[meet]
meet_state 		= 3|nil@nil
victim			= 3|actor
sound_start 	= gar_bandit_barman_meet
sound_stop 		= gar_bandit_barman_meet_bye
use_wpn	= true
use = true
quest_npc = true

[logic]
active = walker@barman
level_spot = quest_npc
;suitable = {=check_npc_name(gar_bandit_barman)}
;prior = 130
trade = misc\trade\trade_barmen_all.ltx

[walker@barman]
path_walk = gar_smart_terrain_3_5_bandit_barman_walk
path_look = gar_smart_terrain_3_5_bandit_barman_look
def_state_standing = wait
on_signal = turn_end | smartcover@lean_on_bar_fire ;smartcover@lean_on_bar_idle
meet = meet

;[smartcover@lean_on_bar_idle]
;cover_name = gar_smart_cover_bandit_barman_lead_stand_lean_on_bar
;loophole_name = lead_stand_lean_on_bar
;cover_state = idle_target
;on_timer = 15000 | {~33} smartcover@lean_on_bar_lookout, {~66} smartcover@lean_on_bar_fire, smartcover@lean_on_bar_fire_no_lookout
;meet = meet

;[smartcover@lean_on_bar_lookout]
;cover_name = gar_smart_cover_bandit_barman_lead_stand_lean_on_bar
;loophole_name = lead_stand_lean_on_bar
;cover_state = lookout_target
;on_timer = 15000 | {~33} smartcover@lean_on_bar_fire, {~66} smartcover@lean_on_bar_fire_no_lookout, smartcover@lean_on_bar_idle
;meet = meet

[smartcover@lean_on_bar_fire]
cover_name = gar_smart_cover_bandit_barman_lead_stand_lean_on_bar
loophole_name = lead_stand_lean_on_bar
cover_state = fire_target
on_timer = 15000 | smartcover@lean_on_bar_fire_no_lookout ;{~33} ;, {~66} smartcover@lean_on_bar_idle, smartcover@lean_on_bar_lookout
meet = meet

[smartcover@lean_on_bar_fire_no_lookout]
cover_name = gar_smart_cover_bandit_barman_lead_stand_lean_on_bar
loophole_name = lead_stand_lean_on_bar
cover_state = fire_no_lookout_target
on_timer = 15000 | smartcover@lean_on_bar_fire ;{~33} smartcover@lean_on_bar_idle, {~66} smartcover@lean_on_bar_lookout,
meet = meet