[logic]
active = walker@state
on_death = death
level_spot = mechanic
repair = misc\m_repair\repair_dolg.ltx

[death]
on_info = %+sar2_death_61%

[walker@state]
path_walk = bar_shtangel_walk
path_look = bar_shtangel_look
meet = meet
def_state_standing = hands_chest_nornd
def_state_moving = walk
def_state_moving3 = run
on_info = {=hours_multiple(3:2) =is_day !has_repair_item} walker@sit, {!is_day !has_repair_item !in_repair_process} sleeper, {=in_repair_process_wpn} walker@repair
on_timer = 15000 | {=in_repair_process} walker@repair_any, walker@state

[walker@sit]
path_walk = bar_shtangel_sit_walk
path_look = bar_shtangel_sit_look
def_state_moving = walk
; meet = no_act ; сделать кастомный прекондишн чтобы в диалоге в жопу посылал
meet = no_meet
on_info = {!hours_multiple(3:2) =is_day} walker@state, {!is_day !has_repair_item} sleeper

[sleeper]
path_main = bar_shtangel_sleep_walk
wakeable = false
on_info = {!hours_multiple(3:2) =is_day} walker@state, {=hours_multiple(3:2) =is_day} walker@sit
meet = no_meet

[walker@repair_any]
path_walk = bar_shtangel_repair_any_walk
path_look = bar_shtangel_repair_any_look
def_state_moving = walk
meet = no_meet
; если броник то добавить экшн который положит на стол броник
on_info = {=in_repair_process_wpn} walker@repair, {!in_repair_process} walker@state
combat_ignore_cond = {!actor_enemy}

[walker@repair]
path_walk = bar_shtangel_repair_walk
path_look = bar_shtangel_repair_look
meet = no_meet
on_info = {!in_repair_process_wpn} walker@state
combat_ignore_cond = {!actor_enemy}

[meet]
meet_state = 3 | wait_base@talk_hello
meet_state_wpn = 3 | wait_base@talk_hello
use = true
use_wpn = true
victim = 5 | actor
victim_wpn = 5 | actor