[logic]
active = walker@guard_door

[walker@guard_door]
path_walk = bar_bar_guard_door_walk
path_look = bar_bar_guard_door_look
def_state_standing = ward
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
on_info = {+bar_barman_need_room} walker@guard_nodoor
;soundgroup = bar_visitors1
danger = danger_ignore
on_actor_in_zone = bar_bar_room_area | walker@guard_nodoor
meet = meet@1

[meet@1]
meet_state 		= 2 | ward@{+bar_barman_need_room} bar_guard_enter,bar_guard_stop  
meet_state_wpn 	= 2 | ward@{+bar_barman_need_room} bar_guard_enter,bar_guard_stop  
victim 			= nil
victim_wpn 		= nil
use			= true
use_wpn		= false
abuse       = true


[danger_ignore]
ignore_distance = 0

[walker@guard_nodoor]
path_walk = bar_bar_guard_nodoor_walk
path_look = bar_bar_guard_nodoor_look
def_state_standing = ward
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
on_actor_not_in_zone = bar_bar_room_area |  {-bar_barman_need_room} walker@guard_door
on_actor_in_zone = bar_bar_room_area | %-bar_barman_need_room%
;soundgroup = bar_visitors1
danger = danger_ignore
meet = meet@1