[logic@killer_1]
suitable = {=check_npc_name(a30_killer_home_1_enemy)} true
prior = 200
active = walker@dialog
post_combat_time = 0,0
on_hit = hit@all

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

[walker@all]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_sound = actor|MST_step|15|0.5| %+actor_stuped_fall_killer_mission%

[walker@dialog]:walker@all
path_walk = before_punch_killer_look_actor
path_look = before_punch_actor_look_killer
def_state_standing = guard
meet = meet@look
on_info = {+a1_killer_break_dialog_1} walker@guard

[walker@guard]:walker@all
path_walk = before_dialog_killer_go_guard_walk
path_look = before_dialog_killer_go_guard_look
def_state_standing = guard
meet = no_meet
on_signal = guard | %+before_dialog_killer_go_guard_walk%
on_info = {=dist_to_actor_le(2)} %+actor_stuped_fall_killer_mission%

[meet@look]
meet_dialog = a30_killer_guard_dialog
close_distance 		= 5
allow_break = false
trade_enable 	= false
use = {!actor_enemy =dist_to_actor_le(6) +a30_start_dialog_before_punch_info} self, true

[logic@killer_2]
suitable = {=check_npc_name(a30_killer_home_2_enemy)} true
prior = 200
active = walker@killer_2
post_combat_time = 0,0
on_hit = hit@all

[walker@killer_2]:walker@all
path_walk = killer_guard_home_walk
path_look = killer_guard_home_look
def_state_standing = guard
meet = no_meet
on_info = {-home_killer_guard_teleport_1} %=teleport_npc(a30_sv_terrain_killer_guard_home_walk) +home_killer_guard_teleport_1%

[logic@killer_3]
suitable = {=check_npc_name(a30_killer_home_3_enemy)} true
prior = 200
active = walker@killer_3
post_combat_time = 0,0
on_hit = hit@all

[walker@killer_3]:walker@all
path_walk = killer_guard_way_home_walk
path_look = killer_guard_way_home_look
def_state_standing = guard
def_state_moving = patrol
meet = no_meet
on_info = {-home_killer_guard_teleport_2} %=teleport_npc(a30_sv_terrain_killer_guard_way_home_walk) +home_killer_guard_teleport_2%

[logic@secret_man]
suitable = {=check_npc_name(a30_killer_secret_man)} true
prior = 200
active = walker@secret_man
post_combat_time = 0,0

[walker@secret_man]:walker@all
path_walk = secret_man_stay_noweap_way
path_look = actor_stay_noweap_see_walk
def_state_standing = hands_up
meet = meet@secret_man
on_info = {+a1_killer_break_dialog_2} remark@suiside

[remark@suiside]:walker@all
anim = zat_b22_medic_suicide
on_signal = anim_end | remark@suiside_shot
meet = no_meet

[remark@suiside_shot]:walker@all
anim = zat_b22_medic_suicide
on_game_timer = 7 | nil %=kill_npc +a30_killer_secret_man_kill%
meet = no_meet

[meet@secret_man]
meet_dialog = a30_secret_man_dialog
allow_break = false
trade_enable 	= false
close_distance 		= 0
far_distance		= 0
use = {!actor_enemy =dist_to_actor_le(6) +a30_kramer_zasada_secret_man} self, true