; nv130311 moved here from gulag_pripyat.script
[meet@ignore_abuse]
use             = false
use_wpn         = false
abuse           = false

[wounded@ignore]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

	;--------------------------------------------------------------------------
; стандартный диалог
;--------------------------------------------------------------------------
[meet@def]
meet_state      = 2| wait
meet_state_wpn  = 2| wait
victim          = 2| actor
victim_wpn      = 2| actor
use             = true
use_wpn         = true

;--------------------------------------------------------------------------
; диалог лидера
;--------------------------------------------------------------------------
[meet@leader]
meet_dialog     = {-pri_followers_actor_leave} pri_followers_start_dlg
meet_state      = 25| {+pri_followers_actor_leave} guard, hello@ {+pri_followers_actor_leave} wait, {+pri_wave7_end -pri_show_zones} pri_followers_final_phrase2, talk_hello | 5| guard@ wait
meet_state_wpn  = 25| {+pri_followers_actor_leave} guard, hello@ {+pri_followers_actor_leave} wait, {+pri_wave7_end -pri_show_zones} pri_followers_final_phrase2, talk_hello | 5| guard@ wait
victim          = 25| actor
victim_wpn      = 25| actor
use             = true
use_wpn         = true

;--------------------------------------------------------------------------
; отключенная реакция на звук, тела и хит
;--------------------------------------------------------------------------
[danger@ignore]
ignore_types                = corpse
ignore_distance_sound       = 2
danger_inertion_time_sound  = 5000
;ignore_distance_hit        = 1

; nv130311 not currently used
;--------------------------------------------------------------------------
; отключенная реакция на звук
;--------------------------------------------------------------------------
; [danger@sound_small]
; ignore_distance_sound   = 20

;--------------------------------------------------------------------------
; отключенная реакция на звук
;--------------------------------------------------------------------------
; [danger@sound_middle]
; ignore_distance_sound   = 40

;-------------------------------------------------------------------------------------------------
;-- Followers
;-------------------------------------------------------------------------------------------------
[followers_hit]
;on_info                 = {=hit_by_actor} %+pri_followers_actor_enemy%

[followers_death]
on_info                 = {=gulag_population_le(pri_followers:2)} %+pri_undeground_respawn_start =change_leader%, %=change_leader%

;-------------------------------------------------------------------------------------------------
;--- LEADER: WAIT --------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------
[logic@pri_followers_leader_wait]
active              = remark@pri_followers_leader_wait
combat_ignore       = combat_ignore
on_hit              = followers_hit
on_death            = followers_death

[remark@pri_followers_leader_wait]
path_walk           = leader_hello_walk
anim                = ward ;wait
target              = logic@pri_followers_bomber_wait ;pri_followers_leader_hello_look, 0
on_actor_dist_le_nvis = 20 | remark@pri_followers_leader_wait_phrase1
wounded             = wounded@ignore
meet                = no_meet ;meet@def
danger              = danger@ignore

[remark@pri_followers_leader_wait_phrase1]
anim                = ward ;wait
snd                 = pri_followers_leader_phrase1_1
; nv090124 - stop the out-of-phase echo
; tips                = pri_followers_leader_phrase1_1
target              = logic@pri_followers_bomber_wait ;pri_followers_leader_hello_look, 0
on_signal           = sound_end| remark@pri_followers_leader_wait_actor %+pri_followers_leader_phrase1_end%
wounded             = wounded@ignore
meet                = no_meet ;meet@def
danger              = danger@ignore

[remark@pri_followers_leader_wait_actor]
anim                = guard
target              = logic@pri_followers_bomber_wait ;actor
on_actor_dist_le_nvis = 15 | remark@pri_followers_leader_wait_phrase2 %+pri_followers_mission_accept%
on_timer            = 15000| remark@pri_followers_leader_wait_phrase3 %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;meet@def
danger              = danger@ignore

[remark@pri_followers_leader_wait_phrase2]
anim                = guard_na
snd                 = pri_followers_leader_phrase1_2
;tips                = pri_followers_leader_phrase1_2
target              = actor
on_signal           = sound_end| remark@pri_followers_leader_wait_phrase2a %+pri_followers_start%
wounded             = wounded@ignore
meet                = no_meet ;meet@def
danger              = danger@ignore

; nv150307 - added a small pause before "Go"
[remark@pri_followers_leader_wait_phrase2a]
anim                = guard_na
target              = logic@pri_followers_bomber_wait
on_timer            = 1000| remark@pri_followers_leader_wait_phrase3
wounded             = wounded@ignore
meet                = no_meet ;meet@def
danger              = danger@ignore

[remark@pri_followers_leader_wait_phrase3]
anim                = guard_na
snd                 = pri_followers_leader_phrase1_3
;tips                = pri_followers_leader_phrase1_3
target              = logic@pri_followers_bomber_wait
; nv130311 removed some of the delay after "go" by moving info_portion to phrase2 above
; on_signal           = sound_end| %+pri_followers_start%
wounded             = wounded@ignore
meet                = no_meet ;meet@def
danger              = danger@ignore

[remark@pri_followers_leader_wait_switch]
anim                = guard
target              = pri_followers_leader_hello_look, 0
wounded             = wounded@ignore
meet                = no_meet
danger              = danger@ignore

;--- LEADER: WAVE1 ------------------------------------------------------------------------------
[logic@pri_followers_leader_wave1]
active              = walker@pri_followers_leader_wave1_wait
on_hit              = followers_hit
on_death            = followers_death

[walker@pri_followers_leader_wave1_wait]
path_walk           = wave1_leader_walk2
path_look           = wave1_leader_look2
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_leader_wave1 %+pri_helicopters_start%
on_info             = {+pri_wave1_start} walker@pri_followers_leader_wave1 %+pri_helicopters_start%
;on_actor_dist_ge_nvis = 70 | %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[walker@pri_followers_leader_wave1]
path_walk           = wave1_leader_walk1
path_look           = wave1_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
;on_info             = {+pri_followers_heli_look} remark@pri_followers_leader_wave1
;on_actor_dist_ge_nvis = 70 | %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[remark@pri_followers_leader_wave1]
anim                = guard
target              = 801
on_timer            = 5000 | walker@pri_followers_leader_wave1_cont
;on_actor_dist_ge_nvis = 70 | %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[walker@pri_followers_leader_wave1_cont]
path_walk           = wave1_leader_walk1
path_look           = wave1_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave1_start} %+pri_wave1_start%
;on_actor_dist_ge_nvis = 70 | %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

;--- LEADER: WAVE2 ------------------------------------------------------------------------------
[logic@pri_followers_leader_wave2]
active              = walker@pri_followers_leader_wave2_wait
on_hit              = followers_hit
on_death            = followers_death

[walker@pri_followers_leader_wave2_wait]
path_walk           = wave2_leader_walk1
path_look           = wave2_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_leader_wave2 %+pri_wave2_start_phrase%
on_info             = {+pri_wave2_start} walker@pri_followers_leader_wave2 %+pri_wave2_start_phrase%
;on_actor_dist_ge_nvis = 70 | %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[walker@pri_followers_leader_wave2]
path_walk           = wave2_leader_walk2
path_look           = wave2_leader_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave2_start} %+pri_wave2_start%
;on_actor_dist_ge_nvis = 70 | %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

;--- LEADER: WAVE3 ------------------------------------------------------------------------------
[logic@pri_followers_leader_wave3]
active              = walker@pri_followers_leader_wave3_wait
combat_ignore       = combat_ignore
on_hit              = followers_hit
on_death            = followers_death

[walker@pri_followers_leader_wave3_wait]
path_walk           = wave3_leader_walk1
path_look           = wave3_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_leader_wave3 %+pri_wave3_start%
on_info             = {+pri_wave3_start} walker@pri_followers_leader_wave3
;on_actor_dist_ge_nvis = 70 | %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
danger              = danger@ignore
combat_ignore_cond  = {!fighting_actor}

[walker@pri_followers_leader_wave3]
path_walk           = wave3_leader_walk2
path_look           = wave3_leader_look2
def_state_moving1   = assault ;sprint
def_state_moving2   = assault ;sprint
on_timer            = 3000 | remark@pri_followers_leader_wave3_fight
;on_actor_dist_ge_nvis = 70 | %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
danger              = danger@ignore
combat_ignore_cond  = {!fighting_actor}

[remark@pri_followers_leader_wave3_fight]
anim                = threat_fire
target              = 807
on_timer            = 5000 | walker@pri_followers_leader_wave3
;on_actor_dist_ge_nvis = 70 | %+pri_followers_actor_leave%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
danger              = danger@ignore
combat_ignore_cond  = {!fighting_actor}

;--- LEADER: WAVE4 ------------------------------------------------------------------------------
[logic@pri_followers_leader_wave4]
active              = walker@pri_followers_leader_wave4_wait
combat_ignore       = combat_ignore
on_hit              = followers_hit
on_death            = followers_death

[walker@pri_followers_leader_wave4_wait]
path_walk           = wave4_leader_walk1
path_look           = wave4_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_leader_wave4 %+pri_wave4_start_phrase%
on_info             = {+pri_wave4_start} walker@pri_followers_leader_wave4 %+pri_wave4_start_phrase%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
combat_ignore_cond  = {=check_fighting(820:821)}

[walker@pri_followers_leader_wave4]
path_walk           = wave4_leader_walk2
path_look           = wave4_leader_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave4_start} %+pri_wave4_start%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

;--- LEADER: WAVE5 ------------------------------------------------------------------------------
[logic@pri_followers_leader_wave5]
active              = walker@pri_followers_leader_wave5_wait
on_hit              = followers_hit
on_death            = followers_death

[walker@pri_followers_leader_wave5_wait]
path_walk           = wave5_leader_walk1
path_look           = wave5_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_leader_wave5
on_info             = {+pri_wave5_start} walker@pri_followers_leader_wave5
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[walker@pri_followers_leader_wave5]
path_walk           = wave5_leader_walk2
path_look           = wave5_leader_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave5_start} %+pri_wave5_start%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

;--- LEADER: WAVE6 ------------------------------------------------------------------------------
[logic@pri_followers_leader_wave6]
active              = walker@pri_followers_leader_wave6_wait
on_hit              = followers_hit
on_death            = followers_death

[walker@pri_followers_leader_wave6_wait]
path_walk           = wave6_leader_walk1
path_look           = wave6_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_leader_wave6
on_info             = {+pri_wave6_start} walker@pri_followers_leader_wave6
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[walker@pri_followers_leader_wave6]
path_walk           = wave6_leader_walk2
path_look           = wave6_leader_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave6_start} %+pri_wave6_start%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

;--- LEADER: WAVE7 ------------------------------------------------------------------------------
[logic@pri_followers_leader_wave7]
active              = walker@pri_followers_leader_wave7_wait
combat_ignore       = combat_ignore
on_hit              = followers_hit
on_death            = followers_death

[walker@pri_followers_leader_wave7_wait]
path_walk           = wave7_leader_walk1
path_look           = wave7_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
;on_signal           = syn | {=pri_followers_can_hear} remark@pri_followers_leader_wave7_phrase, walker@pri_followers_leader_wave7
;on_info             = {+pri_wave7_start =pri_followers_can_hear} remark@pri_followers_leader_wave7_phrase, {+pri_wave7_start} walker@pri_followers_leader_wave7
on_signal           = syn | %+pri_wave7_leader_phrase_start%
on_info             = {+pri_wave7_leader_phrase_end} walker@pri_followers_leader_wave7
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[walker@pri_followers_leader_wave7]
path_walk           = wave7_leader_walk2
path_look           = wave7_leader_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave7_start} %+pri_wave7_start%
on_info				= {-pri_wave7_sound_start =pri_follower_see_ambush} %+pri_wave7_sound_start%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
combat_ignore_cond  = {-pri_wave7_start}

;--- LEADER: WAVE8 ------------------------------------------------------------------------------
[logic@pri_followers_leader_wave8]
active              = walker@pri_followers_leader_wave8_wait
on_hit              = followers_hit
on_death            = followers_death

[walker@pri_followers_leader_wave8_wait]
path_walk           = wave8_leader_walk1
path_look           = wave8_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
on_actor_dist_ge_nvis = 70 | walker@pri_followers_leader_wave8_leave
wounded             = wounded@ignore
meet                = meet@leader
danger              = danger@ignore

[walker@pri_followers_leader_wave8_leave]
path_walk           = wave8_leader_walk1
path_look           = wave8_leader_look1
def_state_moving1   = assault
def_state_moving2   = assault
on_timer            = 35000 | %+pri_followers_scene_end%
wounded             = wounded@ignore
meet                = meet@leader
danger              = danger@ignore


;-------------------------------------------------------------------------------------------------
;--- BOMBER: KAMP --------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------
[death@bomber]
on_info = {=killed_by_actor} %+pri_followers_actor_enemy +pri_bomber_dead%, %+pri_bomber_dead% ; =pri_drop_rpg_ammo%

[logic@pri_followers_bomber_wait]
active              = remark@pri_followers_bomber_wait
;on_death            = followers_death ;death@bomber
on_hit              = followers_hit

[remark@pri_followers_bomber_wait]
path_walk           = wait_bomber_walk
anim                = guard
target              = logic@pri_followers_leader_wait
on_info             = {+pri_followers_leader_phrase1_end} remark@pri_followers_bomber_wait_na
wounded             = wounded@ignore
meet                = no_meet ;meet@def
danger              = danger@ignore

[remark@pri_followers_bomber_wait_na]
path_walk           = wait_bomber_walk
anim                = guard_na
target              = logic@pri_followers_leader_wait
wounded             = wounded@ignore
meet                = no_meet ;meet@def
danger              = danger@ignore

;--- BOMBER: WAVE1 ------------------------------------------------------------------------------
[logic@pri_followers_bomber_wave1]
active              = walker@pri_followers_bomber_wave1_wait
;on_death            = death@bomber
on_hit              = followers_hit

[walker@pri_followers_bomber_wave1_wait]
path_walk           = wave1_bomber_walk2
path_look           = wave1_bomber_look2
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_bomber_wave1 %+pri_helicopters_start%
on_info             = {+pri_wave1_start} walker@pri_followers_bomber_wave1 %+pri_helicopters_start -pri_bomber_dead%, %-pri_bomber_dead%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
danger              = danger@ignore
combat_ignore_cond  = {!check_fighting(808) !fighting_actor} ;always

[walker@pri_followers_bomber_wave1]
path_walk           = wave1_bomber_walk1
path_look           = wave1_bomber_look1
def_state_moving1   = assault
def_state_moving2   = assault
wounded             = wounded@ignore
meet                = no_meet ;no_meet
combat_ignore_cond  = {!check_fighting(808) !fighting_actor} ;always

;--- BOMBER: WAVE2 ------------------------------------------------------------------------------
[logic@pri_followers_bomber_wave2]
active              = walker@pri_followers_bomber_wave2_wait
;on_death            = death@bomber
on_hit              = followers_hit

[walker@pri_followers_bomber_wave2_wait]
path_walk           = wave2_bomber_walk1
path_look           = wave2_bomber_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_bomber_wave2
on_info             = {+pri_wave2_start} walker@pri_followers_bomber_wave2 %-pri_bomber_dead%, %-pri_bomber_dead%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[walker@pri_followers_bomber_wave2]
path_walk           = wave2_bomber_walk2
path_look           = wave2_bomber_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave2_start} %+pri_wave2_start%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

;--- BOMBER: WAVE3 ------------------------------------------------------------------------------
[logic@pri_followers_bomber_wave3]
active              = walker@pri_followers_bomber_wave3_wait
;on_death            = death@bomber
on_hit              = followers_hit
;combat_ignore       = combat_ignore

[walker@pri_followers_bomber_wave3_wait]
path_walk           = wave3_bomber_walk1
path_look           = wave3_bomber_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_info             = {+pri_wave3_btr_arrived} walker@pri_followers_bomber_wave3_fire_place %-pri_bomber_dead =pri_give_ammo_og7b%, %-pri_bomber_dead%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
danger              = danger@ignore
combat_ignore_cond  = {!fighting_actor}

[walker@pri_followers_bomber_wave3_fire_place]
path_walk           = wave3_bomber_walk2
path_look           = wave3_bomber_look2
def_state_moving1   = sneak_run ;assault
def_state_moving2   = sneak_run ;assault
on_signal           = arrived | remark@pri_followers_bomber_wave3_fire %+pri_wave3_bomber_on_position%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
danger              = danger@ignore
combat_ignore_cond  = {!fighting_actor}

[remark@pri_followers_bomber_wave3_fire]
anim                = hide_fire
target              = 807
on_timer            = 2700 | walker@pri_followers_bomber_wave3_die ;%=hit_npc(807:bip01_spine1:6:2000)%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
danger              = danger@ignore
combat_ignore_cond  = {!fighting_actor}

[walker@pri_followers_bomber_wave3_die]
path_walk           = wave3_bomber_walk1
path_look           = wave3_bomber_look1
def_state_moving1   = assault ;sprint
def_state_moving2   = assault ;sprint
on_timer            = 3500 | walker@pri_followers_bomber_wave3_fire_place
wounded             = wounded@ignore
meet                = no_meet ;no_meet
danger              = danger@ignore
combat_ignore_cond  = {!fighting_actor}

;--- BOMBER: WAVE4 ------------------------------------------------------------------------------
[logic@pri_followers_bomber_wave4]
active              = walker@pri_followers_bomber_wave4_wait
;on_death            = death@bomber
on_hit              = followers_hit
;combat_ignore       = combat_ignore

[walker@pri_followers_bomber_wave4_wait]
path_walk           = wave4_bomber_walk1
path_look           = wave4_bomber_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_bomber_wave4
on_info             = {+pri_wave4_start} walker@pri_followers_bomber_wave4 %-pri_bomber_dead%, %-pri_bomber_dead%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
combat_ignore_cond  = {=check_fighting(820:821)}

[walker@pri_followers_bomber_wave4]
path_walk           = wave4_bomber_walk2
path_look           = wave4_bomber_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave4_start} %+pri_wave4_start%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
;combat_ignore_cond  = {!check_fighting(804:805)} ;always

;--- BOMBER: WAVE5 ------------------------------------------------------------------------------
[logic@pri_followers_bomber_wave5]
active              = walker@pri_followers_bomber_wave5_wait
;on_death            = death@bomber
on_hit              = followers_hit
;combat_ignore       = combat_ignore

[walker@pri_followers_bomber_wave5_wait]
path_walk           = wave5_bomber_walk1
path_look           = wave5_bomber_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_bomber_wave5
on_info             = {+pri_wave5_start} walker@pri_followers_bomber_wave5 %-pri_bomber_dead%, %-pri_bomber_dead%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
;combat_ignore_cond  = {!check_fighting(804:805)} ;always

[walker@pri_followers_bomber_wave5]
path_walk           = wave5_bomber_walk2
path_look           = wave5_bomber_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave5_start} %+pri_wave5_start%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
;combat_ignore_cond  = {!check_fighting(804:805)} ;always

;--- BOMBER: WAVE6 ------------------------------------------------------------------------------
[logic@pri_followers_bomber_wave6]
active              = walker@pri_followers_bomber_wave6_wait
;on_death            = death@bomber
on_hit              = followers_hit
;combat_ignore       = combat_ignore

[walker@pri_followers_bomber_wave6_wait]
path_walk           = wave6_bomber_walk1
path_look           = wave6_bomber_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
on_signal           = syn | walker@pri_followers_bomber_wave6
on_info             = {+pri_wave6_start} walker@pri_followers_bomber_wave6 %-pri_bomber_dead%, %-pri_bomber_dead%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[walker@pri_followers_bomber_wave6]
path_walk           = wave6_bomber_walk2
path_look           = wave6_bomber_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave6_start} %+pri_wave6_start%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

;--- BOMBER: WAVE7 ------------------------------------------------------------------------------
[logic@pri_followers_bomber_wave7]
active              = walker@pri_followers_bomber_wave7_wait
;on_death            = death@bomber
on_hit              = followers_hit
;combat_ignore       = combat_ignore

[walker@pri_followers_bomber_wave7_wait]
path_walk           = wave7_bomber_walk1
path_look           = wave7_bomber_look1
def_state_moving1   = assault
def_state_moving2   = assault
team                = followers
;on_signal           = syn | walker@pri_followers_bomber_wave7
;on_info             = {+pri_wave7_start} walker@pri_followers_bomber_wave7
on_info             = {+pri_wave7_leader_phrase_end} walker@pri_followers_bomber_wave7 %-pri_bomber_dead%, %-pri_bomber_dead%
wounded             = wounded@ignore
meet                = no_meet ;no_meet

[walker@pri_followers_bomber_wave7]
path_walk           = wave7_bomber_walk2
path_look           = wave7_bomber_look2
def_state_moving1   = assault
def_state_moving2   = assault
on_signal           = arrived | {-pri_wave7_start} %+pri_wave7_start%
wounded             = wounded@ignore
meet                = no_meet ;no_meet
combat_ignore_cond  = {-pri_wave7_start}

;--- BOMBER: WAVE8 ------------------------------------------------------------------------------
[logic@pri_followers_bomber_wave8]
active              = walker@pri_followers_bomber_wave8_wait
on_hit              = followers_hit
;on_death            = followers_death

[walker@pri_followers_bomber_wave8_wait]
path_walk           = wave8_bomber_walk1
path_look           = wave8_bomber_look1
def_state_moving1   = assault
def_state_moving2   = assault
meet                = no_meet ;no_meet
wounded             = wounded@ignore

;-------------------------------------------------------------------------------------------------
;--- Выстрел по молящимся
;-------------------------------------------------------------------------------------------------
; nv130311 moved to local logic for the altar worshippers
; [hit@altar_monolith]
; on_info = %+pri_monolith_base_attack_altar_zone%
