[logic]
active = sr_idle@info

[sr_idle@info]
on_info = {+a2_hunter_break_dialog_10} sr_idle@time
on_info2 = {+a2_hunter_break_dialog_6 +b1_boar_hunter_death} sr_idle@time
on_info3 = {+a2_hunter_break_dialog_7} sr_idle@time
on_info4 = {+a2_hunter_break_dialog_8} sr_idle@time

[sr_idle@time]
on_game_timer = 15000 | %+b2_start_dialog_hunter_dog_zveroboy% sr_idle@start_info

[sr_idle@start_info]
on_info = {+a2_hunter_break_dialog_11} %=run_postprocess(black:3009:true) =disable_ui =teleport_squad(animals_beat_stalker_hunter_squad:b2_sv_terrain_zveroboy_hunter_dialog_dog_walk) =teleport_actor(b2_sv_terrain_zveroboy_hunter_dialog_dog_look:b2_sv_terrain_zveroboy_hunter_dialog_dog_walk) =create_squad(b2_dog_hunter_squad:b2_sv_terrain)% sr_idle@stop_process

[sr_idle@stop_process]
on_game_timer = 20 | %=stop_postprocess(3009) =enable_ui =zero_hud_effect% sr_idle@effect

[sr_idle@effect]
on_info = {+a2_hunter_break_dialog_12} %=comeback_hud_effect% sr_idle@fail

[sr_idle@fail]
on_info = {=squad_in_zone(animals_beat_stalker_hunter_squad:sv_b2_hunter_dog_sr) +b2_actor_fail_and_comeback_dog +b2_dog_hunter_death} %+b2_actor_looser_hunter_kill_all_dog% sr_idle@nil
on_info2 = {=squad_in_zone(animals_beat_stalker_hunter_squad:sv_b2_hunter_dog_sr) +b2_actor_fail_and_comeback_dog -b2_dog_hunter_death} %+b2_actor_looser_hunter_not_kill_all_dog% sr_idle@nil

[sr_idle@nil]