[logic]
active = remark@search
on_death = death

[death]
on_info = %+esc_bandit_1_dead%

[remark@fire]
combat_ignore_cond = {!is_sniper_enemy}
radius = 0
anim = hide
on_info = {=health_le(0.5)}
remark@search wounded = wounded@work
sniper = true

[remark@search]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
anim = hide
target = actor
on_info = {=see_enemy}
remark@fire wounded = wounded@work

[smart_terrains]
none = true

[wounded@work]
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