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

[remark@weapon_unstrapped]
meet = no_meet
invulnerable = true
combat_ignore_cond = true
path_walk = barricade_hide_5_walk
anim = threat
on_game_timer = 20 | smartcover@wait

[smartcover@wait]
use_in_combat = true
invulnerable = true
meet = no_meet
path_walk = barricade_hide_3_walk
combat_ignore_cond = true
cover_name = hosp_barricade_3_smartcover
cover_state = default_behaviour
on_info = {+hospital_z1_action} smartcover@hide2

;-- прячется до начала сцены со снайпером
[smartcover@hide]
use_in_combat = true
invulnerable = true
meet = no_meet
combat_ignore_cond = true
cover_name = hosp_barricade_3_smartcover
cover_state = default_behaviour
on_info = {+cover_fire} smartcover@fire
on_info2 = {+sniper_fire_scene_end} smartcover@hide2

;-- стреляет до начала сцены со снайпером
[smartcover@fire]
use_in_combat = true
invulnerable = true
meet = no_meet
combat_ignore_cond = true
cover_name = hosp_barricade_3_smartcover
cover_state = fire_target
target_path = barricade_fire_3_look
on_info = {+cover_fire_end} smartcover@hide
on_info2 = {+sniper_fire_scene} smartcover@hide
on_info3 = {+sniper_fire_scene_end} smartcover@hide2

;-- прячется 
[smartcover@hide2]
use_in_combat = true
invulnerable = true
meet = no_meet
combat_ignore_cond = true
cover_name = hosp_barricade_3_smartcover
cover_state = lookout_target
on_info = {+cover_fire} smartcover@fire2
on_info2 = {+sniper_off} camper@rush

;-- стреляет, прикрывает игрока
[smartcover@fire2]
use_in_combat = true
invulnerable = true
meet = no_meet
combat_ignore_cond = true
cover_name = hosp_barricade_3_smartcover
cover_state = fire_target
target_path = barricade_fire_3_look
on_info = {+cover_fire_end} smartcover@hide2

;-- проход отряда ЧН по второму этажу
[camper@rush]
out_restr = kat_hosp_z1_cs_rush_restr
danger = danger_condition
path_walk = barricade_rush_4_walk
path_look = barricade_rush_4_look
radius = 5
no_retreat = true
def_state_moving = sneak_run
on_info = {+door_blow_up} camper@final_wait
meet = no_meet
invulnerable = true

[camper@final_wait]
out_restr = kat_hosp_z1_cs_rush_restr
danger = danger_condition
path_walk = barricade_rush_4_walk
path_look = barricade_rush_4_look
radius = 0
no_retreat = true
def_state_moving = sneak_run
on_game_timer = 30 | camper@final
meet = no_meet
invulnerable = true

;-- отряд ЧН занимает финальные точки перед проломом
[camper@final]
out_restr = kat_hosp_z1_cs_final_restr
danger = danger_condition
path_walk = barricade_final_2_walk
path_look = barricade_final_2_look
radius = 0
no_retreat = true
def_state_moving = sneak_run
meet = no_meet
invulnerable = true

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

[danger_condition@rush]
ignore_distance_corpse = 0
