[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

[meet@standart]
close_anim 		= nil
close_victim 	= nil
close_snd_hello = nil
close_snd_bye 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false

[meet@killer]:meet@standart
use = {=dist_to_actor_le(4) -labx6_killer_dialog_end +start_labx6_dialog} self, false
meet_dialog	=  {-labx6_killer_dialog_end +start_labx6_dialog} labx6_killer_dialog, nil
;-------------------------------------------------------------

[logic@killer_1]
active = walker@killer_1
suitable = {=target_squad_name(labx6_a6_killer_squad)} true
prior = 200

[walker@killer_1]:walker@standart
path_walk = killer_1_walk
path_look = killer_1_look
meet = meet@killer
on_info = {=dist_to_actor_le(3) -actor_attack_labx6_squad} %+actor_attack_labx6_squad%
;-------------------------------------------------------------

[logic@killer_2]
active = walker@killer_2
suitable = {=target_squad_name(labx6_a6_killer_squad)} true
prior = 200

[walker@killer_2]:walker@standart
path_walk = killer_2_walk
path_look = killer_1_look
on_info = {+actor_said_joke} %=play_sound(mil_collect_laugh1)%
;-------------------------------------------------------------

[logic@killer_3]
active = walker@killer_3
suitable = {=target_squad_name(labx6_a6_killer_squad)} true
prior = 200

[walker@killer_3]:walker@standart
path_walk = killer_3_walk
path_look = killer_1_look
on_info = {+actor_said_joke} %=play_sound(mil_collect_laugh2)%
;-------------------------------------------------------------

[logic@killer_4]
active = walker@killer_4
suitable = {=target_squad_name(labx6_a6_killer_squad)} true
prior = 200

[walker@killer_4]:walker@standart
path_walk = killer_4_walk
path_look = killer_1_look
on_info = {+actor_said_joke} %=play_sound(mil_collect_laugh3)%
;-------------------------------------------------------------

[logic@killer_5]
active = walker@killer_5
suitable = {=target_squad_name(labx6_a6_killer_squad)} true
prior = 200

[walker@killer_5]:walker@standart
path_walk = killer_5_walk
path_look = killer_1_look
on_info = {+actor_said_joke} %=play_sound(mil_collect_laugh4)%
;-------------------------------------------------------------