[walker@ahtung]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
combat_ignore_cond = {=check_enemy_name(actor)} true
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(20)} %+a20_freedom_ahtung%
on_sound2 = actor|MST_step|15|0.5| %+a20_freedom_ahtung%
on_sound3 = actor|WPN_empty|15|0.3|| %+a20_freedom_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| %+a20_freedom_ahtung%
;on_sound5 = actor|MST_damage|10|0.3| %+a20_freedom_ahtung%
;on_sound6 = actor|WPN_hit|10|0| %+a20_freedom_ahtung%
out_restr = sv_a20_stels_zone_sr

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
out_restr = sv_a20_stels_zone_sr

[hit@freedom_1]
on_info = {=hit_by_actor -a10_grif_break_dialog_6} %+actor_stuped_fall_freedom_mission%
on_info2 = {=hit_by_actor +a10_grif_break_dialog_6 =actor_active_knife -a20_freedom_ahtung} %=kill_npc -a20_freedom_ahtung%
on_info3 = {!actor_active_knife =hit_by_actor +a10_grif_break_dialog_6} %+a20_freedom_ahtung%

[hit@freedom_2]
on_info = {=hit_by_actor -a10_grif_break_dialog_6} %+actor_stuped_fall_freedom_mission%
on_info2 = {=hit_by_actor +a10_grif_break_dialog_6 =actor_active_knife -a20_freedom_ahtung} %=kill_npc -a20_freedom_ahtung%
on_info3 = {!actor_active_knife =hit_by_actor +a10_grif_break_dialog_6} %+a20_freedom_ahtung%

[hit@freedom_3]
on_info = {=hit_by_actor -a10_grif_break_dialog_6} %+actor_stuped_fall_freedom_mission%
on_info2 = {=hit_by_actor +a10_grif_break_dialog_6 =actor_active_knife -a20_freedom_ahtung} %=kill_npc -a20_freedom_ahtung%
on_info3 = {!actor_active_knife =hit_by_actor +a10_grif_break_dialog_6} %+a20_freedom_ahtung%

[hit@freedom_4]
on_info = {=hit_by_actor -a10_grif_break_dialog_6} %+actor_stuped_fall_freedom_mission%
on_info2 = {=hit_by_actor +a10_grif_break_dialog_6 =actor_active_knife -a20_freedom_ahtung} %=kill_npc -a20_freedom_ahtung%
on_info3 = {!actor_active_knife =hit_by_actor +a10_grif_break_dialog_6} %+a20_freedom_ahtung%

[hit@freedom_5]
on_info = {=hit_by_actor -a10_grif_break_dialog_6} %+actor_stuped_fall_freedom_mission%
on_info2 = {=hit_by_actor +a10_grif_break_dialog_6 =actor_active_knife -a20_freedom_ahtung} %=kill_npc -a20_freedom_ahtung%
on_info3 = {!actor_active_knife =hit_by_actor +a10_grif_break_dialog_6} %+a20_freedom_ahtung%

[hit@freedom_6]
on_info = {=hit_by_actor -a10_grif_break_dialog_6} %+actor_stuped_fall_freedom_mission%
on_info2 = {=hit_by_actor +a10_grif_break_dialog_6 =actor_active_knife -a20_freedom_ahtung} %=kill_npc -a20_freedom_ahtung%
on_info3 = {!actor_active_knife =hit_by_actor +a10_grif_break_dialog_6} %+a20_freedom_ahtung%

;-------------------------------All--------------------------------

[logic@freedom_1]
suitable = {=check_npc_name(sim_freedom_6)} true
prior = 200
active = walker@freedom_baza_1
post_combat_time = 0,0
on_hit = hit@freedom_1

[walker@freedom_baza_1]:walker@all
path_walk = freedom_baza_1_walk
path_look = freedom_baza_1_look
use_camp = true
def_state_standing = sit_ass
on_info = {+a10_grif_break_dialog_6} walker@night_1

[walker@night_1]:walker@ahtung
path_walk = freedom_baza_1_walk
path_look = freedom_baza_1_look
def_state_standing = sit_ass
on_info = {+a20_freedom_ahtung} companion@night_1
on_info2 = {=actor_in_zone(sv_a20_stels_zone_sr) =see_actor} %+a20_freedom_ahtung%

[companion@night_1]:walker@all
meet = no_meet

;-------------------------------Freedom--------------------------------

[logic@freedom_2]
suitable = {=check_npc_name(sim_freedom_2)} true
prior = 200
active = walker@freedom_baza_2
post_combat_time = 0,0
on_hit = hit@freedom_2

[walker@freedom_baza_2]:walker@all
path_walk = freedom_baza_2_walk
path_look = freedom_baza_2_look
use_camp = true
def_state_standing = sit_ass
on_info = {+a10_grif_break_dialog_6} walker@night_2

[walker@night_2]:walker@ahtung
path_walk = freedom_baza_2_walk
path_look = freedom_baza_2_look
def_state_standing = sit_ass
on_info = {+a20_freedom_ahtung} companion@night_2
on_info3 = {=actor_in_zone(sv_a20_stels_zone_sr) =see_actor} %+a20_freedom_ahtung%
on_info4 = {+a20_info_signal_patrol_freedom +a20_freedom_defence} walker@patrol_hunter_1

[walker@patrol_hunter_1]:walker@all
path_walk = freedom_step_hunter_1_walk
path_look = freedom_step_hunter_1_look
def_state_standing = caution
def_state_moving = run
combat_ignore_cond = {=check_enemy_name(actor)} true
on_info = {+a20_freedom_ahtung} companion@night_2
on_info2 = {+a20_freedom_begin_reply_2} %=play_sound(a20_freedom_begin_reply_2)%

[companion@night_2]:walker@all
meet = no_meet

;-------------------------------Freedom--------------------------------

[logic@freedom_3]
suitable = {=check_npc_name(sim_freedom_3)} true
prior = 200
active = walker@freedom_baza_3
post_combat_time = 0,0
on_hit = hit@freedom_3

[walker@freedom_baza_3]:walker@all
path_walk = freedom_baza_3_walk
path_look = freedom_baza_3_look
def_state_standing = guard_chasovoy
use_camp = true
on_info = {+a10_grif_break_dialog_6} walker@night_3

[walker@night_3]:walker@ahtung
path_walk = freedom_baza_3_walk
path_look = freedom_baza_3_look
def_state_standing = guard_chasovoy
on_info = {+a20_freedom_ahtung} companion@night_3
on_info2 = {=actor_in_zone(sv_a20_stels_zone_sr) =see_actor} %+a20_freedom_ahtung%
on_info3 = {+a20_freedom_defence_pda} %=play_sound(a20_freedom_defence) +a20_freedom_defence%

[companion@night_3]:walker@all
meet = no_meet

;-------------------------------Freedom--------------------------------

[logic@freedom_4]
suitable = {=check_npc_name(sim_freedom_4)} true
prior = 200
active = walker@freedom_baza_4
post_combat_time = 0,0
on_hit = hit@freedom_4
can_select_weapon = false

[meet@gun]
allow_break = false
trade_enable 	= false
close_distance 		= 0
far_distance		= 0
use = {+a9_freedom_snag_greeting_gun} true, false

[walker@freedom_baza_4]:walker@all
path_walk = freedom_baza_4_walk
path_look = freedom_baza_4_look
combat_ignore_cond = {=check_enemy_name(actor)} true
use_camp = true
meet = meet@gun
on_info = {=actor_active_slot_weapon =dist_to_actor_le(7) =see_actor_npc =actor_see_npc +a10_grif_break_dialog_6} remark@threat_danger
on_info2 = {+a20_freedom_ahtung} %=play_sound(a20_prisoner_sos)% walker@go
on_info3 = {=dist_to_actor_le(7) =actor_active_weapon(wpn_g36) -a9_freedom_snag_greeting_gun} %=play_sound(a9_freedom_snag_greeting_gun) +a9_freedom_snag_greeting_gun%
on_info4 = {+a9_freedom_break_dialog_3} %+actor_stuped_fall_freedom_mission =dec_faction_goodwill_to_actor(freedom:1000)%

[walker@go]:walker@all
path_walk = freedom_prisoner_go_way
def_state_moving = sprint
combat_ignore_cond = {=check_enemy_name(actor)} true
on_signal = end_prisoner | %=remove_squad(freedom_baza_zalognik_squad) +freedom_baza_zalognik_death%
on_info = {=hit_by_actor} remark@wounded

[remark@go]:walker@all
target = story | actor
combat_ignore_cond = {=check_enemy_name(actor)} true
on_info = {+a20_freedom_ahtung} %=play_sound(a20_prisoner_sos)%
on_signal = sound_end | walker@go

[remark@threat_danger]:walker@all
anim = hands_up
target = story | actor
combat_ignore_cond = {=check_enemy_name(actor)} true
on_game_timer = 100 | walker@prisoner
on_game_timer2 = 20 | %=play_sound(a20_prisoner_rab)%
on_info = {!actor_active_slot_weapon} %+a20_freedom_ahtung% remark@go
on_info2 = {=dist_to_actor_ge(7)} %+a20_freedom_ahtung% remark@go
on_info3 = {!actor_see_npc} %+a20_freedom_ahtung% remark@go
on_info4 = {!see_actor_npc} %+a20_freedom_ahtung% remark@go

[walker@prisoner]:walker@all
path_walk = freedom_baza_4_walk
path_look = freedom_baza_4_look
def_state_standing = prisoner
meet = meet@punch
combat_ignore_cond = {=check_enemy_name(actor)} true
on_info = {=dist_to_actor_ge(10)} %+a20_freedom_ahtung% remark@go
on_info2 = %+a20_freedom_baza_zalognik%
on_signal = sound_end | remark@wounded

[remark@wounded]:walker@all
combat_ignore_cond = {=check_enemy_name(actor)} true
on_info = %+a20_freedom_baza_zalognik_complete%
on_info2 = {+a20_freedom_baza_zalognik_complete !squad_exist(freedom_box_squad) +freedom_baza_death} remark@meet
wounded = wounded@prisoner

[remark@meet]
combat_ignore_cond = {=check_enemy_name(actor)} true
meet = meet@prisoner
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = sv_a20_stels_zone_sr
wounded = wounded@prisoner

[meet@prisoner]
meet_dialog = a20_freedom_prisoner_go
use = {=dist_to_actor_le(3)} self, true
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_distance = 3
allow_break = false
trade_enable 	= false

[wounded@prisoner]
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 = false
enable_talk = false

[meet@punch]
abuse = false
use = false
snd_on_use = a20_prisoner_punch
use_text = sv_a20_prisoner_punch
close_distance = 0
far_distance = 0

;-------------------------------Freedom--------------------------------

[logic@freedom_5]
suitable = {=check_npc_name(sim_freedom_5)} true
prior = 200
active = walker@freedom_baza_5
post_combat_time = 0,0
on_hit = hit@freedom_5

[walker@freedom_baza_5]:walker@all
path_walk = freedom_baza_5_walk
path_look = freedom_baza_5_look
def_state_standing = guard
on_info = {+a10_grif_break_dialog_6} walker@night_5

[walker@night_5]:walker@ahtung
path_walk = freedom_baza_5_walk
path_look = freedom_baza_5_look
def_state_standing = guard
on_info = {+a20_freedom_ahtung} companion@night_5
on_info2 = {=actor_in_zone(sv_a20_stels_zone_sr) =see_actor} %+a20_freedom_ahtung%
on_info3 = {+a20_info_signal_patrol_freedom +a20_freedom_defence} walker@patrol_hunter_5

[walker@patrol_hunter_5]:walker@all
path_walk = freedom_step_hunter_2_walk
path_look = freedom_step_hunter_2_look
def_state_standing = guard_chasovoy
def_state_moving = run
combat_ignore_cond = {=check_enemy_name(actor)} true
on_info = {+a20_freedom_ahtung} companion@night_5
on_info2 = {+a20_freedom_begin_reply_1} %=play_sound(a20_freedom_begin_reply_1)%

[companion@night_5]:walker@all
meet = no_meet

;-------------------------------Freedom--------------------------------

[logic@freedom_6]
suitable = {=check_npc_name(sim_freedom_1) +npc_freedom_box_see_actor} true
prior = 200
active = walker@freedom_baza_6
post_combat_time = 0,0
on_hit = hit@freedom_6

[walker@unic]
def_state_moving = assault
def_state_standing = sit
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = true

[walker@freedom_baza_6]:walker@unic
path_walk = freedom_baza_6_walk
path_look = freedom_baza_6_look
meet = no_meet
on_signal = dialog | walker@dialog

[walker@dialog]:walker@unic
path_walk = freedom_baza_6_walk
path_look = freedom_baza_6_look
meet = meet@freedom
on_info = {+a10_grif_break_dialog_6} walker@night_6

[walker@night_6]:walker@ahtung
path_walk = freedom_baza_6_walk
path_look = freedom_baza_6_look
def_state_standing = sleep
on_info = {+a20_freedom_ahtung} companion@night_6

[companion@night_6]:walker@all
meet = no_meet

[meet@freedom]
meet_dialog = {+a9_freedom_break_dialog_1}a9_freedom_where_are_gun, a9_freedom_not_have_gun
use = {!actor_enemy =dist_to_actor_le(5) =see_actor -a9_freedom_break_dialog_1} self, true
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_distance = 3
allow_break = false
trade_enable 	= false