[logic@def_sleep]
monster_job = true
prior = 200
on_hit = mob_hit
;----------------------------------------------------------------------------

[mob_home@fight]
aggressive = true
home_min_radius = 3
home_max_radius = 120
;----------------------------------------------------------------------------

[mob_home@polter]:mob_home@fight
path_home = polter_general_home
;----------------------------------------------------------------------------

[mob_walker@def_sleep]
combat_ignore_cond = true
on_sound  = actor|WPN_shoot|10|0.9| %+labx9_bloodscuker_sleepers_stand_up% ;Услышит все, кроме пистолета с глушителем
on_sound2 = actor|WPN_hit|10|0| %+labx9_bloodscuker_sleepers_stand_up%
on_sound3 = actor|MST_damage|10|0.9| %+labx9_bloodscuker_sleepers_stand_up%
on_sound4 = actor|MST_step|10|0.1| %+labx9_bloodscuker_sleepers_stand_up%
on_sound5 = actor|MST_die|10|0| %+labx9_bloodscuker_sleepers_stand_up%
on_sound6 = actor|WPN_empty|10|0.3| %+labx9_bloodscuker_sleepers_stand_up% ;Примерно с 3х метров услышит
on_sound7 = actor|WPN_reload|10|0.3| %+labx9_bloodscuker_sleepers_stand_up% ;Примерно с 3х метров услышит
on_info2 = %=set_force_sleep_animation( 0 )%
;----------------------------------------------------------------------------

[mob_hit]
on_info = {-labx9_bloodscuker_sleepers_stand_up =hit_by_actor()} %+labx9_bloodscuker_sleepers_stand_up%
;----------------------------------------------------------------------------

[logic@blood_1]:logic@def_sleep
active = mob_walker@pre_sleep_1
suitable = {=target_squad_name(labx9_a1_blood_1_sleep)} true

[mob_walker@pre_sleep_1]
path_walk = blood_1_walk
path_look = blood_1_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_1
on_info2 = mob_walker@sleep_1 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_1]:mob_walker@def_sleep
path_walk = blood_1_walk
path_look = blood_1_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_1 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_1]:mob_home@fight
path_home = blood_1_walk

;----------------------------------------------------------------------------
[logic@blood_2]:logic@def_sleep
active = mob_walker@pre_sleep_2
suitable = {=target_squad_name(labx9_a1_blood_2_sleep)} true

[mob_walker@pre_sleep_2]
path_walk = blood_2_walk
path_look = blood_2_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_2
on_info2 = mob_walker@sleep_2 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_2]:mob_walker@def_sleep
path_walk = blood_2_walk
path_look = blood_2_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_2 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_2]:mob_home@fight
path_home = blood_2_walk

;----------------------------------------------------------------------------
[logic@blood_3]:logic@def_sleep
active = mob_walker@pre_sleep_3
suitable = {=target_squad_name(labx9_a1_blood_3_sleep)} true

[mob_walker@pre_sleep_3]
path_walk = blood_3_walk
path_look = blood_3_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_3
on_info2 = mob_walker@sleep_3 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_3]:mob_walker@def_sleep
path_walk = blood_3_walk
path_look = blood_3_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_3 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_3]:mob_home@fight
path_home = blood_3_walk

;----------------------------------------------------------------------------
[logic@blood_4]:logic@def_sleep
active = mob_walker@pre_sleep_4
suitable = {=target_squad_name(labx9_a1_blood_4_sleep)} true

[mob_walker@pre_sleep_4]
path_walk = blood_4_walk
path_look = blood_4_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_4
on_info2 = mob_walker@sleep_4 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_4]:mob_walker@def_sleep
path_walk = blood_4_walk
path_look = blood_4_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_4 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_4]:mob_home@fight
path_home = blood_4_walk

;----------------------------------------------------------------------------
[logic@blood_5]:logic@def_sleep
active = mob_walker@pre_sleep_5
suitable = {=target_squad_name(labx9_a1_blood_5_sleep)} true

[mob_walker@pre_sleep_5]
path_walk = blood_5_walk
path_look = blood_5_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_5
on_info2 = mob_walker@sleep_5 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_5]:mob_walker@def_sleep
path_walk = blood_5_walk
path_look = blood_5_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_5 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_5]:mob_home@fight
path_home = blood_5_walk

;----------------------------------------------------------------------------
[logic@blood_6]:logic@def_sleep
active = mob_walker@pre_sleep_6
suitable = {=target_squad_name(labx9_a1_blood_6_sleep)} true

[mob_walker@pre_sleep_6]
path_walk = blood_6_walk
path_look = blood_6_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_6
on_info2 = mob_walker@sleep_6 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_6]:mob_walker@def_sleep
path_walk = blood_6_walk
path_look = blood_6_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_6 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_6]:mob_home@fight
path_home = blood_6_walk

;----------------------------------------------------------------------------
[logic@blood_7]:logic@def_sleep
active = mob_walker@pre_sleep_7
suitable = {=target_squad_name(labx9_a1_blood_7_sleep)} true

[mob_walker@pre_sleep_7]
path_walk = blood_7_walk
path_look = blood_7_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_7
on_info2 = mob_walker@sleep_7 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_7]:mob_walker@def_sleep
path_walk = blood_7_walk
path_look = blood_7_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_7 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_7]:mob_home@fight
path_home = blood_7_walk

;----------------------------------------------------------------------------
[logic@blood_8]:logic@def_sleep
active = mob_walker@pre_sleep_8
suitable = {=target_squad_name(labx9_a1_blood_8_sleep)} true

[mob_walker@pre_sleep_8]
path_walk = blood_8_walk
path_look = blood_8_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_8
on_info2 = mob_walker@sleep_8 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_8]:mob_walker@def_sleep
path_walk = blood_8_walk
path_look = blood_8_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_8 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_8]:mob_home@fight
path_home = blood_8_walk

;----------------------------------------------------------------------------
[logic@blood_9]:logic@def_sleep
active = mob_walker@pre_sleep_9
suitable = {=target_squad_name(labx9_a1_blood_9_sleep)} true

[mob_walker@pre_sleep_9]
path_walk = blood_9_walk
path_look = blood_9_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_9
on_info2 = mob_walker@sleep_9 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_9]:mob_walker@def_sleep
path_walk = blood_9_walk
path_look = blood_9_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_9 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_9]:mob_home@fight
path_home = blood_9_walk

;----------------------------------------------------------------------------
[logic@blood_10]:logic@def_sleep
active = mob_walker@pre_sleep_10
suitable = {=target_squad_name(labx9_a1_blood_10_sleep)} true

[mob_walker@pre_sleep_10]
path_walk = blood_10_walk
path_look = blood_10_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_10
on_info2 = mob_walker@sleep_10 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_10]:mob_walker@def_sleep
path_walk = blood_10_walk
path_look = blood_10_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_10 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_10]:mob_home@fight
path_home = blood_10_walk

;----------------------------------------------------------------------------
[logic@blood_11]:logic@def_sleep
active = mob_walker@pre_sleep_11
suitable = {=target_squad_name(labx9_a1_blood_11_sleep)} true

[mob_walker@pre_sleep_11]
path_walk = blood_11_walk
path_look = blood_11_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_11
on_info2 = mob_walker@sleep_11 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_11]:mob_walker@def_sleep
path_walk = blood_11_walk
path_look = blood_11_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_11 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_11]:mob_home@fight
path_home = blood_11_walk

;----------------------------------------------------------------------------
[logic@blood_12]:logic@def_sleep
active = mob_walker@pre_sleep_12
suitable = {=target_squad_name(labx9_a1_blood_12_sleep)} true

[mob_walker@pre_sleep_12]
path_walk = blood_12_walk
path_look = blood_12_look
combat_ignore_cond = true
on_info  = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_12
on_info2 = mob_walker@sleep_12 %=set_bloodsucker_state( 2 ) =set_visual_memory_enabled( 0 )%

[mob_walker@sleep_12]:mob_walker@def_sleep
path_walk = blood_12_walk
path_look = blood_12_look
on_info = {+labx9_bloodscuker_sleepers_stand_up} mob_home@fight_12 %=set_bloodsucker_state( default ) =release_force_sleep_animation =set_visual_memory_enabled( 1 )%

[mob_home@fight_12]:mob_home@fight
path_home = blood_12_walk

;----------------------------------------------------------------
[logic@polter_1]
active = mob_walker@polter_1
suitable = {=target_squad_name(labx9_a1_polter_squad)} true
prior = 100
monster_job = true

[mob_walker@polter_1]
path_walk = polter_tele_home
in_restr = laba_x9_out_sr
on_info = {+lab9_generator_button_pressed} mob_home@polter

;----------------------------------------------------------------
[logic@polter_2]
active = mob_walker@polter_2
suitable = {=target_squad_name(labx9_a1_polter_dawn_squad)} true
prior = 100
monster_job = true

[mob_walker@polter_2]
path_walk = polter_dawn_home
out_restr = laba_x9_out_sr
on_info = {+lab9_generator_button_pressed} mob_home@polter
