[logic@bar_guard1]
active = walker@guard_door
suitable = {=check_npc_name(bar_visitors_garik_stalker_guard)} true
prior = 100

[walker@guard_door]
path_walk = guard_door_walk
path_look = guard_door_look
def_state_standing = guard
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
on_info = {+actor_meet_nimble_room} walker@guard_nodoor
on_info1 = {!npc_in_zone(bar_no_weapon_zone) !has_enemy} %=teleport_npc_lvid(35767)%
;soundgroup = bar_visitors1
danger = danger_ignore
;on_actor_in_zone = bar_bar_room_area | walker@guard_nodoor
meet = meet@1
corpse_detection_enabled = false
gather_items_enabled = false
help_wounded_enabled = false

[meet@1]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_hello = bar_guard_stop
close_snd_distance = 3
abuse           = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false


[danger_ignore]
ignore_distance = 0

[walker@guard_nodoor]
path_walk = guard_far_door_walk
path_look = guard_door_look
def_state_standing = ward
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
;on_actor_not_in_zone = bar_bar_room_area |  {-bar_barman_need_room} walker@guard_door
;soundgroup = bar_visitors1
danger = danger_ignore
meet = meet@1
on_game_timer = 100 | %=disable_meet_nimble_info% walker@guard_door