<?xml version="1.0" encoding="windows-1251" ?>
<game_dialogs>

    <dialog id="tm_camp_dialog" priority="-1"><!-- here should be "1" -->
        <init_func>task_manager.init_camp_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
        <precondition>task_manager.is_camp_task_parent</precondition>
    </dialog>
    <dialog id="tm_camp_reward" priority="0">
        <init_func>task_manager.init_camp_reward_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
        <precondition>task_manager.is_camp_task_parent</precondition>
        <precondition>task_manager.has_active_vendor_task</precondition>
    </dialog>

    <dialog id="dm_hello_dialog">
        <init_func>dialog_manager.init_intro_dialog</init_func>
    </dialog>

    <dialog id="dm_trade_info_dialog" priority="-1">
        <init_func>dialog_manager.init_trade_info_dialog</init_func>
        <precondition>dialog_manager.precondition_info_global</precondition>
    </dialog>

    <dialog id="dm_action_info_dialog" priority="-3">
        <init_func>dialog_manager.init_action_info_dialog</init_func>
        <precondition>dialog_manager.precondition_info_global</precondition>
    </dialog>

    <dialog id="dm_cool_info_dialog" priority="-2">
        <init_func>dialog_manager.init_cool_info_dialog</init_func>
        <precondition>dialog_manager.precondition_info_global</precondition>
    </dialog>

    <dialog id="dm_help_wounded_medkit_dialog" priority="10">
        <init_func>dialog_manager.init_help_wounded_medkit_dialog</init_func>
        <precondition>dialogs.allow_wounded_dialog</precondition>
        <precondition>dialogs.is_opp_wounded</precondition>
        <precondition>dialogs.actor_have_medkit</precondition>
    </dialog>



    <dialog id="tm_trader_dialog" priority="-1">
        <init_func>task_manager.init_trader_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_trader_reward" priority="0">
        <init_func>task_manager.init_trader_reward_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
        <precondition>task_manager.has_active_vendor_task</precondition>
    </dialog>

    <dialog id="tm_barman_dialog" priority="-1">
        <init_func>task_manager.init_barman_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_barman_reward" priority="0">
        <init_func>task_manager.init_barman_reward_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
        <precondition>task_manager.has_active_vendor_task</precondition>
    </dialog>

    <dialog id="tm_ecolog_dialog" priority="-1">
        <init_func>task_manager.init_ecolog_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_ecolog_reward" priority="0">
        <init_func>task_manager.init_ecolog_reward_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
        <precondition>task_manager.has_active_vendor_task</precondition>
    </dialog>

    <dialog id="tm_dolg_dialog" priority="-1">
        <init_func>task_manager.init_dolg_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_dolg_reward" priority="0">
        <init_func>task_manager.init_dolg_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>

    <dialog id="tm_freedom_dialog" priority="-1">
        <init_func>task_manager.init_freedom_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_freedom_reward" priority="0">
        <init_func>task_manager.init_freedom_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_shustriy_dialog" priority="-1">
        <init_func>task_manager.init_shustriy_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_shustriy_reward" priority="0">
        <init_func>task_manager.init_shustriy_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_wolf_dialog" priority="-1">
        <init_func>task_manager.init_wolf_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_wolf_reward" priority="0">
        <init_func>task_manager.init_wolf_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    
    <dialog id="tm_lisiy_dialog" priority="-1">
        <init_func>task_manager.init_lisiy_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_lisiy_reward" priority="0">
        <init_func>task_manager.init_lisiy_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    
    <!--    added for freeplay start    -->
    <dialog id="tm_mercenary_dialog" priority="-1">
        <init_func>task_manager.init_mercenary_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_mercenary_reward" priority="0">
        <init_func>task_manager.init_mercenary_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_bandit_dialog" priority="-1">
        <init_func>task_manager.init_bandit_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_bandit_reward" priority="0">
        <init_func>task_manager.init_bandit_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="esc_commander_dialog" priority="-1">
        <init_func>task_manager.init_esc_commander_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="esc_commander_reward" priority="0">
        <init_func>task_manager.init_esc_commander_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="monolith_leader_dialog" priority="-1">
        <init_func>task_manager.init_monolith_leader_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="monolith_leader_reward" priority="0">
        <init_func>task_manager.init_monolith_leader_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <!--  /  added for freeplay start    -->
    
     <dialog id="tm_drunk_dolg_dialog" priority="-1">
        <init_func>task_manager.init_drunk_dolg_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_drunk_dolg_reward" priority="0">
        <init_func>task_manager.init_drunk_dolg_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    
     <dialog id="tm_hunter_dialog" priority="-1">
        <init_func>task_manager.init_hunter_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_hunter_reward" priority="0">
        <init_func>task_manager.init_hunter_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    
     <dialog id="tm_petrenko_dialog" priority="-1">
        <init_func>task_manager.init_petrenko_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_petrenko_reward" priority="0">
        <init_func>task_manager.init_petrenko_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
     <dialog id="tm_zastava_commander_dialog" priority="-1">
        <init_func>task_manager.init_zastava_commander_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_zastava_commander_reward" priority="0">
        <init_func>task_manager.init_zastava_commander_reward_dialog</init_func>
        <precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>

    <dialog id="tm_killer_dialog" priority="-1">
		<init_func>task_manager.init_killer_task_dialog</init_func>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>
    <dialog id="tm_killer_reward" priority="0">
		<init_func>task_manager.init_killer_reward_dialog</init_func>
		<precondition>task_manager.has_active_vendor_task</precondition>
        <precondition>dialogs.is_opp_not_wounded</precondition>
    </dialog>

    <!-- FINAL DIALOGS -->
    <dialog id="hello_dialog">
        <phrase_list>
            <phrase id="1">
                <next>2</next>
                <next>3</next>
            </phrase>
            <phrase id="3">
                <text>hello_dialog_3</text>
                <precondition>dialogs.is_wounded</precondition>
            </phrase>
            <phrase id="0">
                <next>1</next>
            </phrase>
            <phrase id="2">
                <text>hello_dialog_2</text>
                <precondition>dialogs.is_not_wounded</precondition>
            </phrase>
        </phrase_list>
    </dialog>
    <dialog id="actor_help_wounded" priority="10">
        <precondition>dialogs.allow_wounded_dialog</precondition>
        <precondition>dialogs.is_opp_wounded</precondition>
        <phrase_list>
            <phrase id="141">
                <text>actor_help_wounded_141</text>
            </phrase>
            <phrase id="111">
                <text>actor_help_wounded_111</text>
            </phrase>
            <phrase id="131">
                <text>actor_help_wounded_131</text>
            </phrase>
            <phrase id="13">
                <text>actor_help_wounded_13</text>
                <next>131</next>
            </phrase>
            <phrase id="14">
                <text>actor_help_wounded_14</text>
                <next>141</next>
            </phrase>
            <phrase id="12">
                <text>actor_help_wounded_12</text>
                <precondition>dialogs.actor_have_bandage</precondition>
                <action>dialogs.transfer_bandage</action>
                <next>111</next>
            </phrase>
            <phrase id="11">
                <text>actor_help_wounded_11</text>
                <precondition>dialogs.actor_have_medkit</precondition>
                <action>dialogs.transfer_medkit</action>
                <next>111</next>
            </phrase>
            <phrase id="0">
                <text>actor_help_wounded_0</text>
                <next>1</next>
            </phrase>
            <phrase id="1">
                <text>actor_help_wounded_1</text>
                <next>11</next>
                <next>12</next>
                <next>13</next>
                <next>14</next>
            </phrase>
        </phrase_list>
    </dialog>
    <dialog id="actor_break_dialog" priority="-5">
        <precondition>dialogs.allow_break_dialog</precondition>
        <phrase_list>
            <phrase id="0">
                <text>actor_break_dialog_0</text>
                <action>dialogs.break_dialog</action>
            </phrase>
        </phrase_list>
    </dialog>
</game_dialogs>
