[logic@bar_visitors_cardan_tech]
suitable = {=check_npc_name(bar_visitors_stalker_mechanic)} true
prior = 100
active = animpoint@base
can_select_weapon = false
level_spot = mechanic

[animpoint@base]
cover_name = bar_visitors_cardan_tech
reach_distance = 10
avail_animations = zat_b3_tech_idle
use_camp = false
meet = meet
on_info = {+bar_visitors_tech_out =dist_to_actor_ge(20)} animpoint@sleep, {+bar_visitors_tech_drinking +bar_visitors_tech_out} animpoint@drinking %-bar_visitors_tech_drinked_out%, {+bar_visitors_tech_drinking +bar_visitors_tech_have_couple_dose} animpoint@drinking %-bar_visitors_tech_drinked_out%, {+bar_visitors_tech_drinking +bar_visitors_tech_have_one_dose} animpoint@drinking %-bar_visitors_tech_drinked_out%
;on_info2 = {=dist_to_actor_ge(75)} %-bar_visitors_tech_greetings%, {=see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings}  %=play_sound(zat_b3_tech_realy_drunk) +bar_visitors_tech_greetings%
on_info3 = {=dist_to_actor_ge(20)} %+bar_visitors_tech_waked_up +bar_visitors_tech_drinked_out%
on_info4 = {!npc_in_zone(bar_visitors_surge_hide_a5)} %=teleport_npc_lvid(33196)%
on_game_timer = 100 | %+bar_visitors_tech_waked_up +bar_visitors_tech_drinked_out% 
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info5 = {=npc_talking} animpoint@short_idle

[animpoint@short_idle]:animpoint@base
avail_animations = zat_b3_tech_idle_short
on_actor_dist_ge_nvis = 10 | animpoint@base

[meet]
close_snd_hello = nil
close_snd_bye   = nil
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
;use = {+bar_visitors_tech_waked_up +bar_visitors_tech_drinked_out} true, false
;use = true
use = {=actor_enemy} false, true
allow_break = false
;meet_dialog	= {+bar_visitors_tech_see_produce_62 -zat_a23_actor_has_access_card_to_testing_workshop} zat_b3_stalker_tech_produce_62_start
meet_on_talking = false

[animpoint@drinking]
cover_name = bar_visitors_cardan_tech
reach_distance = 2
avail_animations = zat_b3_tech_drink
use_camp = false
on_game_timer = 37 | {-bar_visitors_tech_take_dose +bar_visitors_tech_out} %=play_sound(zat_b3_tech_take_third_dose) +bar_visitors_tech_take_dose%
on_game_timer2 = 42 | {+bar_visitors_tech_out} animpoint@sleep %-bar_visitors_tech_drinking -bar_visitors_tech_take_dose -bar_visitors_tech_waked_up%, animpoint@base %-bar_visitors_tech_drinking -bar_visitors_tech_take_dose%
meet = no_meet
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@sleep]
cover_name = bar_visitors_cardan_tech
reach_distance = 2
avail_animations = zat_b3_tech_drunk
use_camp = false
on_game_timer = 220 | %+zat_a2_mech_sleep_sound%
on_info = {-bar_visitors_tech_out} animpoint@base  %-zat_a2_mech_sleep_sound%
on_info2 = {=dist_to_actor_ge(20)} %-bar_visitors_tech_sleeping%, {=see_actor =dist_to_actor_le(4) -bar_visitors_tech_sleeping +zat_a2_mech_sleep_sound} %=play_sound(zat_b3_tech_sleep_) +bar_visitors_tech_sleeping -bar_visitors_tech_out -bar_visitors_tech_have_couple_dose -bar_visitors_tech_have_one_dose%
meet = meet@sleep
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@sleep]
close_snd_hello = nil
close_snd_bye   = nil
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
snd_on_use = zat_b3_tech_no_sleep_
abuse = false
use	= false
meet_on_talking = false
