[combat_ignore]

[meet@colonel]
meet_dialog = cit_colonel_help
meet_state = 5 | guard
meet_state_wpn = 5 | threat
victim = 5 | actor
victim_wpn = 5 | actor
use = true
use_wpn = false
abuse = true
precond = visibility

[danger]
ignore_types 			 = corpse
ignore_distance 		 = 0
ignore_distance_grenade  = 0
ignore_distance_corpse   = 0
ignore_distance_hit      = 0
ignore_distance_sound    = 0

[hit@cit_colonel]
on_info = {=hit_by_actor} %+cit_actor_attacked_mil%

[logic]
active = walker@1
combat_ignore = combat_ignore
on_hit = hit@cit_colonel

[walker@1]
path_walk = cit_colonel_wait_point
path_look = cit_colonel_wait_look
combat_ignore_cond = always
danger = danger
on_info = {+cit_move_colonel} walker@2
on_info2 = {+cit_temp_fix} walker@5

[walker@2]
path_walk = cit_colonel_wait_point
path_look = cit_colonel_wait_look
combat_ignore_cond = always
danger = danger
on_timer = 2500 | {-cit_temp_fix} walker@3 %+cit_temp_fix%

[walker@3]
path_walk = cit_colonel_walk
path_look = cit_colonel_walk_look
combat_ignore_cond = always
danger = danger
meet = no_meet
on_signal = start | %+cit_jail_scene_start%
on_signal2 = reached | remark@1

[remark@1]
combat_ignore_cond = always
danger = danger
anim = press
on_timer = 5000 | %+cit_jail_door_open% walker@4
meet = no_meet

[walker@4]
path_walk = cit_colonel_wait_point1
path_look = cit_colonel_wait_look1
combat_ignore_cond = always
danger = danger
on_info = {+cit_colonel_dialog_start} remark@2
def_state_standing = ward
def_state_moving1 = walk

[remark@2]
combat_ignore_cond = always
danger = danger
anim = ward
snd = cit_colonel_dlg1
on_timer = 9000 | remark@3
target = 7203

[remark@3]
combat_ignore_cond = always
danger = danger
anim = ward
target = 7203
on_timer = 2000 | remark@4

[remark@4]
combat_ignore_cond = always
danger = danger
anim = ward
target = 7203
snd = cit_colonel_dlg3
on_timer = 24000 | walker@5

[walker@5]
path_walk = cit_colonel_wait_point1
path_look = cit_colonel_wait_look1
combat_ignore_cond = always
danger = danger
meet = meet@colonel
on_info = {+cit_actor_attacked_mil} walker@col_attacked

[walker@col_attacked]
path_walk = cit_colonel_wait_point1
combat_ignore_cond = {-cit_actor_attacked_mil}