[logic]
active = camper@wait_signal
on_death = death

[death]
on_info = %=dec_counter(lim_square_enemy_count) -lim_roof_sniper_6_off%

[camper@wait_signal]
show_spot = false
out_restr = lim_roof_sniper_6_zone
combat_ignore_cond = true
path_walk = lim_roof_sniper_6_wait_way
path_look = lim_roof_sniper_6_wait_way
on_info = {+lim_condition5} camper@go_to_fire_point

[camper@go_to_fire_point]
out_restr = lim_roof_sniper_6_zone
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = lim_roof_sniper_6_attack_walk
path_look = lim_roof_sniper_6_attack_look
radius = 0
def_state_moving = sneak_run
on_info = {=see_actor} camper@fire
on_signal = action | camper@fire
wounded = wounded@work1

[camper@fire]
out_restr = lim_roof_sniper_6_zone
combat_ignore_cond = {!is_enemy_actor}
path_walk = lim_roof_sniper_6_attack_walk
path_look = lim_roof_sniper_6_attack_look
radius = 0
def_state_moving = sneak_run
def_state_campering = threat_na
def_state_campering_fire = threat_sniper_fire
;on_timer = 1000 | {!see_actor} remark@search
;on_game_timer = 100 | camper@wait
on_info = {=health_le(0.5)} camper@wait 
wounded = wounded@work1
sniper = true

[remark@search]
out_restr = lim_roof_sniper_6_zone
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
anim = hide_na
target = actor
on_info = {=see_actor} camper@fire
;on_game_timer = 50 | camper@wait
wounded = wounded@work1

[camper@wait]
out_restr = lim_roof_sniper_6_zone
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = lim_roof_sniper_6_wait_way
path_look = lim_roof_sniper_6_wait_way
radius = 0
def_state_moving = sneak_run
on_game_timer = 70 | camper@go_to_fire_point %=restore_health%
on_info = {+lim_military_minigun_out !actor_see_npc} %=destroy_object%
wounded = wounded@work1

[wounded@work1]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false


