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

[walker@standart]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
can_throw_grenades = false
wounded = wounded@no_wound
meet = no_meet
combat_ignore_cond = {-actor_attack_labx6_squad} true, false
;-------------------------------------------------------------

[logic@killer_1]
active = animpoint@killer_1
suitable = {=target_squad_name(labx6_a2_killer_squad)} true
prior = 200

[animpoint@killer_1]:walker@standart
cover_name = labx6_a2_animp_1
avail_animations = animpoint_sit_low
;-------------------------------------------------------------

[logic@killer_2]
active = animpoint@killer_2
suitable = {=target_squad_name(labx6_a2_killer_squad)} true
prior = 200

[animpoint@killer_2]:walker@standart
cover_name = labx6_a2_animp_2
avail_animations = animpoint_sit_low
;-------------------------------------------------------------

[logic@killer_3]
active = animpoint@killer_3
suitable = {=target_squad_name(labx6_a2_killer_squad)} true
prior = 200

[animpoint@killer_3]:walker@standart
cover_name = labx6_a2_animp_3
avail_animations = animpoint_sit_low
;-------------------------------------------------------------

[logic@killer_4]
active = animpoint@killer_4
suitable = {=target_squad_name(labx6_a2_killer_squad)} true
prior = 200

[animpoint@killer_4]:walker@standart
cover_name = labx6_a2_animp_4
avail_animations = animpoint_sit_low
;-------------------------------------------------------------

[logic@killer_5]
active = walker@killer_5
suitable = {=target_squad_name(labx6_a2_killer_squad)} true
prior = 200

[walker@killer_5]:walker@standart
path_walk = killer_5_walk
path_look = killer_5_look
;-------------------------------------------------------------

[logic@killer_6]
active = walker@killer_6
suitable = {=target_squad_name(labx6_a2_killer_squad)} true
prior = 200

[walker@killer_6]:walker@standart
path_walk = killer_6_walk
path_look = killer_6_look
on_info  = {+labx6_a2_actor_attack -labx6_a2_actor_attack_1} remark@punch %=play_sound_super_ungly%
on_info2 = {+start_labx6_dialog} walker@killer_7
on_info3 = %=control_position(labx6_a2_killer_6_walk:0.5:true)%

[remark@punch]:walker@standart
anim = punch
target = story | actor
on_signal = anim_end | %+labx6_a2_actor_attack_1%
on_info = {+labx6_a2_actor_attack_1} walker@killer_6

[walker@killer_7]:walker@standart
path_walk = killer_7_walk
path_look = killer_7_look
;-------------------------------------------------------------
