[smart_terrains]
none = true

[dont_spawn_loot]

[logic]
active = remark
on_death = death
combat_ignore = combat_ignore

[combat_ignore]

[remark]
anim = hide
target = actor
on_signal = action_end | remark
combat_ignore_cond = always
on_info = {+bar_arena_fight_begin} walker

[walker]
path_walk = bar_arena_walk_4_5
def_state_moving1 = raid
def_state_moving2 = raid
def_state_moving3 = raid
wounded = wounded@ignore

[wounded@ignore]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

[death]
on_info = {+bar_arena_fight} %=aem_death(team1)%