[logic]
active = sr_idle@hunter

[sr_idle@hunter]
on_info = {+a2_hunter_break_dialog_1} %+a2_zveroboy_hunter% sr_idle@spawn_hunter
on_info2 = {+a2_hunter_break_dialog_2} %+a2_zveroboy_hunter% sr_idle@spawn_hunter

[sr_idle@spawn_hunter]
on_info = {+a2_hunter_break_dialog_3} %=run_postprocess(black:4009:true) =disable_ui =teleport_actor(b1_sv_terrain_zveroboy_hunter_dialog_look:b1_sv_terrain_zveroboy_hunter_dialog_walk) =create_squad(b1_boar_hunter_squad:b1_sv_terrain) =teleport_squad(animals_beat_stalker_hunter_squad:b1_sv_terrain_zveroboy_hunter_dialog_walk)% sr_idle@stop_process

[sr_idle@stop_process]
on_game_timer = 20 | %=stop_postprocess(4009) =enable_ui =zero_hud_effect% sr_idle@effect

[sr_idle@effect]
on_info = {+a2_hunter_break_dialog_5} %=comeback_hud_effect% sr_idle@fail

[sr_idle@fail]
on_info = {=squad_in_zone(animals_beat_stalker_hunter_squad:sv_b1_hunter_boar_sr) +b1_actor_fail_and_comeback_boar +b1_boar_hunter_death} %+b1_actor_looser_hunter_kill_all_boar% sr_idle@nil
on_info2 = {=squad_in_zone(animals_beat_stalker_hunter_squad:sv_b1_hunter_boar_sr) +b1_actor_fail_and_comeback_boar -b1_boar_hunter_death} %+b1_actor_looser_hunter_not_kill_all_boar% sr_idle@nil

[sr_idle@nil]