[logic]
active = camper@wait
on_death = death
relation = enemy

[death]
on_info = %+lim_bandit_house_go%

[camper@wait]
out_restr = lim_bandit_house_zone_1
combat_ignore_cond = true
on_info = {=health_le(0.9) !actor_in_zone(lim_bandit_house_zone_1)} ;%=restore_health%
path_walk = lim_bandit_house_minigunner_walk
path_look = lim_bandit_house_minigunner_look
def_state_campering = threat_na
def_state_campering_fire = threat_fire
def_state_moving = assault
on_info = {+lim_bandit_house_attack1} camper@minigunner

[camper@minigunner]
combat_ignore_cond = {!is_enemy_actor}
out_restr = lim_bandit_house_zone_1
path_walk = lim_bandit_house_minigunner_walk
path_look = lim_bandit_house_minigunner_fire_look
def_state_campering = hide_na
def_state_campering_fire = threat_fire
def_state_moving = assault
radius = 5
on_info = {=see_actor =actor_in_zone(lim_bandit_fire)} remark@fire_actor
;on_info2 = {=actor_out_zone(lim_bandit_house_zone_1)} ;%=restore_health%

[remark@fire_actor]
invulnerable = true
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_info = {!see_actor =actor_out_zone(lim_bandit_fire)} camper@minigunner
;on_info2 = {=actor_out_zone(lim_bandit_house_zone_1)} ;%=restore_health%

[camper@minigunner2]
combat_ignore_cond = {!is_enemy_actor}
out_restr = lim_bandit_house_zone_1
path_walk = lim_bandit_house_minigunner_walk
path_look = lim_bandit_house_minigunner_fire_look
def_state_campering = hide_na
def_state_campering_fire = threat_fire
def_state_moving = assault
radius = 15
on_info2 = {=see_actor =actor_in_zone(lim_bandit_fire)} remark@fire2_actor

[remark@fire2_actor]
combat_ignore_cond = true ;{!is_enemy_actor}
anim = threat_fire
target = actor
on_info = {!see_actor =actor_out_zone(lim_bandit_fire)} camper@minigunner2