[logic@stalker3]
active = walker@snork_appear
suitable = {-yan_stop_spawn_cut6} true
post_combat_time = 0,0

[walker@snork_appear]
path_walk = stalker3_cut5_walk
path_look = stalker3_cut5_look 
wounded = wounded
invulnerable = true
meet = no_meet
combat_ignore_cond = {-yan_space_restrictor_actor_ready_cut5} true, {+yan_scene_6_snork_dead} true
on_info = {+yan_scene_6_snork_dead} camper@wait_cut5
danger = danger_ignore

[danger_ignore]
ignore_distance = 0
ignore_types = sound

;--сцена 5 "Прорыв к Установке"

[camper@wait_cut5]
path_walk = stalker3_cut5_walk
path_look = stalker3_cut5_look
wounded = wounded
invulnerable = true
radius = 0
combat_ignore_cond = true
meet = no_meet
on_info = {+yan_destroy_zombi23_cut5} camper@to_zabor
danger = danger_ignore

[camper@to_zabor]
path_walk = zabor_walk
path_look = zabor_look
meet = no_meet
invulnerable = true
combat_ignore_cond = true
on_signal = ready_to_jump | remark@zabor 
danger = danger_ignore

[remark@zabor]
anim = yan_zabor_0
meet = no_meet
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_signal = anim_end | camper@fire1_cut5 %-yan_space_restrictor_actor_ready_cut5%
danger = danger_ignore

[camper@fire1_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker3_cut5_2_walk
path_look = stalker3_cut5_2_look
def_state_moving = assault
radius = 0
meet = no_meet
on_info = {+yan_destroy_zombi20_cut5 +yan_destroy_zombi21_cut5} camper@fire2_cut5

[camper@fire2_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker3_cut5_2_walk
path_look = stalker3_cut5_2_look
def_state_moving = assault
radius = 0
meet = no_meet
on_info = {+yan_destroy_zombi22_cut5 +yan_destroy_zombi23_cut5} camper@fire3_cut5

[camper@fire3_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker3_cut5_2_walk
path_look = stalker3_cut5_2_look
def_state_moving = assault
radius = 0
meet = no_meet
on_info = {+yan_destroy_zombi25_cut5} camper@fire4_cut5



[camper@fire4_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker3_cut5_5_walk
path_look = stalker3_cut5_5_look
def_state_moving = assault
radius = 0
meet = no_meet
on_info = {+yan_destroy_zombi29_cut5} camper@fire5_cut5

[camper@fire5_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker3_cut5_6_walk
path_look = stalker3_cut5_6_look
def_state_moving = assault
radius = 0
meet = no_meet
on_info = {+yan_destroy_zombi30_cut5} camper@fire6_cut5

[camper@fire6_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker3_cut5_7_walk
path_look = stalker3_cut5_7_look
def_state_moving = assault
radius = 0
meet = no_meet
on_signal = on_position | %+yan_zabor_stalker_3_on_position%
on_info = {+typoi +yan_levsha_ready_cut6} remark@1

[remark@1]
on_timer = 3000 | {-yan_zabor_2_already_jumping} camper@to_zabor_2 %+yan_zabor_2_already_jumping%
invulnerable = true
target = yan_smart_terrain_for_squad_levsha_stalker5_cut5_7_walk,0
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
anim = wait_na

[camper@to_zabor_2]
path_walk = zabor_2_walk
path_look = zabor_2_look
def_state_moving = assault
meet = no_meet
combat_ignore_cond = always
on_signal = ready_to_jump | remark@zabor_2 %-yan_zabor_2_already_jumping%
invulnerable = true

[remark@zabor_2]
anim = yan_zabor_1
meet = no_meet
invulnerable = true
;target = yan_smart_terrain_for_squad_levsha_zabor_2_look,0
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_signal = anim_end | camper@wait_cut6
;-- сцена 6 "Ремонт Установки"

[camper@wait_cut6]
invulnerable = true
path_walk = yan_camp_3_walk
path_look = yan_camp_3_look
radius = 3
combat_ignore_cond = always
danger = danger_condition
meet = no_meet
on_signal = turn_end | remark@wait_cut6_temp 

[remark@wait_cut6_temp]
anim = guard
combat_ignore_cond = always
target = yan_smart_terrain_for_squad_levsha_stalker5_cut5_8_walk, 00
danger = danger_condition
meet = no_meet
on_info = {+yan_ready_actor_cut6} camper@fire



[camper@fire]
invulnerable = true
path_walk = yan_per_1_walk
path_look = yan_per_1_look
def_state_moving = assault
wounded = wounded
radius = 0
danger = danger_condition
combat_ignore_cond = always
on_signal = yan_ready_position_stalker3 | camper@fire2
meet = no_meet

[camper@fire2]
out_restr = yan_space_restrictor_cut6_for_group2
path_walk = yan_per_1_walk
path_look = yan_per_1_look
radius = 3
invulnerable = true
on_info =  {+yan_stalker_3_kaput} camper@fire2_not_inv
combat_ignore_cond = {+yan_stalker_3_kaput} true, {=fighting_dist_ge(10)} true 
meet = no_meet

[camper@fire2_not_inv]
out_restr = yan_space_restrictor_cut6_for_group2
path_walk = yan_per_1_walk
path_look = yan_per_1_look
radius = 3
on_info = {-yan_stalker_3_kaput} camper@fire2
combat_ignore_cond = {=fighting_dist_ge(10)} 
meet = no_meet
invulnerable = false

[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