[logic]
active = walker@wait_help
on_death = death
on_hit = hit
relation = neutral
meet = no_meet

[hit]
on_info = %+lim_bandit_away%

[death]
on_info = %+lim_bandit_wonded_1_out +lim_bandit_away%

[walker@go_point]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = lim_bandit_wonded_1_walk
path_look = lim_bandit_wonded_1_look
def_state_moving1 = run
def_state_moving2 = run
def_state_moving3 = run
def_state_standing = wait
on_signal = action | remark@wait_help

[walker@wait_help]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = lim_bandit_wonded_1_walk
path_look = lim_bandit_wonded_1_look
wounded = wounded
;meet = no_meet
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
def_state_standing = wait
on_info = {+lim_bandit_health_restore} walker@wait2 %=restore_health%
on_info2 = {=hit_by_actor} %+lim_bandit_away%
on_info3 = {!health_le(0.3)} walker@wait2 %+lim_bandit_health_restore%

[walker@wait2]
combat_ignore_cond = true
path_walk = lim_bandit_sanks_1_walk
path_look = lim_bandit_sanks_1_look
;meet = no_meet
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
def_state_standing = wait
on_info = {+lim_bandit_wounded_go} patrol@go
on_info2 = {=hit_by_actor} %+lim_bandit_away%

;*** уходят из Лиманска
[patrol@go]
;meet = no_meet
combat_ignore_cond = true
path_walk = lim_bandit_go_walk
move_type = walk
def_state_moving = walk
on_signal = action | %=destroy_object%
on_info = {=hit_by_actor} %+lim_bandit_away%


[wounded]
hp_state 		= 20|wounded_heavy_2@nil
hp_state_see	= 20|wounded_heavy_2@nil
autoheal = false
enable_talk = false
