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

[hit]
on_info = %+lim_bandit_away%

[death]
on_info = %+lim_bandit_wonded_2_out +lim_bandit_away%

[walker@wait_help]
combat_ignore_cond = true
path_walk = lim_bandit_wonded_2_walk
path_look = lim_bandit_wonded_2_look
meet = meet
on_info = {+lim_csky_enter_danger} remark@hands_up
on_info2 = {+lim_bandit_have_medkit} walker@help
on_info3 = {+lim_bandit_away} remark@fire %=actor_enemy()%
on_info4 = {+lim_bandit_health_restore} walker@senks_actor

[remark@hands_up]
combat_ignore_cond = true
anim = hands_up
target = lim_smart_terrain_1_danger_1_walk, 0
meet = meet@3
on_info = {+lim_bandit_have_medkit} walker@help
on_info2 = {+lim_cs_enter_squad_fire1} remark@dont_shoot %=play_sound(lim_bandit_wounded_dont_shoot)%
on_info3 = {+lim_bandit_away} remark@fire %=actor_enemy()%
on_info4 = {+lim_bandit_health_restore} walker@senks_actor

[remark@dont_shoot]
combat_ignore_cond = true
anim = hands_up
meet = no_meet
target = lim_smart_terrain_1_danger_1_walk, 0
on_info = {+lim_cs_enter_squad_threat1} remark@dont_shoot2 %=play_sound(lim_bandit_wounded_medkit1)%
on_info2 = {+lim_bandit_away} remark@fire %=actor_enemy()%
on_signal = sound_end | %+lim_bandit_wounded_dont_shoot%
on_info3 = {+lim_bandit_health_restore} walker@senks_actor

[remark@dont_shoot2]
combat_ignore_cond = true
anim = hands_up
meet = no_meet
target = lim_smart_terrain_1_danger_1_walk, 0
on_info = {+lim_cs_enter_squad_threat2} remark@dont_shoot3
on_info2 = {+lim_bandit_away} remark@fire %=actor_enemy()%
on_signal = sound_end | %+lim_bandit_wounded_medkit1%
on_info3 = {+lim_bandit_health_restore} walker@senks_actor

[remark@dont_shoot3]
combat_ignore_cond = true
anim = hands_up
meet = meet
target = lim_smart_terrain_1_danger_1_walk, 0
on_info = {+lim_bandit_have_medkit} walker@help %=play_sound(lim_bandit_wounded_senks)%
on_info2 = %=play_sound(lim_bandit_wounded_medkit2)%
on_info3 = {+lim_bandit_away} remark@fire %=actor_enemy()%
on_info4 = {+lim_bandit_health_restore} walker@senks_actor

[walker@help]
combat_ignore_cond = true
path_walk = lim_bandit_help_walk
path_look = lim_bandit_help_look
on_signal = action | remark@help %=play_sound(lim_bandit_wounded_help2_snd)%
meet = no_meet
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
def_state_standing = wait
on_info = {+lim_bandit_away} remark@fire %=actor_enemy()%

[remark@help]
combat_ignore_cond = true
anim = dynamite
target = lim_bandit_wonded_1_walk, 0
on_signal = anim_end | walker@senks_actor %+lim_bandit_health_restore%
meet = no_meet
on_info = {+lim_bandit_away} remark@fire %=actor_enemy()%

[walker@senks_actor]
combat_ignore_cond = true
path_walk = lim_bandit_sanks_2_walk
path_look = lim_bandit_sanks_2_look
on_signal = action | remark@senks_actor %=play_sound(lim_bandit_wounded_about_ambush) =add_map_spot(602:primary_task_location:lim_bandit_ambush_spot)%
meet = no_meet
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
def_state_standing = wait
on_info = {+lim_bandit_away} remark@fire %=actor_enemy()%

;*** благодорит актера 
[remark@senks_actor]
combat_ignore_cond = true
anim = wait
target = actor
meet = meet@2
on_signal = sound_end | %+lim_bandit_say_abaut_ambush%
on_game_timer = 300 | patrol@go %+lim_bandit_wounded_go%
on_actor_dist_ge = 10 | patrol@go %+lim_bandit_wounded_go%
on_info = {+lim_bandit_wounded_go} patrol@go
on_info2 = {+lim_bandit_away} remark@fire %=actor_enemy()%

;*** 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_info2 = {+lim_bandit_away} remark@fire %=actor_enemy()%

[remark@fire]
combat_ignore_keep_when_attacked = true
combat_ignore_cond = true
anim = threat_fire
target = actor

[meet]
meet_state = 25 | hands_up@lim_bandit_wounded_help | 15 | hands_up@lim_bandit_wounded_medkit2
meet_state_wpn = 25 | hands_up@lim_bandit_wounded_help | 15 | hands_up@lim_bandit_wounded_medkit2
victim = 30 | actor
victim_wpn = 30 | actor
use	= true
use_wpn	= true
meet_dialog = lim_bandit_wounded_dialog_1
trade_enable = false

[meet@2]
meet_state = 10 | wait@nil
meet_state_wpn = 10 | wait@nil
victim = 15 | actor
victim_wpn = 15 | actor
use	= true
use_wpn	= true
meet_dialog = lim_bandit_wounded_dialog_2
trade_enable = false

[meet@3]
meet_state = 5 | hands_up@lim_bandit_wounded_medkit2
meet_state_wpn = 5 | hands_up@lim_bandit_wounded_medkit2
victim = 5 | actor
victim_wpn = 5 | actor
meet_dialog = lim_bandit_wounded_dialog_1
trade_enable = false
use	= true
use_wpn	= true
