[logic]
active = sr_territory@outside

[sr_territory@outside]
on_actor_inside = sr_territory@inside

[sr_territory@inside]
on_actor_outside = sr_territory@outside
territory_hit = {-bar_dolg_territory_1_hit -bar_arena_fight} %+bar_dolg_territory_1_hit =bar_territory_logic%, {-bar_dolg_territory_2_hit -bar_arena_fight} %+bar_dolg_territory_2_hit =bar_territory_logic%, {-bar_dolg_territory_3_hit -bar_arena_fight} %+bar_dolg_territory_3_hit =bar_territory_logic%
territory_death = {-bar_dolg_territory_kill -bar_arena_fight} %+bar_dolg_territory_kill =bar_territory_logic%
on_info = {+aem_startup +bar_arena_fight} sr_idle@introduce

[sr_idle@introduce]
on_info = {=aem_group(turnament)} sr_idle@nocamera, {=aem_group(stakes)} sr_idle@nocamera, sr_idle@camera

[sr_idle@nocamera]
on_timer = 11000 | sr_idle@wait_done %+bar_arena_fight_begin%

[sr_idle@camera]
on_timer = 1000 | sr_cutscene@camera %=disable_ui%

[sr_cutscene@camera]
point = t_way
look = t_look
cam_effector = arena
on_signal = cameff_end | sr_idle@wait_done %+bar_arena_fight_begin =enable_ui =bar_arena_weapon_slot%

[sr_idle@wait_done]
on_info = {=actor_dead} nil %+aem_fight_done%, {-bar_arena_fight} sr_territory@outside
