[logic]
active = camper@fire
on_death = death

[death]
on_info = %-hospital_z3_cs_soldier3%


[camper@fire]
post_combat_time = 0,0
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_soldier3_walk
path_look = z3_cs_commander_look
radius = 0
def_state_moving = sneak_run
;def_state_campering_fire = hide_sniper_fire
on_info = {+hospital_z3_cs_fire_1} camper@final
wounded = wounded

[camper@final]
post_combat_time = 0,0
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_soldier3_walk_1
path_look = z3_cs_soldier3_look_1
radius = 0
def_state_moving = sneak_run
wounded = wounded
on_info = {+hospital_z3_enemy_last_wave} camper@final2

[camper@final2]
post_combat_time = 0,0
out_restr = kat_hosp_z3_cs_floor_restr
path_walk = z3_cs_soldier3_walk_1
path_look = z3_cs_soldier1_look_1
radius = 0
def_state_moving = sneak_run
wounded = wounded

[wounded]
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
