[smart_terrains]
none = true

[death@cit_doc]
on_info = %+swamp_doc_dead%

[combat_ignore]

[danger]
ignore_distance = 0

[logic]
active = walker@cit_doctor_jail
combat_ignore = combat_ignore
on_death = death@cit_doc

[walker@cit_doctor_jail]
path_walk = cit_doctor_way
path_look = cit_doctor_look
combat_ignore_cond = always
danger = danger
def_state_standing = ward
def_state_moving1 = walk
show_spot = false
on_info = {+cit_start_doctor_scene} remark@cit_doctor_jail1
invulnerable = true

[remark@cit_doctor_jail1]
anim = ward
snd = cit_doctor_dlg1
target = actor
meet = no_meet
danger = danger
combat_ignore_cond = always
on_timer = 18000 | remark@cit_doctor_jail2 %=play_snd(characters_voice\scenario\cit\cit_doctor_2)%
invulnerable = true

[remark@cit_doctor_jail2]
anim = ward
target = actor
meet = no_meet
danger = danger
combat_ignore_cond = always
on_timer = 12000 | remark@cit_doctor_jail3
invulnerable = true

[remark@cit_doctor_jail3]
anim = ward
target = actor
meet = no_meet
snd = cit_doctor_dlg3
danger = danger
combat_ignore_cond = always
on_timer = 9000 | remark@cit_doctor_jail4 %=play_snd(characters_voice\scenario\cit\cit_doctor_4)%
invulnerable = true

[remark@cit_doctor_jail4]
anim = ward
target = actor
meet = no_meet
danger = danger
combat_ignore_cond = always
on_timer = 6000 | remark@cit_doctor_jail5
invulnerable = true

[remark@cit_doctor_jail5]
anim = ward
target = actor
meet = no_meet
snd = cit_doctor_dlg5
danger = danger
combat_ignore_cond = always
on_timer = 41000 | remark@cit_doctor_jail6 %=play_snd(characters_voice\scenario\cit\cit_doctor_6) +esc_kill_strelok_complete%
invulnerable = true

[remark@cit_doctor_jail6]
anim = ward
target = actor
meet = no_meet
danger = danger
combat_ignore_cond = always
on_timer = 8000 | remark@cit_doctor_jail7
invulnerable = true

[remark@cit_doctor_jail7]
anim = ward
target = actor
meet = no_meet
snd = cit_doctor_dlg7
danger = danger
combat_ignore_cond = always
on_timer = 12000 | walker@cit_doctor_jail2 %=enable_ui +cit_wait_cavalry%
invulnerable = true

[walker@cit_doctor_jail2]
path_walk = cit_doctor_way
path_look = cit_doctor_look
combat_ignore_cond = always
danger = danger
def_state_standing = ward
def_state_moving1 = walk
on_info = {+cit_smoke} remark@cit_doctor
invulnerable = true

[remark@cit_doctor]
anim = wait
target = cit_smoke_grenade1, 0
combat_ignore_cond = always
danger = danger
meet = no_meet
on_info = {+cit_jail_scene_start} walker@cit_doctor_jail3
invulnerable = true

[walker@cit_doctor_jail3]
path_walk = cit_doctor_way
path_look = cit_doctor_look1
combat_ignore_cond = always
danger = danger
def_state_standing = ward
def_state_moving1 = walk
on_info = {+cit_jail_door_open} walker@cit_doctor_jail4
invulnerable = true

[walker@cit_doctor_jail4]
path_walk = cit_doctor_walk1
path_look = cit_colonel_wait_point1
combat_ignore_cond = always
danger = danger
def_state_standing = ward
def_state_moving1 = walk
on_signal = reached | %+cit_doctor_arrived% walker@cit_doctor_jail5
meet = no_meet
invulnerable = true

[walker@cit_doctor_jail5]
path_walk = cit_doctor_walk1
path_look = cit_colonel_wait_point1
combat_ignore_cond = always
danger = danger
def_state_standing = ward
def_state_moving1 = walk
meet = no_meet
on_info = {+cit_colonel_dialog_start} remark@cit_doctor_jail8
invulnerable = true

[remark@cit_doctor_jail8]
anim = ward
target = 7212
meet = no_meet
danger = danger
combat_ignore_cond = always
on_timer = 40000 | remark@cit_doctor_jail9
invulnerable = true

[remark@cit_doctor_jail9]
anim = ward
target = cit_actor_walk1, 0
meet = no_meet
danger = danger
combat_ignore_cond = always
snd = cit_colonel_dlg5
on_timer = 8000 | walker@cit_doctor_jail6 %+cit_jail_scene_end%
invulnerable = true

[walker@cit_doctor_jail6]
path_walk = cit_doctor_walk1
path_look = cit_colonel_wait_point1
combat_ignore_cond = always
danger = danger
def_state_standing = ward
def_state_moving1 = walk
on_info = {+cit_find_your_stuff_done} %=release%
invulnerable = true
