; cse_abstract properties
section_name = stalker
name = bar_bar_guard
position = 126.514854431152,-4.81453084945679,23.8163642883301
direction = 1.39329529247334e-006,-1.57078802585602,-1.38376108225202e-005
; cse_alife_trader_abstract properties
money = 5000
character_profile = bar_barman_guard
; cse_alife_object properties
game_vertex_id = 1236
distance = 4.90000009536743
level_vertex_id = 35569
object_flags = 0xffffffff
custom_data = <<END
[smart_terrains]
none = true
[logic]
active = walker@guard_door
[walker@guard_door]
path_walk = bar_bar_guard_door_walk
path_look = bar_bar_guard_door_look
def_state_standing = ward
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
on_info = {+bar_barman_need_room} %-guard_said_can_go_2%
on_info2 = {+bar_barman_need_room} %-guard_can_be_used%
on_info3 = {+bar_barman_need_room} walker@guard_nodoor
;soundgroup = bar_visitors1
danger = danger_ignore
on_actor_in_zone = bar_bar_room_area | walker@guard_nodoor
meet = meet@1
[meet@1]
meet_state = 2 | ward@{-guard_didnot_say_stop} bar_guard_stop
meet_state_wpn = 2 | ward@{-guard_didnot_say_stop} bar_guard_stop
victim = nil
victim_wpn = nil
use = {+guard_can_be_used} true, false
use_wpn = false
abuse = false
[meet@2]
meet_state = 2 | ward@{+bar_barman_need_room} bar_guard_move
meet_state_wpn = 2 | ward@{+bar_barman_need_room} bar_guard_move
victim = nil
victim_wpn = nil
use = {+guard_can_be_used} true, false
use_wpn = false
abuse = false
[danger_ignore]
ignore_distance = 0
[walker@guard_nodoor]
path_walk = bar_bar_guard_nodoor_walk
path_look = bar_bar_guard_nodoor_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 | {!dist_to_actor_le(5)} %-bar_barman_need_room%
on_actor_not_in_zone2 = bar_bar_room_area | {!dist_to_actor_le(5)} %+guard_can_be_used%
on_actor_not_in_zone3 = bar_bar_room_area | {!dist_to_actor_le(5)} %+guard_said_can_go_2%
on_actor_not_in_zone4 = bar_bar_room_area | {-bar_barman_need_room} walker@guard_door
;soundgroup = bar_visitors1
danger = danger_ignore
meet = meet@2
END
; cse_visual properties
visual_name = actors\neytral\stalker_bar_security
; cse_alife_creature_abstract properties
g_team = 0
g_squad = 5
g_group = 20
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =
upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd:position = 126.514854431152,-4.81453084945679,23.8163642883301
upd:o_model = 0
upd:o_torso = -1.57078802585602,1.39329529247334e-006,0
upd:g_team = 0
upd:g_squad = 5
upd:g_group = 20
; cse_alife_monster_abstract properties
base_out_restrictors = bar_restrictor
upd:next_game_vertex_id = 65535
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0
; cse_alife_human_abstract properties
predicate5 = 2,2,2,1,0
predicate4 = 1,2,1,2
; cse_ph_skeleton properties
upd:start_dialog =
; se_stalker properties
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