[logic]
active = camper
on_death = death@1
on_combat = combat
;combat_ignore = combat_ignore

[death@1]
on_info = {=in_zone(yan_roof_cut6_restr)} %+yan_destroy_wave1_3 =dec_counter(yan_zombie_roof)%
;on_info2 = {=in_zone(yan_space_restrictor_zombi_in_krisha)} %+yan_destroy_wave1_3%

;[hit]
;on_info = %+alert_zombi_cut6_3%

[combat]
;on_hit = hit
combat_type = zombied
;combat_ignore_cond = {-alert_zombi_cut6_3}

[camper]
group = 2
radius = 0
path_walk = yan_walker_zombie_cut6_way_3_walk
path_look = yan_walker_zombie_cut6_way_3_look
def_state_campering = threat
def_state_campering_fire = threat_fire
danger = danger_condition
on_info = {+yan_stop_spawn_cut6} nil
no_retreat = true
combat_ignore_cond = {=fighting_dist_ge(3)}
on_info2 = {=in_zone(yan_roof_cut6_restr)}  camper2 %=inc_counter(yan_zombie_roof)%

[camper2]
group = 2
out_restr = yan_roof_cut6_restr
path_walk = yan_walker_zombie_cut6_way_3a_walk
path_look = yan_walker_zombie_cut6_way_3a_look
radius = 0
def_state_campering = threat
def_state_campering_fire = threat_fire
no_retreat = true
danger = danger_condition
on_info = {+yan_stop_spawn_cut6} nil
no_retreat = true
combat_ignore_cond = {=fighting_dist_ge(3)}
on_signal = stop | nil


[danger_condition]
ignore_distance_sound = 0
ignore_distance = 0



