[logic]
active = sr_idle@check_story

[sr_idle@check_story]
on_info = {+story_mode_disabled} sr_idle@nil, sr_psy_antenna@no_helmet

[sr_psy_antenna@no_helmet]
eff_intensity = 100
hit_intensity = 100
postprocess = psy_antenna_indoor.ppe
on_info = {+yantar_attack_start} sr_idle@nil
on_info2 = {=actor_community(actor_monolith)} sr_idle@nil, {=actor_community(actor_zombied)} sr_idle@nil
on_info3 = {=actor_has_item(good_psy_helmet)} sr_psy_antenna@good_psy_helmet, {=actor_has_item(bad_psy_helmet)} sr_psy_antenna@bad_psy_helmet

[sr_psy_antenna@bad_psy_helmet]
eff_intensity = 100
hit_intensity = 0.2
postprocess = psy_antenna_indoor.ppe
on_info = {+yantar_attack_start} sr_idle@nil
on_info2 = {=actor_community(actor_monolith)} sr_idle@nil, {=actor_community(actor_zombied)} sr_idle@nil
on_info3 = {=actor_has_item(good_psy_helmet)} sr_psy_antenna@good_psy_helmet, {!actor_has_item(bad_psy_helmet)}, sr_psy_antenna@no_helmet

[sr_psy_antenna@good_psy_helmet]
eff_intensity = 100
hit_intensity = 0
postprocess = psy_antenna_indoor.ppe
on_info = {+yantar_attack_start} sr_idle@nil
on_info2 = {=actor_community(actor_monolith)} sr_idle@nil, {=actor_community(actor_zombied)} sr_idle@nil
on_info3 = {=actor_has_item(bad_psy_helmet)} sr_psy_antenna@bad_psy_helmet, {!actor_has_item(good_psy_helmet)} sr_psy_antenna@no_helmet

[sr_idle@nil]
