[logic@zveroboy]
suitable = {=check_npc_name(animals_beat_stalker_hunter)} true
prior = 200
active = walker@zveroboy_dialog
post_combat_time = 0,0
on_hit = hit@zveroboy

[hit@zveroboy]
on_info = {=hit_by_actor} %+actor_stuped_fall_hunter_mission%

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

[meet]
meet_dialog = {+b4_burer_angar_death}b4_hunter_die_burer, {+b4_burer_angar_dialog}b4_hunter_burer_attack, b4_hunter_burer_zveroboy
close_distance 		= 3
far_distance		= 4
use = {!actor_enemy =dist_to_actor_le(5) -a2_hunter_break_dialog_29} self, true
allow_break = false

[walker@zveroboy_dialog]:walker@all
path_walk = burer_dialog_zveroboy_look_actor
path_look = burer_dialog_actor_look_zveroboy
def_state_standing = guard
meet = meet
on_info = {+a2_hunter_break_dialog_29} camper@zveroboy_go

[camper@zveroboy_go]:walker@all
path_walk = burer_zveroboy_go_walk
path_look = burer_zveroboy_go_look
def_state_standing = hide_na
def_state_moving = sneak_run
on_signal = zombied | %+b4_zomdied_katacomb_attack%
on_signal2 = dialog | %+b4_burer_angar_dialog% remark@dialog_zveroboy
meet = no_meet
on_info = {=dist_to_actor_ge(70)} %+b4_actor_looser_going_default%

[remark@dialog_zveroboy]:walker@all
anim = guard
target = story | actor
meet = meet
on_info = {+a2_hunter_break_dialog_30} walker@zveroboy_theart
on_info2 = {=dist_to_actor_ge(70)} %+b4_actor_looser_going_default%

[walker@zveroboy_theart]:walker@all
path_walk = zveroboy_teleport_angar_theart_walk
path_look = zveroboy_teleport_angar_theart_look
def_state_standing = hide_na
meet = no_meet
on_info = {+b4_burer_actor_beforehand_hit} walker@attack_burer
on_info2 = {=dist_to_actor_ge(70)} %+b4_actor_looser_going_default%

[walker@attack_burer]:walker@all
path_walk = zveroboy_attack_burer_walk
path_look = zveroboy_attack_burer_look
def_state_standing = hide_na
def_state_moving = sneak_run
meet = no_meet
on_info = {+b4_burer_angar_death} walker@attack_win
on_info2 = {=dist_to_actor_ge(70)} %+b4_actor_looser_going_default%

[walker@attack_win]:walker@all
path_walk = zveroboy_attack_burer_walk
path_look = zveroboy_attack_burer_look
def_state_standing = guard
def_state_moving = assault
meet = meet
on_info = {=dist_to_actor_ge(70)} %+b4_actor_master_going_default%