[logic@jup_b221_duty_01]
active = animpoint@jup_b221_duty_01_reach
suitable = {+jup_b25_freedom_flint_gone =npc_in_zone(jup_a6_sr_noweap) =npc_community(dolg)} true
prior = 150

[animpoint@jup_b221_duty_01_reach]
cover_name = jup_b221_duty_01
avail_animations = animpoint_stay_table
use_camp = false
meet = meet@jup_b221_duty
on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@jup_b221_duty_01
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@jup_b221_duty_01]
cover_name = jup_b221_duty_01
avail_animations = animpoint_stay_table
use_camp = false
meet = meet@jup_b221_duty
on_info = {+jup_b221_duty_main} animpoint@jup_b221_duty_01_theme
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@jup_b221_duty_01_theme]
cover_name = jup_b221_duty_01
avail_animations = animpoint_stay_table
use_camp = false
meet = no_meet
on_info = {-jup_b221_play_main_start} %=jup_b221_play_main(duty) +jup_b221_play_main_start% 
on_signal = theme_end | animpoint@jup_b221_duty_01 %-jup_b221_duty_main -jup_b221_play_main_start%
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@jup_b221_duty]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance 	= 0
far_distance 	= 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false



[logic@jup_b221_duty_02]
active = animpoint@jup_b221_duty_02_reach
suitable = {+jup_b25_freedom_flint_gone =npc_in_zone(jup_a6_sr_noweap) =npc_community(dolg)} true
prior = 150

[animpoint@jup_b221_duty_02_reach]
cover_name = jup_b221_duty_02
avail_animations = animpoint_stay_table
use_camp = false
meet = meet@jup_b221_duty
on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@jup_b221_duty_02
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@jup_b221_duty_02]
cover_name = jup_b221_duty_02
avail_animations = animpoint_stay_table
use_camp = false
meet = meet@jup_b221_duty
on_info = {+jup_b221_duty_reaction_01} animpoint@jup_b221_duty_02_reaction
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@jup_b221_duty_02_reaction]
cover_name = jup_b221_duty_02
use_camp = false
meet = no_meet
on_info = %=play_sound(jup_b221_duty_reaction)%
on_signal = sound_end | animpoint@jup_b221_duty_02 %-jup_b221_duty_reaction_01%
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false



[logic@jup_b221_duty_03]
active = animpoint@jup_b221_duty_03_reach
suitable = {+jup_b25_freedom_flint_gone =npc_in_zone(jup_a6_sr_noweap) =npc_community(dolg)} true
prior = 150

[animpoint@jup_b221_duty_03_reach]
cover_name = jup_b221_duty_03
avail_animations = animpoint_stay_table
use_camp = false
meet = meet@jup_b221_duty
on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@jup_b221_duty_03
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@jup_b221_duty_03]
cover_name = jup_b221_duty_03
avail_animations = animpoint_stay_table
use_camp = false
meet = meet@jup_b221_duty
on_info = {+jup_b221_duty_reaction_02} animpoint@jup_b221_duty_03_reaction
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@jup_b221_duty_03_reaction]
cover_name = jup_b221_duty_03
use_camp = false
meet = no_meet
on_info = %=play_sound(jup_b221_duty_reaction)%
on_signal = sound_end | animpoint@jup_b221_duty_03 %-jup_b221_duty_reaction_02%
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
invulnerable = {!actor_enemy} true, false
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
