[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_in_labx6_a3_baraks_sr} true, false

;------------------------------------------------------------
;------------------------------------------------------------
[logic@killer_1]
active = walker@killer_1
suitable = {=target_squad_name(labx6_a3_kill_1_squad)} true
prior = 200

[walker@killer_1]:walker@standart
path_walk = killer_1_walk
path_look = killer_1_look
;-------------------------------------------------------------

[logic@killer_2]
active = walker@killer_2
suitable = {=target_squad_name(labx6_a3_kill_1_squad)} true
prior = 200

[walker@killer_2]:walker@standart
path_walk = killer_2_walk
path_look = killer_1_look
;-------------------------------------------------------------

[logic@killer_3]
active = walker@killer_3
suitable = {=target_squad_name(labx6_a3_kill_1_squad)} true
prior = 200

[walker@killer_3]:walker@standart
path_walk = killer_3_walk
path_look = killer_1_look
;-------------------------------------------------------------
;-------------------------------------------------------------
;-------------------------------------------------------------

[logic@killer_4]
active = walker@killer_4
suitable = {=target_squad_name(labx6_a3_kill_2_squad)} true
prior = 200

[walker@killer_4]:walker@standart
path_walk = killer_4_walk
path_look = killer_2_look
;-------------------------------------------------------------

[logic@killer_5]
active = walker@killer_5
suitable = {=target_squad_name(labx6_a3_kill_2_squad)} true
prior = 200

[walker@killer_5]:walker@standart
path_walk = killer_5_walk
path_look = killer_2_look
;-------------------------------------------------------------

[logic@killer_6]
active = walker@killer_6
suitable = {=target_squad_name(labx6_a3_kill_2_squad)} true
prior = 200

[walker@killer_6]:walker@standart
path_walk = killer_6_walk
path_look = killer_2_look
;-------------------------------------------------------------
;-------------------------------------------------------------
;-------------------------------------------------------------
;-------------------------------------------------------------

[logic@killer_7]
active = walker@killer_7
suitable = {=target_squad_name(labx6_a3_kill_3_squad)} true
prior = 200

[walker@killer_7]:walker@standart
path_walk = killer_7_walk
path_look = killer_3_look
;-------------------------------------------------------------

[logic@killer_8]
active = walker@killer_8
suitable = {=target_squad_name(labx6_a3_kill_3_squad)} true
prior = 200

[walker@killer_8]:walker@standart
path_walk = killer_8_walk
path_look = killer_3_look
;-------------------------------------------------------------

[logic@killer_9]
active = walker@killer_9
suitable = {=target_squad_name(labx6_a3_kill_3_squad)} true
prior = 200

[walker@killer_9]:walker@standart
path_walk = killer_9_walk
path_look = killer_3_look
;-------------------------------------------------------------
;-------------------------------------------------------------
;-------------------------------------------------------------

[logic@killer_10]
active = walker@killer_10
suitable = {=target_squad_name(labx6_a3_kill_4_squad)} true
prior = 200

[walker@killer_10]:walker@standart
path_walk = killer_10_walk
path_look = killer_4_look
;-------------------------------------------------------------

[logic@killer_11]
active = walker@killer_11
suitable = {=target_squad_name(labx6_a3_kill_4_squad)} true
prior = 200

[walker@killer_11]:walker@standart
path_walk = killer_11_walk
path_look = killer_4_look
;-------------------------------------------------------------

[logic@killer_12]
active = walker@killer_12
suitable = {=target_squad_name(labx6_a3_kill_4_squad)} true
prior = 200

[walker@killer_12]:walker@standart
path_walk = killer_12_walk
path_look = killer_4_look
;-------------------------------------------------------------
;-------------------------------------------------------------
;-------------------------------------------------------------

[logic@killer_13]
active = walker@killer_13
suitable = {=target_squad_name(labx6_a3_kill_5_squad)} true
prior = 200

[walker@killer_13]:walker@standart
path_walk = killer_13_walk
path_look = killer_5_look
combat_ignore_cond = {-actor_in_labx6_a3_baraks_sr_1} true, false
;-------------------------------------------------------------

[logic@killer_14]
active = walker@killer_14
suitable = {=target_squad_name(labx6_a3_kill_5_squad)} true
prior = 200

[walker@killer_14]:walker@standart
path_walk = killer_14_walk
path_look = killer_5_look
combat_ignore_cond = {-actor_in_labx6_a3_baraks_sr_1} true, false
;-------------------------------------------------------------

[logic@killer_15]
active = walker@killer_15
suitable = {=target_squad_name(labx6_a3_kill_5_squad)} true
prior = 200

[walker@killer_15]:walker@standart
path_walk = killer_15_walk
path_look = killer_5_look
combat_ignore_cond = {-actor_in_labx6_a3_baraks_sr_1} true, false
;-------------------------------------------------------------

[logic@killer_16]
active = walker@killer_16
suitable = {=target_squad_name(labx6_a3_kill_5_squad)} true
prior = 200

[walker@killer_16]:walker@standart
path_walk = killer_16_walk
path_look = killer_5_look
combat_ignore_cond = {-actor_in_labx6_a3_baraks_sr_1} true, false
;-------------------------------------------------------------
