[wounded@all]
hp_state = 101|wounded_heavy@help_heavy
hp_state_see = 101|wounded_heavy@help_heavy
hp_victim = 101|actor
hp_cover = 101|false
hp_fight = 101|false
autoheal = false
not_for_help = true

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[logic@plichko]
suitable = {=check_npc_name(army_kapitan_plichko)} true
prior = 200
active = walker@wounded
post_combat_time = 0,0
on_hit = hit@all
level_spot = {+sv_help_play_yes}need_actor

[hit@all]
on_info = {=hit_by_actor} %+actor_stuped_fall_army_mission%

[walker@wounded]:walker@all
path_walk = kapitan_plichko_wounded_walk
path_look = kapitan_plichko_wounded_look
def_state_standing = sit_ass
wounded = wounded@lihoradka
meet = meet
on_info = {+a30_army_break_dialog_1} walker@not_dialog

[walker@not_dialog]:walker@all
path_walk = kapitan_plichko_wounded_walk
path_look = kapitan_plichko_wounded_look
def_state_standing = sit_ass
wounded = wounded@not_dialog
meet = no_meet
on_info = {+a30_army_break_dialog_2} walker@sit
on_info2 = {=actor_has_item(af_fuzz_kolobok)} walker@helped

[walker@helped]:walker@all
path_walk = kapitan_plichko_wounded_walk
path_look = kapitan_plichko_wounded_look
def_state_standing = sit_ass
wounded = wounded@lihoradka
meet = meet
on_info = {+a30_army_break_dialog_2} walker@sit
on_info2 = {!actor_has_item(af_fuzz_kolobok)} walker@not_dialog

[walker@sit]:walker@all
path_walk = kapitan_plichko_wounded_walk
path_look = kapitan_plichko_live_look
def_state_standing = sit_ass
on_info = {+a30_army_about_life_in_zone_start} %=play_sound(a30_plichko_about_life_in_zone)%
on_info2 = {+a30_army_about_life_in_zone_stop -a30_plichko_about_life_in_zone} %=stop_sound(a30_plichko_about_life_in_zone) +a30_plichko_about_life_in_zone%
meet = meet

[meet]
meet_dialog = {=actor_has_item(af_fuzz_kolobok) +a30_army_break_dialog_1}a30_army_give_kolobok
allow_break = false
trade_enable 	= false
close_distance 		= 0
far_distance		= 0

[wounded@lihoradka]:wounded@all
help_start_dialog = a30_army_kapitan_help
enable_talk = true

[wounded@not_dialog]:wounded@all
enable_talk = false