[logic]
active = walker
on_death = death@1
on_hit = hit
on_combat = combat
;combat_ignore = combat_ignore

[death@1]
on_info = %+yan_destroy_wave1_1%

;[hit]
;on_info = %+alert_zombi_cut6_1%

[combat]
on_hit = hit
combat_type = zombied
;combat_ignore_cond = {-alert_zombi_cut6_1}

[walker]
path_walk = yan_walker_zombie_cut6_3_walk
path_look = yan_walker_zombie_cut6_3_look
danger = danger_condition
combat_ignore_cond = always
group = 1
;on_info = {+yan_ready_perekl_cut6} camper@go_krisha

[camper@go_krisha]
radius = 0
path_walk = yan_walker_zombie_cut6_3a_walk
path_look = yan_walker_zombie_cut6_3a_look
on_signal = in_angar | %+yan_zombied_in_angar_cut6%
def_state_campering = threat
def_state_campering_fire = threat_fire
danger = danger_condition
on_info = {+yan_stop_spawn_cut6} nil
no_retreat = true 
combat_ignore_cond = {=fighting_dist_ge(3)}
group = 1

[danger_condition]
ignore_distance_sound = 0
ignore_distance = 0
