[logic]
active = camper@wait

[camper@wait]
out_restr = lim_final_enemy_restr_2
combat_ignore_cond = true
path_walk = lim_final_enemy_wait_3_walk
path_look = lim_final_enemy_wait_3_walk
on_info = {+lim_final_sniper_fire2} camper@fire

[camper@fire]
out_restr = lim_final_enemy_restr_2
;combat_ignore_cond = {!is_enemy_actor}
path_walk = lim_final_enemy_fire_3_walk
path_look = lim_final_enemy_fire_3_look
radius = 30