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- [logic]
- active = walker@wait_actor
- can_select_weapon = false
- post_combat_time = 0,0
- [walker@generic]
- gather_items_enabled = false
- help_wounded_enabled = false
- corpse_detection_enabled = false
- turn_on_campfire = false
- invulnerable = true
- combat_ignore_cond = true
- combat_ignore_keep_when_attacked = true
- def_state_moving1 = sprint
- def_state_moving2 = sprint
- def_state_moving3 = sprint
- meet = no_meet
- danger = danger
- wounded = wounded
- [walker@wait_actor]:walker@generic
- path_walk = red_pursuit_strelok_1_walk
- path_look = red_pursuit_strelok_1_look
- on_info = {+red_pursuit_boars_attack} walker@go_tonnel2
- [walker@go_tonnel]:walker@generic
- path_walk = red_pursuit_strelok_2_walk
- path_look = red_pursuit_strelok_2_look
- on_signal = action | walker@go_tonnel2 %+red_pursuit_strelok_go_1%
- on_info = {+red_pursuit_strelok_go_1} walker@go_tonnel2
- [walker@go_tonnel2]:walker@generic
- path_walk = red_pursuit_strelok_2_walk
- path_look = red_pursuit_strelok_2_look
- on_signal = action | walker@go_tonnel3 %+red_pursuit_strelok_go_2%
- on_info = {+red_pursuit_strelok_go_2} walker@go_tonnel3
- [walker@go_tonnel3]:walker@generic
- path_walk = red_pursuit_strelok_3_walk
- path_look = red_pursuit_strelok_3_look
- on_signal = action | walker@go_tonnel4 %+red_pursuit_strelok_go_3%
- on_info = {+red_pursuit_strelok_go_3} walker@go_tonnel4
- [walker@go_tonnel4]:walker@generic
- path_walk = red_pursuit_strelok_4_walk
- path_look = red_pursuit_strelok_4_look
- on_signal = action | walker@wait %=play_sound(red_pursuit_strelok_threat:stalker:red_agent_name)%
- on_info = {+red_pursuit_strelok_go} walker@in_tonnel %=play_sound(red_pursuit_strelok_threat:stalker:red_agent_name)%
- on_info2 = {+red_pursuit_ambush_attack} walker@in_tonnel %=play_sound(red_pursuit_strelok_threat:stalker:red_agent_name)%
- [walker@wait]:walker@generic
- path_walk = red_pursuit_strelok_hide_walk
- path_look = red_pursuit_strelok_hide_look
- on_info = {+red_pursuit_strelok_go} walker@in_tonnel
- on_info2 = {+red_pursuit_ambush_attack} walker@in_tonnel
- [walker@in_tonnel]:walker@generic
- path_walk = red_pursuit_strelok_5_walk
- path_look = red_pursuit_strelok_5_look
- on_signal = action | {+red_pursuit_explode} %+red_pursuit_strelok_offline =destroy_object%
- [danger]
- ignore_distance = 0
- [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
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