;GENERAL

[hit]
on_info = %+zat_b103_merc_fight%

[meet@snd_1]
use = false
snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_1, nil
trade_enable = false

[meet@snd_2]
use = false
snd_on_use = {-zat_b103_merc_fight} zat_b103_merc_talk_to_commander_2, nil
trade_enable = false

[animpoint@def]
reach_movement = sprint
meet = no_meet
out_restr = zat_surge_hide_b103
combat_ignore_cond = {-zat_b103_merc_fight} true
on_info = {=actor_in_zone(zat_b103_merc_inside_yard) -zat_b103_merc_task_done} %+zat_b103_merc_fight =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy)%

;LEADER JOB

[logic@surge_job_leader]
suitable   = {=surge_started} true
active     = animpoint@leader
prior      = 100
on_hit = hit

[animpoint@leader]
out_restr = zat_surge_hide_b103
cover_name = zat_b103_animp_surge_leader
reach_movement = sprint
on_actor_in_zone = zat_surge_hide_b103 | {=actor_has_weapon} remark@leader %=play_sound(zat_b103_merc_warning)%
on_info = {=actor_in_zone(zat_b103_merc_inside_yard) -zat_b103_merc_task_done} %+zat_b103_merc_fight =set_squad_goodwill(zat_b103_lost_merc_squad1:enemy)%
meet = no_meet

[remark@leader]
out_restr = zat_surge_hide_b103
anim = threat
target = story | actor
on_signal = sound_end | {=actor_has_weapon} remark@leader_wait, animpoint@leader

[remark@leader_wait]
out_restr = zat_surge_hide_b103
anim = threat
target = story | actor
on_game_timer = 50 | {-zat_b103_merc_fight} %+zat_b103_merc_fight% 

;JOB HEADERS  

[logic@surge_job_1]
suitable = {=surge_started} true
active = animpoint@1
prior = 60
on_hit = hit

[logic@surge_job_2]
suitable = {=surge_started} true
active = animpoint@2
prior = 60
on_hit = hit

[logic@surge_job_3]
suitable = {=surge_started} true
active = animpoint@3
prior = 60
on_hit = hit

[logic@surge_job_4]
suitable = {=surge_started} true
active = animpoint@4
prior = 60
on_hit = hit

[logic@surge_job_5]
suitable = {=surge_started} true
active = animpoint@5
prior = 60
on_hit = hit

[logic@surge_job_6]
suitable = {=surge_started} true
active = animpoint@6
prior = 60
on_hit = hit

[logic@surge_job_7]
suitable = {=surge_started} true
active = animpoint@7
prior = 60
on_hit = hit

;JOB SECTIONS

[animpoint@1]:animpoint@def
cover_name = zat_b103_animp_surge_1

[animpoint@2]:animpoint@def
cover_name = zat_b103_animp_surge_2

[animpoint@3]:animpoint@def
cover_name = zat_b103_animp_surge_3

[animpoint@4]:animpoint@def
cover_name = zat_b103_animp_surge_4

[animpoint@5]:animpoint@def
cover_name = zat_b103_animp_surge_5

[animpoint@6]:animpoint@def
cover_name = zat_b103_animp_surge_6 

[animpoint@7]:animpoint@def
cover_name = zat_b103_animp_surge_7


