[danger@cit_mercs_base]
;ignore_types = corpse
;ignore_distance = 0
danger_inertion_time = 1000
 
[combat_ignore@cit_mercs_base]

[meet@cit_mercs_base]
meet_dialog = cit_mercs_harsh
meet_state = 5 | ward
meet_state_wpn = 5 | threat
victim = 5 | actor
victim_wpn = 5 | actor
use = true
use_wpn = false
abuse = true
precond = visibility

[hit@cit_mercs_base]
on_info = {=hit_by_actor} %+cit_actor_broke_the_rules%

[death@cit_mercs_base]
on_info = {=killed_by_actor} %+cit_actor_broke_the_rules%


[logic@cit_mercs_base_walker1]
active = walker@cit_mercs_base_walker1
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[walker@cit_mercs_base_walker1]
path_walk = groundfloor_patrol
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = meet@cit_mercs_base
on_info = {+cit_kill_mercs_base} %=suicide_delayed%


[logic@cit_mercs_base_walker2]
active = walker@cit_mercs_base_walker2
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[walker@cit_mercs_base_walker2]
path_walk = guard_walk
path_look = guard_look
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = meet@cit_guard_entrance
on_info = {+cit_kill_mercs_base} %=suicide_delayed%


[meet@cit_guard_entrance]
meet_dialog = {+cit_meet_entrance_guard_start -cit_meet_entrance_guard_done} cit_entrance_guard
meet_state = 5 | ward
meet_state_wpn = 5 | threat
victim = 5 | actor
victim_wpn = 5 | actor
use = true
use_wpn = false
abuse = true
precond = visibility

[logic@cit_mercs_base_walker3]
active = walker@cit_mercs_base_walker3
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[walker@cit_mercs_base_walker3]
path_walk = movie_patrol
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = meet@cit_mercs_base
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_walker4]
active = walker@cit_mercs_base_walker4
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[walker@cit_mercs_base_walker4]
path_walk = firstfloor_patrol
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = meet@cit_mercs_base
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_walker5]
active = walker@cit_mercs_base_walker5
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[walker@cit_mercs_base_walker5]
path_walk = basement_walk
path_look = basement_look
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = no_meet
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_walker6]
active = walker@cit_mercs_base_walker6
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[walker@cit_mercs_base_walker6]
path_walk = basement_patrol
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = no_meet
on_info = {+cit_wait_cavalry} walker@cit_mercs_base_walker6b
on_info2 = {+cit_kill_mercs_base} %=suicide_delayed%

[walker@cit_mercs_base_walker6b]
path_walk = wait_point
path_look = wait_look
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = meet@cit_mercs_base
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_walker7]
active = walker@cit_mercs_base_walker7
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[meet@cit_basement_guard]
meet_dialog = cit_stairs_guard_dialog
meet_state = 5 | ward
meet_state_wpn = 5 | threat
victim = 5 | actor
victim_wpn = 5 | actor
use = true
use_wpn = false
abuse = true
precond = visibility

[walker@cit_mercs_base_walker7]
path_walk = basement_guard_walk
path_look = basement_guard_look
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = meet@cit_basement_guard
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_general]
active = walker@cit_mercs_base_general
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[meet@cit_mercs_base_general]
meet_dialog = {+cit_meet_informer_start -cit_meet_informer_done} cit_informer_dialog
meet_state = 5 | ward
meet_state_wpn = 5 | ward
victim = 5 | actor
victim_wpn = 5 | actor
use = true
use_wpn = false
abuse = true
precond = visibility

[walker@cit_mercs_base_general]
path_walk = general_walk
path_look = general_look
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = meet@cit_mercs_base_general
on_info = {+cit_meet_informer_done -cit_actor_broke_the_rules} remark@cit_mercs_base_general_punch
def_state_standing = ward

[remark@cit_mercs_base_general_punch]
anim = punch
target = actor
on_timer = 600 | walker@cit_mercs_base_general_blackout %=disable_ui =punch_actor%
meet = no_meet
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}

[walker@cit_mercs_base_general_blackout]
path_walk = general_walk
path_look = general_look
on_game_timer = 35 | walker@cit_mercs_base_general_after_punch %=prison_sentence%
meet = no_meet
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}

[walker@cit_mercs_base_general_after_punch]
path_walk = general_walk
path_look = general_look
meet = no_meet
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_technician]
active = walker@cit_mercs_base_technician
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[walker@cit_mercs_base_technician]
path_walk = technician_walk
path_look = technician_look
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = meet@cit_mercs_base
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_trader]
active = walker@cit_mercs_base_trader
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[walker@cit_mercs_base_trader]
path_walk = trader_walk
path_look = trader_look
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
def_state_standing = ward
meet = meet@cit_mercs_base
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_leader]
active = walker@cit_mercs_base_leader
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[walker@cit_mercs_base_leader]
path_walk = leader_walk
path_look = leader_look
;danger = danger@cit_mercs_base
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
def_state_standing = ward
meet = meet@cit_mercs_base
on_info = {+cit_kill_mercs_base} nil %=kill_npc%

[logic@cit_mercs_base_kamper1]
active = kamper@cit_mercs_base_kamper1
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[kamper@cit_mercs_base_kamper1]
path_walk = fireplace1_way1
path_look = fireplace1_look1
;danger = danger@cit_mercs_base
kamp_name = fireplace1
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = no_meet
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_kamper2]
active = kamper@cit_mercs_base_kamper2
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[kamper@cit_mercs_base_kamper2]
path_walk = fireplace1_way2
path_look = fireplace1_look2
;danger = danger@cit_mercs_base
kamp_name = fireplace1
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = no_meet
on_info = {+cit_kill_mercs_base} %=suicide_delayed%

[logic@cit_mercs_base_kamper3]
active = kamper@cit_mercs_base_kamper3
combat_ignore = combat_ignore@cit_mercs_base
on_hit = hit@cit_mercs_base
on_death = death@cit_mercs_base

[kamper@cit_mercs_base_kamper3]
path_walk = fireplace1_way3
path_look = fireplace1_look3
;danger = danger@cit_mercs_base
kamp_name = fireplace1
combat_ignore_cond = {-cit_fighting_actor =fighting_actor_doctor}
meet = no_meet
on_info = {+cit_kill_mercs_base} %=suicide_delayed%
