[logic@cat_1]
suitable = {=is_monster_snork} true
active = mob_walker@waiting
monster_job = true
prior = 300

[mob_walker@waiting]
path_walk = cat_1_walk
path_look = cat_1_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {=actor_in_zone(x7_cry_1_zone)} mob_walker@running

[mob_walker@running]
path_walk = cat_2_walk
path_look = cat_2_look
suggested_running = true
combat_ignore_cond = true
on_signal = cat_normal_1 | mob_jump@cat_normal_1

[mob_jump@cat_normal_1]
path_jump = cat_normal_1_jump
ph_jump_factor = 1.8
offset = 0,0,0
on_signal = jumped | mob_home@attack_cat_normal_1 %+lab_x7_a1_zombi_attack%
combat_ignore_cond = true

[mob_home@attack_cat_normal_1]
path_home = zombi_1_home
home_min_radius = 5
home_max_radius = 40
aggressive = true
;----------------------------------------------------------------

[logic@zombi_1]
suitable = {=target_squad_name(labx7_a1_zombi_1_squad)} true
active = mob_walker@zombi_1
monster_job = true
prior = 300

[mob_walker@zombi_1]
path_walk = zombi_1_walk
path_look = zombi_1_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {+lab_x7_a1_zombi_attack} mob_home@zombi_1_attack

[mob_home@zombi_1_attack]
combat_ignore_cond = false
path_home = zombi_1_home
home_min_radius = 5
home_max_radius = 40
aggressive = true

;----------------------------------------------------------------

[logic@zombi_2]
suitable = {=target_squad_name(labx7_a1_zombi_2_squad)} true
active = mob_walker@zombi_2
monster_job = true
prior = 300

[mob_walker@zombi_2]
path_walk = zombi_2_walk
path_look = zombi_1_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {+lab_x7_a1_zombi_attack} mob_home@zombi_2_attack

[mob_home@zombi_2_attack]
combat_ignore_cond = false
path_home = zombi_1_home
home_min_radius = 5
home_max_radius = 40
aggressive = true
