[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 = 50 | smartcover@wait

[smartcover@wait]
use_in_combat = true
invulnerable = true
meet = no_meet
path_walk = barricade_hide_4_walk
combat_ignore_cond = true
cover_name = hosp_barricade_4_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_4_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_4_smartcover
cover_state = target_path
target_path = barricade_fire_4_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_4_smartcover
cover_state = idle_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_4_smartcover
cover_state = target_path
target_path = barricade_fire_4_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_3_walk
path_look = barricade_rush_3_look
radius = 5
no_retreat = true
def_state_moving = sneak_run
on_signal = d | remark@dynamite
meet = no_meet
invulnerable = true

[remark@dynamite]
out_restr = kat_hosp_z1_cs_rush_restr
combat_ignore_cond = always
danger = danger_condition@2
anim = dynamite
target = barricade_rush_3_look,1
on_game_timer = 50 | camper@rush2
meet = no_meet
invulnerable = true

[camper@rush2]
out_restr = kat_hosp_z1_cs_rush_restr
danger = danger_condition
path_walk = barricade_rush_3_walk
path_look = barricade_rush_3_look
radius = 5
no_retreat = true
def_state_moving = sneak_run
on_signal = boom | camper@final_wait %+door_blow_up%
meet = no_meet
invulnerable = true

[camper@final_wait]
out_restr = kat_hosp_z1_cs_rush_restr
danger = danger_condition
combat_ignore_cond = always
path_walk = barricade_rush_3_walk
path_look = barricade_rush_3_look
radius = 5
no_retreat = true
def_state_moving = sneak_run
on_game_timer = 15 | camper@final
meet = no_meet
invulnerable = true

;-- вырубает пулемет и занимает финальную точку перед проломом
[camper@final]
out_restr = kat_hosp_z1_cs_final_restr
danger = danger_condition
combat_ignore_cond = always
path_walk = barricade_final_4_walk
path_look = barricade_final_4_look
radius = 5
no_retreat = true
def_state_moving = sneak_run
meet = no_meet
on_signal = minigun | remark %=play_sound(clear_sky_kill_gunner:csky)%
invulnerable = true

[remark]
out_restr = kat_hosp_z1_cs_final_restr
combat_ignore_cond = true
danger = danger_condition
anim = search
target = barricade_final_4_look,0
on_game_timer = 40 | %+minigun_off%
on_game_timer2 = 50 | camper@final2 %=barrel_explode(208) +lim_z1_minigun_off_2%
meet = no_meet
invulnerable = true

[camper@final2]
out_restr = kat_hosp_z1_cs_final_restr
danger = danger_condition
path_walk = barricade_final_4_walk_2
path_look = barricade_final_4_look_2
radius = 0
no_retreat = true
meet = no_meet
invulnerable = true
on_game_timer = 20 | camper@final3 %=play_sound(clear_sky_gunner_killed:csky:st_ui_pda_legend_squad)%

[camper@final3]
out_restr = kat_hosp_z1_cs_final_restr
danger = danger_condition
path_walk = barricade_final_4_walk_2
path_look = barricade_final_4_look_2
radius = 0
no_retreat = true
meet = no_meet
invulnerable = true

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

[danger_condition@rush]
ignore_distance_corpse = 0

[danger_condition@2]
ignore_distance = 0
