;-- командир отряда ЧН

[logic]
active = remark@weapon_unstrapped
post_combat_time = 0,0 

;-- прячется до появления игрока
[remark@weapon_unstrapped]
meet = no_meet
invulnerable = true
combat_ignore_cond = true
path_walk = barricade_hide_5_walk
anim = threat
on_game_timer = 30 | smartcover@hide 

[smartcover@hide]
use_in_combat = true
invulnerable = true
path_walk = barricade_hide_5_walk
combat_ignore_cond = true
cover_name = hosp_barricade_commander_smartcover
cover_state = idle_target
loophole_name = br_com
on_actor_dist_le_nvis = 7 | smartcover@hide2 %+hospital_z1_komander_speak =play_sound(clear_sky_about_hall:csky:st_ui_pda_legend_squad)%
meet = no_meet

[smartcover@hide2]
use_in_combat = true
invulnerable = true
combat_ignore_cond = true
cover_name = hosp_barricade_commander_smartcover
cover_state = fire_target
loophole_name = br_com
;target_path = actor
on_info = {+sniper_fire_scene} smartcover@hide3
meet = no_meet

[smartcover@hide3]
use_in_combat = true
invulnerable = true
combat_ignore_cond = true
cover_name = hosp_barricade_commander_smartcover
cover_state = lookout_target
loophole_name = br_com
on_info = {+sniper_fire_scene_end} smartcover@hide4 %=play_sound(clear_sky_about_sniper:csky:st_ui_pda_legend_squad)%
meet = no_meet

[smartcover@hide4]
use_in_combat = true
invulnerable = true
combat_ignore_cond = true
cover_name = hosp_barricade_commander_smartcover
cover_state = fire_target
loophole_name = br_com
;target_path = actor
;on_game_timer = 100 | camper@hide5 %+katacomb_task_sniper_back =play_sound(clear_sky_wait)%
on_signal = sound_end | smartcover@hide5 %+katacomb_task_sniper_back =play_sound(clear_sky_wait:csky:st_ui_pda_legend_squad)%
meet = no_meet

[smartcover@hide5]
use_in_combat = true
meet = no_meet
invulnerable = true
combat_ignore_cond = true
cover_name = hosp_barricade_commander_smartcover
cover_state = lookout_target
loophole_name = br_com
on_info = {+cover_fire_go} smartcover@hide6 %=play_sound(clear_sky_go:csky:st_ui_pda_legend_squad)%
on_info2 = {+sniper_off} camper@rush %=play_sound(clear_sky_start_raid:csky:st_ui_pda_legend_squad)%

[smartcover@hide6]
use_in_combat = true
meet = no_meet
invulnerable = true
combat_ignore_cond = true
cover_name = hosp_barricade_commander_smartcover
;cover_state = lookout_target
loophole_name = br_com
on_info = {+hospital_z1_badly} smartcover@hide5 %-hospital_z1_badly =play_sound(clear_sky_badly:csky:st_ui_pda_legend_squad)%
on_info2 = {+sniper_off} camper@rush %=play_sound(clear_sky_start_raid:csky:st_ui_pda_legend_squad)%

;-- проход отряда ЧН по второму этажу
[camper@rush]
out_restr = kat_hosp_z1_cs_rush_restr
danger = danger_condition
path_walk = barricade_rush_2_walk
path_look = barricade_rush_2_look
radius = 5
no_retreat = true
def_state_moving = sneak_run
on_info = {+door_blow_up} camper@final_wait
invulnerable = true
meet = no_meet

[camper@rush2]
out_restr = kat_hosp_z1_cs_rush_restr
danger = danger_condition
path_walk = barricade_rush_2_walk
path_look = barricade_rush_2_look
radius = 5
no_retreat = true
def_state_moving = sneak_run
on_info = {+door_blow_up} camper@final_wait
invulnerable = true
meet = no_meet

[camper@final_wait]
out_restr = kat_hosp_z1_cs_rush_restr
danger = danger_condition
path_walk = barricade_rush_2_walk
path_look = barricade_rush_2_look
radius = 0
no_retreat = true
def_state_moving = sneak_run
on_game_timer = 5 | camper@final
invulnerable = true
meet = no_meet

;-- отряд ЧН занимает финальные точки перед проломом
[camper@final]
out_restr = kat_hosp_z1_cs_final_restr
danger = danger_condition
path_walk = barricade_final_3_walk
path_look = barricade_final_3_look
radius = 0
no_retreat = true
def_state_moving = sneak_run
def_state_campering = threat_na
def_state_campering_fire = threat_sniper_fire
on_info = {+hospital_last_wave_spawn} camper@final2 %=play_sound(clear_sky_thanks_actor:csky:st_ui_pda_legend_squad)%
invulnerable = true
meet = no_meet

[camper@final2]
out_restr = kat_hosp_z1_cs_final_restr
danger = danger_condition
path_walk = barricade_final_3_walk
path_look = barricade_final_3_look
radius = 0
def_state_campering = threat_na
def_state_campering_fire = threat_fire
no_retreat = true
invulnerable = true
meet = no_meet

[danger_condition]
ignore_distance_corpse = 0
ignore_distance_hit = 0
ignore_distance_sound = 0
ignore_distance_grenade = 0