[logic]
active = walker@day
on_hit = hit@soldier
combat_ignore = combat_ignore@bandit_krisyk

[walker@day]
;on_info = {!is_day} walker@night
path_walk = bandit_krisyk_walk
path_look = bandit_krisyk_look
combat_ignore_cond = {-bandit_krisyk_enemy =fighting_actor}
on_actor_dist_le_nvis = 15 | remark@bandit_krisyk2_1


[walker@night]
on_info = {=is_day} walker@day
path_walk = sak_military_stalker_night_walk
path_look = sak_military_stalker_night_look
soundgroup = bar_visitors1
meet = meet_night
;danger = danger_ignore

[remark@bandit_krisyk2_1]
anim = guard
target = actor
on_actor_dist_le_nvis = 10 | remark@bandit_krisyk2
combat_ignore_cond = {-bandit_krisyk_enemy =fighting_actor}


[remark@bandit_krisyk2]
anim = guard
target = actor
snd = val_rob_leader_call
on_signal = sound_end| walker2@bandit_krisyk_meet_day
combat_ignore_cond = {-bandit_krisyk_enemy =fighting_actor}

[walker2@bandit_krisyk_meet_day]
path_walk = bandit_krisyk_walk
path_look = bandit_krisyk_look
meet = meet@bandit_krisyk_meet_day
combat_ignore_cond = {-bandit_krisyk_enemy =fighting_actor}

[meet@bandit_krisyk_meet_day]
meet_state 		= 30| {-bandit_krisyk_enemy} guard, guard@ {-bandit_krisyk_enemy} talk_hello, wait
meet_state_wpn 	= 30| {-bandit_krisyk_enemy} guard, guard@ {-bandit_krisyk_enemy} talk_hello, wait
victim 			= 30| actor
victim_wpn 		= 30| actor
use			= true
use_wpn		= false
meet_dialog	= krysyk_start_dialog
precond = visibility

[combat_ignore@bandit_krisyk]
combat_ignore_cond = {-bandit_krisyk_enemy =fighting_actor}

[hit@soldier]
on_info = {=hit_by_actor} %+bandit_krisyk_enemy%

[meet_day]
use = true
use_wpn = false
meet_talk_enabled = true
meet_state = ward

[meet_night]
use = false
use_wpn = false
meet_talk_enabled = false
meet_state = ward
