[logic@sniper]
active = camper@start
suitable = {!surge_started !check_npc_name(zat_b106_stalker_garmata)} true
prior = 200
; on_death = death

[camper@start]
path_walk = pri_b36_sniper_1_walk
path_look = pri_b36_sniper_1_look
out_restr = pri_b36_sniper_out_restr
radius = 25
; on_info = {=dist_to_actor_le(100) =is_enemy_actor =see_actor -pri_b36_ahtung} %+pri_b36_ahtung%
; on_info2 = {=health_le(0.9) !actor_enemy} %=restore_health%
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
; wounded = wounded
; combat_ignore_cond =  {=check_enemy_name(sim_default)} true

; [wounded]
; hp_state = 0|wounded_heavy@help_heavy
; hp_state_see = 0|wounded_heavy@help_heavy
; hp_victim = 0|nil
; hp_fight = 0|false
; hp_cover = 0|false

; [death]
; on_info = %+pri_b36_sniper_dead%