[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
can_throw_grenades = false
meet = no_meet
;-------------------------------------------------------------

[logic@bandit_def_0]
suitable = {=target_squad_name(bar_a1_bandit_squad)} true
prior = 200
;-------------------------------------------------------------

[logic@bandit_1]:logic@bandit_def_0
active = animpoint@bandit_1

[animpoint@bandit_1]:walker@standart
cover_name = bar_a1_animp_1
avail_animations = animpoint_stay_table
;-------------------------------------------------------------

[logic@bandit_2]:logic@bandit_def_0
active = animpoint@bandit_2

[animpoint@bandit_2]:walker@standart
cover_name = bar_a1_animp_2
avail_animations = animpoint_stay_table
;-------------------------------------------------------------

[logic@bandit_3]:logic@bandit_def_0
active = animpoint@bandit_3

[animpoint@bandit_3]:walker@standart
cover_name = bar_a1_animp_3
avail_animations = animpoint_stay_table
;-------------------------------------------------------------

[logic@bandit_4]:logic@bandit_def_0
active = animpoint@bandit_4

[animpoint@bandit_4]:walker@standart
cover_name = bar_a1_animp_4
avail_animations = animpoint_stay_table
;-------------------------------------------------------------

[logic@bandit_5]:logic@bandit_def_0
active = animpoint@bandit_5

[animpoint@bandit_5]:walker@standart
cover_name = bar_a1_animp_5
avail_animations = animpoint_stay_table
;-------------------------------------------------------------

[logic@bandit_6]
active = walker@bandit_6
suitable = {=target_squad_name(bar_a1_barmen_squad)} true
prior = 200

[walker@bandit_6]:walker@standart
path_walk = barmen_walk
path_look = barmen_look
out_restr = bar_a1_out_restr_1
;-------------------------------------------------------------

[logic@bandit_def_1]
suitable = {=target_squad_name(bar_a1_zasada_squad)} true
prior = 200
;-------------------------------------------------------------

[logic@bandit_7]:logic@bandit_def_1
active = walker@bandit_7

[walker@bandit_7]:walker@standart
path_walk = zasada_1_walk
path_look = zasada_1_look
in_restr = bar_a1_in_restr_1
combat_ignore_cond = {-actor_in_zone_bar_a1_zasada_restr} true, false
;-------------------------------------------------------------

[logic@bandit_8]:logic@bandit_def_1
active = walker@bandit_8

[walker@bandit_8]:walker@standart
path_walk = zasada_2_walk
in_restr = bar_a1_in_restr_1
;-------------------------------------------------------------

[logic@bandit_9]:logic@bandit_def_1
active = walker@bandit_9

[walker@bandit_9]:walker@standart
path_walk = zasada_3_walk
path_look = zasada_2_look
in_restr = bar_a1_in_restr_1
combat_ignore_cond = {-actor_in_zone_bar_a1_zasada_restr} true, false
;-------------------------------------------------------------

[logic@bandit_10]:logic@bandit_def_1
active = walker@bandit_10

[walker@bandit_10]:walker@standart
path_walk = zasada_4_walk
path_look = zasada_2_look
in_restr = bar_a1_in_restr_1
combat_ignore_cond = {-actor_in_zone_bar_a1_zasada_restr} true, false
;-------------------------------------------------------------

[logic@bandit_11]:logic@bandit_def_1
active = walker@bandit_11

[walker@bandit_11]:walker@standart
path_walk = zasada_5_walk
path_look = zasada_5_look
combat_ignore_cond = {-actor_in_zone_bar_a1_zasada_restr} true, false
in_restr = bar_a1_in_restr_1
;-------------------------------------------------------------

[logic@bandit_12]:logic@bandit_def_1
active = walker@bandit_12

[walker@bandit_12]:walker@standart
path_walk = zasada_6_walk
path_look = zasada_6_look
combat_ignore_cond = {-actor_in_zone_bar_a1_zasada_restr} true, false
in_restr = bar_a1_in_restr_1
;-------------------------------------------------------------

[logic@king_1]
active = mob_remark@king_1
suitable = {=target_squad_name(bar_a2_blood_squad)} true
prior = 200
monster_job = true

[mob_remark@king_1]
;path_walk = monster_walk
;path_look = monster_look
target = story | actor
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = bar_a2_out_restr_2
on_info = %=control_position(bar_a2_monster_walk)%
;-------------------------------------------------------------

[logic@zombi_1]
suitable = {=target_squad_name(bar_a2_zombi_1_squad)} true
active = mob_remark@zombi_1
monster_job = true
prior = 300

[mob_remark@zombi_1]
;path_walk = zombi_1_walk
;path_look = zombi_1_look
target = story | actor
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = bar_a2_out_restr_3
on_info = %=control_position(bar_a2_zombi_1_walk)%
;-------------------------------------------------------------

[logic@zombi_2]
suitable = {=target_squad_name(bar_a2_zombi_2_squad)} true
active = mob_remark@zombi_2
monster_job = true
prior = 300

[mob_remark@zombi_2]
target = story | actor
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = %=control_position(bar_a2_zombi_2_walk)%
