[logic]
active = walker@inc
combat_ignore = combat_ignore
on_combat = combat
on_death = death

[death]
on_info = %-hospital_z1_enemy_5%

[combat]
on_info = {+rush_4} walker

[walker@inc]
danger = danger_condition@2
combat_ignore_cond = always
path_walk = enemy_floor2l_start_walk_2
path_look = enemy_floor2l_start_look
on_info = camper %=inc_counter(hospital_z1_left_cout)%
group = 1

[camper]
danger = danger_condition
combat_ignore_cond = always
out_restr = enemy_floor2l_restr
path_walk = enemy_floor2l_start_walk_2
path_look = enemy_floor2l_start_look
radius = 1
def_state_campering = threat_na
on_info = {+rush_4} camper@2
group = 1

[camper@2]
danger = danger_condition
;combat_ignore_cond = {=fighting_dist_ge(20)} always
out_restr = enemy_floor2l_restr
path_walk = enemy_floor2l_walk_2
path_look = enemy_floor2l_look
def_state_moving = assault
def_state_campering = hide_na
radius = 15
on_info = {+minigun_off} walker
group = 1


[walker]
danger = danger_condition
out_restr = enemy_floor2l_restr
path_walk = enemy_floor2l_walk_2
path_look = enemy_floor2l_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
group = 1

[danger_condition]
ignore_distance_corpse = 0
ignore_distance_sound = 0

[danger_condition@2]
ignore_distance = 0

[combat_ignore]