The decompiled versions of all libraries found in \generated\databases\generic\ in Watch_Dogs.
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<?xml version="1.0" encoding="utf-8"?>
<object hash="72DE4948">
<field name="hidSingleObject" type="Boolean">False</field>
<field name="text_hidName" type="String">AI Classes.07_Alone.Advanced</field>
<field name="hidName" type="BinHex">B42511A4</field>
<field name="hidKey" type="BinHex">B42511A4</field>
<field name="stimulusnpcStimulus" type="BinHex">219D2752</field>
<object name="BeingTakenDownBehaviors">
<object name="BeingTakenDownPropagation">
<field name="fBeingTakenDownPropagationStartDelay" type="Float">1</field>
<field name="fBeingTakenDownPropagationRadiusInStealth" type="Float">5</field>
<field name="fBeingTakenDownPropagationRadiusInCombat" type="Float">30</field>
</object>
</object>
<object name="AlertBehaviors">
<field name="fAlertIdleTimeout" type="Float">7</field>
<field name="fAlertIdleTimeoutAdditionalRandomDelay" type="Float">2</field>
<field name="fAlertCompletedByAIGroupIdleTimeout" type="Float">2</field>
<field name="fAlertCompletedByAIGroupIdleTimeoutAdditionalRandomDelay" type="Float">3</field>
</object>
<object name="AlertSoftBehaviors">
<field name="bAlertSoftInspectionRequired" type="Boolean">True</field>
<field name="fAlertSoftInvestigationAllowOtherOnIgnoreTimeout" type="Float">3</field>
<field name="fAlertSoftInvestigationIdleTimeout" type="Float">10</field>
<object name="AlertSoftBark">
<field name="fAlertSoftBarkSurprisedStartDelay" type="Float">1</field>
<field name="fAlertSoftBarkSurprisedAdditionalRandomDelay" type="Float">1.5</field>
</object>
</object>
<object name="AlertHardBehaviours">
<field name="bAlertHardInspectionRequired" type="Boolean">False</field>
<field name="fAlertHardInvestigationStartDelay" type="Float">2</field>
<field name="fAlertHardInvestigationAdditionalRandomDelay" type="Float">1</field>
<object name="AlertHardBark">
<field name="fAlertHardBarkFirstWarnStartDelay" type="Float">3</field>
<field name="fAlertHardBarkFirstWarnAdditionalRandomDelay" type="Float">1</field>
<field name="fAlertHardBarkSurprisedStartDelay" type="Float">1</field>
<field name="fAlertHardBarkSurprisedAdditionalRandomDelay" type="Float">3</field>
<field name="fAlertHardBarkSearchTargetStartDelay" type="Float">1.5</field>
<field name="fAlertHardBarkSearchTargetAdditionalRandomDelay" type="Float">0</field>
</object>
<object name="AlertHardDeadBody">
<object name="AlertHardDeadBodyBark">
<field name="fAlertHardDeadBodyBarkSurprisedStartDelay" type="Float">0.5</field>
<field name="fAlertHardDeadBodyBarkSurprisedAdditionalRandomDelay" type="Float">0</field>
<field name="fAlertHardDeadBodyBarkInspectionStartDelay" type="Float">2</field>
<field name="fAlertHardDeadBodyBarkInspectionAdditionalRandomDelay" type="Float">0</field>
<field name="fAlertHardDeadBodyBarkSearchTargetStartDelay" type="Float">4</field>
<field name="fAlertHardDeadBodyBarkSearchTargetAdditionalRandomDelay" type="Float">2</field>
<field name="fAlertHardMultipleDeadBodiesBarkStartDelay" type="Float">2</field>
<field name="fAlertHardMultipleDeadBodiesBarkAdditionalRandomDelay" type="Float">0</field>
<field name="fAlertHardMultipleDeadBodiesBarkSearchTargetStartDelay" type="Float">2</field>
<field name="fAlertHardMultipleDeadBodiesBarkSearchTargetAdditionalRandomDelay" type="Float">1</field>
</object>
</object>
</object>
<object name="InvestigateLKPBehaviors">
<field name="fInvestigateLKPInvestigationStartDelay" type="Float">2</field>
<field name="fInvestigateLKPInvestigationAdditionalRandomDelay" type="Float">1</field>
<object name="InvestigateLKPBark">
<field name="fInvestigateLKPBarkLostTargetStartDelay" type="Float">1.5</field>
<field name="fInvestigateLKPBarkLostTargetAdditionalRandomDelay" type="Float">0</field>
<field name="fInvestigateLKPBarkSearchTargetStartDelay" type="Float">5</field>
<field name="fInvestigateLKPBarkSearchTargetAdditionalRandomDelay" type="Float">0</field>
</object>
</object>
<object name="SearchBehaviors">
<object name="SearchBark">
<field name="fSearchBarkBeginSearchStartDelay" type="Float">1</field>
<field name="fSearchBarkBeginSearchAdditionalRandomDelay" type="Float">3</field>
<field name="fSearchBarkAlertSoftInspectionStartDelay" type="Float">2</field>
<field name="fSearchBarkAlertSoftInspectionAdditionalRandomDelay" type="Float">2</field>
</object>
</object>
<object name="CombatBehaviours">
<object name="Generic">
<field name="fShootingAccuracyModifier" type="Float">0.75</field>
</object>
<object name="Approach">
<field name="bApproachEnabled" type="Boolean">True</field>
<field name="fApproachBehaviorProbability" type="Float">0</field>
</object>
<object name="OutOfRange">
<field name="fTargetIsOutOfRangeDistanceMin" type="Float">30</field>
<field name="fTargetIsOutOfRangeDistanceMax" type="Float">40</field>
<field name="fTargetDistanceMinToUseVehicle" type="Float">38</field>
</object>
<object name="InRange">
<field name="fTargetIsInRangeDistance" type="Float">81</field>
</object>
<object name="EmergencyShooting">
<field name="fEmergencyShootingMinDistanceInCover" type="Float">4</field>
<field name="fEmergencyShootingMinDistanceInStandAndShoot" type="Float">6</field>
<field name="fEmergencyShootingMinDistanceWhenExposedInCover" type="Float">12</field>
</object>
<object name="StandAndShoot">
<field name="vec2StrafeRepeatTimeout" type="Vector2">3,5</field>
<field name="fStartCombatWithShootingProbability" type="Float">0.5</field>
</object>
<object name="Grenades">
<field name="selGrenadeAnim" type="Enum">0</field>
<field name="vec2GrenadeLandingDistFromTarget" type="Vector2">3,8</field>
<field name="vec2GrenadeThrowTimeout" type="Vector2">15,40</field>
<field name="vec2GrenadeThrowRange" type="Vector2">10,20</field>
<field name="vec2GrenadeRollRange" type="Vector2">8,15</field>
</object>
<object name="Cover">
<field name="vec2CoverInitialPeekOutRepeatTimeout" type="Vector2">3,5</field>
<field name="vec2CoverPeekOutRepeatTimeout" type="Vector2">4,6</field>
<field name="vec2CoverMovementRepeatTimeout" type="Vector2">4,6</field>
<field name="vec2CoverShotsCountBeforeMovement" type="Vector2">4,8</field>
<field name="fCoverLineOfSightTestRepeatTimeout" type="Float">8</field>
<field name="vec2CoverChangeTestTimeout" type="Vector2">10,16</field>
<field name="fDistanceForLateralCoverSelection" type="Float">16</field>
<field name="fDistanceHysteresisForLateralCoverSelection" type="Float">25</field>
<field name="fMinDistanceForSecondCoverSelection" type="Float">8</field>
<field name="fFinalFlankingCoverAngle" type="Float">85</field>
<field name="fSecondLateralCoverAngleTest" type="Float">45</field>
<field name="fSecondCoverPreShootingTime" type="Float">2</field>
<field name="fSecondLateralCoverDefendAngleLimit" type="Float">20</field>
<field name="fProbabilityOfStandAndShootBeforeMoveToForwardCover" type="Float">0.5</field>
<field name="fStandAndShootBeforeEnteringForwardCoverProbability" type="Float">0.5</field>
<field name="fStandAndShootBeforeEnteringLateralCoverProbability" type="Float">0.5</field>
<object name="curveSecondCoverShootingAgentsCondition">
<field name="hidNumKnots" type="BinHex">0A</field>
<object name="Knots">
<object name="Knot">
<field name="Value" type="Vector4">0,1,0.0333334,0</field>
<field name="Info" type="Vector4">6.2832,1,0,0</field>
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<object name="Knot">
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<object name="Knot">
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<object name="Knot">
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<object name="Knot">
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<object name="Knot">
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<object name="Knot">
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<object name="Knot">
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</object>
</object>
</object>
<object name="Assault">
<field name="fAssaultDistToStopMovement" type="Float">12</field>
<field name="vec2AssaultCoverChangeTestTimeout" type="Vector2">4,8</field>
<field name="fAssaultSecondCoverPreShootingTime" type="Float">1</field>
</object>
<object name="Defend">
<field name="fDefendMaxDistFromDefendVector" type="Float">4</field>
<field name="fDefendLimitDistForwardCoverSelection" type="Float">10</field>
<field name="fDefendDistToStopMovement" type="Float">10</field>
<field name="vec2DefendCoverChangeTestTimeout" type="Vector2">4,8</field>
<field name="fDefendSecondCoverPreShootingTime" type="Float">1</field>
</object>
</object>
<object name="CoverSelections">
<object name="Normal">
<object name="CoverSelection">
<field name="coverselectionparametersCoversNormalFirstCover" type="BinHex">BA022426</field>
<field name="coverselectionparametersCoversNormalSecondCover" type="BinHex">FDCE6DF9</field>
<field name="coverselectionparametersCoversNormalSecondForwardCover" type="BinHex">5C19D8F3</field>
<field name="coverselectionparametersCoversNormalHuntCover" type="BinHex">CE3E6B89</field>
</object>
<object name="CurrentCoverRevalidation">
<field name="coverselectionparametersCoversNormalReservedCover" type="BinHex">B89D61ED</field>
</object>
</object>
<object name="Defend">
<object name="CoverSelection">
<field name="coverselectionparametersCoversDefendFirstCover" type="BinHex">34721720</field>
<field name="coverselectionparametersCoversDefendSecondCover" type="BinHex">3B5872A8</field>
<field name="coverselectionparametersCoversDefendSecondForwardCover" type="BinHex">D328351C</field>
<field name="coverselectionparametersCoversDefendHuntCover" type="BinHex">CE3E6B89</field>
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<object name="CurrentCoverRevalidation">
<field name="coverselectionparametersCoversDefendReservedCover" type="BinHex">B89D61ED</field>
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</object>
<object name="Assault">
<object name="CoverSelection">
<field name="coverselectionparametersCoversAssaultFirstCover" type="BinHex">725A7AF5</field>
<field name="coverselectionparametersCoversAssaultSecondCover" type="BinHex">C0FDAC0E</field>
<field name="coverselectionparametersCoversAssaultSecondForwardCover" type="BinHex">66625DC7</field>
<field name="coverselectionparametersCoversAssaultHuntCover" type="BinHex">CE3E6B89</field>
</object>
<object name="CurrentCoverRevalidation">
<field name="coverselectionparametersCoversAssaultReservedCover" type="BinHex">B89D61ED</field>
</object>
</object>
<object name="Jamming">
<object name="CoverSelection">
<field name="coverselectionparametersCoversJammingFirstCover" type="BinHex">D4DA685F</field>
<field name="coverselectionparametersCoversJammingSecondCover" type="BinHex">D4DA685F</field>
<field name="coverselectionparametersCoversJammingSecondForwardCover" type="BinHex">D4DA685F</field>
<field name="coverselectionparametersCoversJammingHuntCover" type="BinHex">D4DA685F</field>
</object>
<object name="CurrentCoverRevalidation">
<field name="coverselectionparametersCoversJammingReservedCover" type="BinHex">55D19815</field>
</object>
</object>
</object>
</object>
<object name="Detection">
<field name="bCanEnableStealthGpsZoom" type="Boolean">True</field>
<object name="ConeAndRadiusConfig">
<field name="fOnDeadBodyDetectionRadius" type="Float">20</field>
<object name="OnFootConfig">
<field name="fOnFootIntuitionHeight" type="Float">2</field>
<field name="fOnFootPlayerSprintIntuitionZoneRadius" type="Float">25</field>
<field name="fOnFootPlayerSprintCombatZoneRadius" type="Float">12</field>
<field name="fOnFootPlayerInRunningVehicleIntuitionZoneRadius" type="Float">30</field>
<field name="fOnFootPlayerInRunningVehicleIntuitionZoneRadiusVelocity" type="Float">3</field>
<field name="fOnFootPlayerInRunningVehicleIntuitionMinRadius" type="Float">2</field>
<field name="fOnFootPlayerInRunningVehicleIntuitionMinRadiusVelocity" type="Float">0</field>
<field name="fOnFootDetectionZoneRadius" type="Float">0</field>
<field name="fOnFootCombatDetectionZoneRadius" type="Float">15</field>
<field name="fOnFootPostCombatDetectionZoneRadius" type="Float">3</field>
<field name="fOnFootPlayerInWarningZoneIntuitionZoneRadius" type="Float">6</field>
</object>
</object>
<object name="WarningZoneConfig">
<field name="fWarningZoneDistToPlayer" type="Float">10</field>
<field name="fWarningZoneTimeToAlertHard" type="Float">7</field>
</object>
<object name="RangeModifierConfig">
<field name="fMediumRange" type="Float">16</field>
<field name="fCloseRange" type="Float">10</field>
<field name="fPersonalRange" type="Float">5</field>
</object>
<object name="WalkSpeedConfig">
<field name="fPatrolDefaultSpeed" type="Float">2</field>
<field name="fPatrolCombatSpeed" type="Float">3</field>
<field name="fHidingSpotDefaultSpeed" type="Float">2</field>
<field name="fHidingSpotCombatSpeed" type="Float">3</field>
</object>
<object name="MiscConfig">
<field name="iMaxAlertSoftStimuliCount" type="Int32">4</field>
<field name="fMinDelayBetweenAlertSoftStimuliCount" type="Float">6</field>
<field name="iOnFootCastHitThreshold" type="Int32">1</field>
<field name="iInVehicleCastHitThreshold" type="Int32">1</field>
<field name="fReputationModifier" type="Float">1.2</field>
<field name="fLKPDistanceForFrontalReacquireBark" type="Float">10</field>
<field name="fDistanceForStimPlayerInWarningZoneInCarMin" type="Float">15</field>
<field name="fDistanceForStimPlayerInWarningZoneInCarMax" type="Float">20</field>
<field name="fVelocityForStimPlayerInWarningZoneInCarMin" type="Float">0</field>
<field name="fVelocityForStimPlayerInWarningZoneInCarMax" type="Float">3</field>
</object>
<object name="BlackoutConfig">
<field name="fDetectionRadiusRatioOnBlackoutReaction" type="Float">0</field>
<field name="fDetectionRadiusRatioOnBlackout" type="Float">1</field>
<field name="fDetectionRadiusRatioOnBackup" type="Float">1</field>
</object>
<object name="GaugeConfig">
<field name="fGaugeTimeToReachTopIntuition" type="Float">15</field>
<field name="fGaugeTimeToReachBottomIntuition" type="Float">3</field>
<field name="fGaugeTimeToReachTopAlert" type="Float">2.5</field>
<field name="fGaugeTimeToReachBottomAlert" type="Float">2.5</field>
<object name="RangeModifierConfig">
<object name="curveGaugeMaxDepthFOVvsTimeModifierCurve">
<field name="hidNumKnots" type="BinHex">06</field>
<object name="Knots">
<object name="Knot">
<field name="Value" type="Vector4">0,0.1,0.0989457,0</field>
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<object name="Knot">
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<object name="Knot">
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</object>
</object>
<object name="curveGaugeMaxDepthFOVvsTimeModifierCurveForLongRange">
<field name="hidNumKnots" type="BinHex">02</field>
<object name="Knots">
<object name="Knot">
<field name="Value" type="Vector4">0,1,0.5,0</field>
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<object name="Knot">
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</object>
</object>
</object>
</object>
<object name="AngleModifierConfig">
<object name="curveGaugeAngleToTargetvsTimeModifierCurve">
<field name="hidNumKnots" type="BinHex">02</field>
<object name="Knots">
<object name="Knot">
<field name="Value" type="Vector4">0,1,0.254932,0</field>
<field name="Info" type="Vector4">6.2832,1,0,0</field>
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<object name="Knot">
<field name="Value" type="Vector4">90,1,-0.50054,0</field>
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</object>
</object>
</object>
</object>
<object name="SpeedModifierConfig">
<object name="curveGaugeTargetSpeedvsTimeModifierCurve">
<field name="hidNumKnots" type="BinHex">06</field>
<object name="Knots">
<object name="Knot">
<field name="Value" type="Vector4">0,1,0.0318182,0</field>
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<object name="Knot">
<field name="Value" type="Vector4">3.5,1,-2.86776,0</field>
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</object>
</object>
<object name="StateModifierConfig">
<object name="Unaware">
<field name="bGaugeIsEnabledInUnaware" type="Boolean">True</field>
<field name="fGaugeTimeToReachTopUnawareModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomUnawareModifier" type="Float">1</field>
<field name="bIntuitionGaugeIsVisibleInUnaware" type="Boolean">True</field>
<field name="bAlertGaugeIsVisibleInUnaware" type="Boolean">True</field>
<field name="bResestGaugeWhenSwitchingInUnaware" type="Boolean">True</field>
</object>
<object name="UnawareAlerted">
<field name="bGaugeIsEnabledInUnawareAlerted" type="Boolean">True</field>
<field name="fGaugeTimeToReachTopUnawareAlertedModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomUnawareAlertedModifier" type="Float">1</field>
<field name="bIntuitionGaugeIsVisibleInUnawareAlerted" type="Boolean">False</field>
<field name="bAlertGaugeIsVisibleInUnawareAlerted" type="Boolean">True</field>
<field name="bResestGaugeWhenSwitchingInUnawareAlerted" type="Boolean">True</field>
</object>
<object name="AlertSoft">
<field name="bGaugeIsEnabledInAlertSoft" type="Boolean">True</field>
<field name="fGaugeTimeToReachTopAlertSoftModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomAlertSoftModifier" type="Float">1</field>
<field name="bIntuitionGaugeIsVisibleInAlertSoft" type="Boolean">False</field>
<field name="bAlertGaugeIsVisibleInAlertSoft" type="Boolean">True</field>
<field name="bResestGaugeWhenSwitchingInAlertSoft" type="Boolean">True</field>
</object>
<object name="AlertHard">
<field name="bGaugeIsEnabledInAlertHard" type="Boolean">True</field>
<field name="fGaugeTimeToReachTopAlertHardModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomAlertHardModifier" type="Float">1</field>
<field name="bIntuitionGaugeIsVisibleInAlertHard" type="Boolean">False</field>
<field name="bAlertGaugeIsVisibleInAlertHard" type="Boolean">True</field>
<field name="bResestGaugeWhenSwitchingInAlertHard" type="Boolean">True</field>
</object>
<object name="Combat">
<field name="fCombatDetectionVisibilityRatioTimeout" type="Float">5</field>
<object name="curveCombatDetectionDistanceCurve">
<field name="hidNumKnots" type="BinHex">02</field>
<object name="Knots">
<object name="Knot">
<field name="Value" type="Vector4">0,0,0.5,0</field>
<field name="Info" type="Vector4">1,1,0,0</field>
<field name="Type" type="BinHex" />
</object>
<object name="Knot">
<field name="Value" type="Vector4">1,0,0.5,0</field>
<field name="Info" type="Vector4">1,1,0,0</field>
<field name="Type" type="BinHex" />
</object>
</object>
</object>
</object>
<object name="ValidateLKP">
<field name="bGaugeIsEnabledInValidateLKP" type="Boolean">True</field>
<field name="fGaugeTimeToReachTopValidateLKPModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomValidateLKPModifier" type="Float">2</field>
<field name="bIntuitionGaugeIsVisibleInValidateLKP" type="Boolean">False</field>
<field name="bAlertGaugeIsVisibleInValidateLKP" type="Boolean">True</field>
<field name="bResestGaugeWhenSwitchingInValidateLKP" type="Boolean">True</field>
</object>
<object name="Hunt">
<field name="bGaugeIsEnabledInHunt" type="Boolean">True</field>
<field name="fGaugeTimeToReachTopHuntModifier" type="Float">0</field>
<field name="fGaugeTimeToReachBottomHuntModifier" type="Float">0</field>
<field name="bIntuitionGaugeIsVisibleInHunt" type="Boolean">False</field>
<field name="bAlertGaugeIsVisibleInHunt" type="Boolean">False</field>
<field name="bResestGaugeWhenSwitchingInHunt" type="Boolean">True</field>
</object>
</object>
<object name="StimModifierConfig">
<field name="fGaugeTimeoutHeardGunfireModifier" type="Float">2</field>
<field name="fGaugeTimeToReachTopHeardGunfireModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomHeardGunfireModifier" type="Float">1</field>
<field name="fGaugeTimeToReachTopSeeTakeDownModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomSeeTakeDownModifier" type="Float">2</field>
<field name="fGaugeTimeToReachTopPlayerSprintModifier" type="Float">0.05</field>
<field name="fGaugeTimeToReachBottomPlayerSprintModifier" type="Float">1</field>
<field name="fGaugeTimeToReachTopPlayerBlackoutModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomPlayerBlackoutModifier" type="Float">1</field>
<field name="fGaugeTimeToReachTopPlayerBlackoutBackupModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomPlayerBlackoutBackupModifier" type="Float">1</field>
<field name="fGaugeTimeToReachTopPlayerInRunningVehicleModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomPlayerInRunningVehicleModifier" type="Float">3</field>
<field name="fGaugeTimeToReachTopSeePlayerAimingModifier" type="Float">1</field>
<field name="fGaugeTimeToReachBottomSeePlayerAimingModifier" type="Float">1</field>
</object>
</object>
<object name="Flank">
<field name="fFlankLowAngle" type="Float">0</field>
<field name="fFlankHighAngle" type="Float">45</field>
<field name="fFlankDetectWhileMovingRadius" type="Float">7</field>
</object>
</object>
<object name="Barks">
<object name="BarksFoundYou">
<field name="fBarkFindYouStartDelay" type="Float">0.5</field>
<field name="fBarkFindYouAdditionalRandomDelay" type="Float">0</field>
</object>
<object name="BarksGroupMemberShot">
<field name="bBarkGroupMemberShotIgnoreBlind" type="Boolean">True</field>
<field name="bBarkGroupMemberShotIgnoreInVehicle" type="Boolean">True</field>
<field name="bBarkGroupMemberShotUseConeOfVision" type="Boolean">True</field>
<field name="bBarkGroupMemberShotUseRaycast" type="Boolean">True</field>
<field name="fBarkGroupMemberShotRadius" type="Float">30</field>
<field name="fBarkGroupMemberShotTimeToStart" type="Float">1</field>
</object>
<object name="BarksGroupMemberShotAnswer">
<field name="bBarkGroupMemberShotAnswerIgnoreBlind" type="Boolean">False</field>
<field name="bBarkGroupMemberShotAnswerInVehicle" type="Boolean">True</field>
<field name="bBarkGroupMemberShotAnswerUseConeOfVision" type="Boolean">False</field>
<field name="bBarkGroupMemberShotAnswerUseRaycast" type="Boolean">False</field>
<field name="fBarkGroupMemberShotAnswerRadius" type="Float">30</field>
<field name="fBarkGroupMemberShotAnswerTimeToStart" type="Float">1</field>
</object>
<object name="BarksTargetKilled">
<field name="fBarkTargetKilledTimeToStart" type="Float">1</field>
</object>
<object name="BarksTargetKilledAnswer">
<field name="bBarkTargetKilledAnswerIgnoreBlind" type="Boolean">False</field>
<field name="bBarkTargetKilledAnswerInVehicle" type="Boolean">True</field>
<field name="bBarkTargetKilledAnswerUseConeOfVision" type="Boolean">False</field>
<field name="bBarkTargetKilledAnswerUseRaycast" type="Boolean">False</field>
<field name="fBarkTargetKilledAnswerRadius" type="Float">30</field>
<field name="fBarkTargetKilledAnswerTimeToStart" type="Float">1</field>
</object>
<object name="BarksSeekingCover">
<field name="bBarkSeekingCoverIgnoreBlind" type="Boolean">False</field>
<field name="bBarkSeekingCoverInVehicle" type="Boolean">True</field>
<field name="bBarkSeekingCoverUseConeOfVision" type="Boolean">False</field>
<field name="bBarkSeekingCoverUseRaycast" type="Boolean">False</field>
<field name="fBarkSeekingCoverRadius" type="Float">30</field>
<field name="fBarkSeekingCoverTimeToStart" type="Float">1</field>
<field name="fEventTargetedByPlayerSecondBetweenOccurences" type="Float">20</field>
</object>
<object name="BarkCombatTakingFire">
<field name="fBarkCombatTakingFireRadius" type="Float">3</field>
</object>
<object name="BarkCombatGettingSniped">
<field name="fBarkCombatGettingSnipedTestDistance" type="Float">1</field>
<field name="fBarkCombatGettingSnipedMinimalDistance" type="Float">30</field>
<field name="fBarkCombatGettingSnipedTestSilentWeapon" type="Float">0</field>
</object>
<object name="BarksThrowGrenade">
<field name="bBarkThrowGrenadeIgnoreBlind" type="Boolean">False</field>
<field name="bBarkThrowGrenadeInVehicle" type="Boolean">True</field>
<field name="bBarkThrowGrenadeUseConeOfVision" type="Boolean">False</field>
<field name="bBarkThrowGrenadeUseRaycast" type="Boolean">False</field>
<field name="fBarkThrowGrenadeRadius" type="Float">30</field>
<field name="fBarkThrowGrenadeTimeToStart" type="Float">0.01</field>
</object>
<object name="BarksOrderFlank">
<field name="bBarkOrderFlankIgnoreBlind" type="Boolean">False</field>
<field name="bBarkOrderFlankInVehicle" type="Boolean">True</field>
<field name="bBarkOrderFlankUseConeOfVision" type="Boolean">False</field>
<field name="bBarkOrderFlankUseRaycast" type="Boolean">False</field>
<field name="fBarkOrderFlankRadius" type="Float">30</field>
<field name="fBarkOrderFlankTimeToStart" type="Float">0.01</field>
</object>
<object name="BarksBlackout">
<field name="fBarkBlackoutTimeToStart" type="Float">3</field>
</object>
<object name="BarksTauntOrFear">
<field name="fBarkTauntMinimumAllies" type="Float">5</field>
</object>
</object>
<object name="Choreography">
<object name="ShootFromCover">
<field name="fShootingPatternCooldown" type="Float">2</field>
<object name="TargetExposed">
<field name="iNumberOfContributingUnits" type="Int32">2</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
<object hash="B7AD94E4">
<field name="iNumberOfContributingUnits" type="Int32">2</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
</object>
<object name="StandAndShoot">
<field name="fShootingPatternCooldown" type="Float">0</field>
<object name="TargetExposed">
<field name="iNumberOfContributingUnits" type="Int32">2</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
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<field name="iNumberOfContributingUnits" type="Int32">2</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
</object>
<object name="InVehicle">
<field name="fShootingPatternCooldown" type="Float">1</field>
<object name="TargetExposed">
<field name="iNumberOfContributingUnits" type="Int32">2</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
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<field name="iNumberOfContributingUnits" type="Int32">2</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
</object>
<object name="Heavy">
<field name="fShootingPatternCooldown" type="Float">2</field>
<object name="TargetExposed">
<field name="iNumberOfContributingUnits" type="Int32">0</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
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<field name="iNumberOfContributingUnits" type="Int32">0</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
</object>
<object name="SniperFromCover">
<field name="fShootingPatternCooldown" type="Float">2</field>
<object name="TargetExposed">
<field name="iNumberOfContributingUnits" type="Int32">0</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
<object hash="B7AD94E4">
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<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
</object>
<object name="SniperStandAndShoot">
<field name="fShootingPatternCooldown" type="Float">2</field>
<object name="TargetExposed">
<field name="iNumberOfContributingUnits" type="Int32">0</field>
<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
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<object name="ChoreographyUnits" />
<object name="ChoreographyShootingPatterns" />
</object>
</object>
</object>
<object name="ShootingPattern">
<field name="bUseSniperPreShootDelays" type="Boolean">False</field>
<object name="curveExposedPlayerPreShootingTimeModifierCurve">
<field name="hidNumKnots" type="BinHex">02</field>
<object name="Knots">
<object name="Knot">
<field name="Value" type="Vector4">1,1,0.5,0</field>
<field name="Info" type="Vector4">1,1,0,0</field>
<field name="Type" type="BinHex" />
</object>
<object name="Knot">
<field name="Value" type="Vector4">2,0.5,0.5,0</field>
<field name="Info" type="Vector4">1,1,0,0</field>
<field name="Type" type="BinHex" />
</object>
</object>
</object>
</object>
<object name="Sniper">
<field name="bEnableOnFootAimingLags" type="Boolean">False</field>
<object name="AimingLags">
<field name="fSniperLagJogCooldownTime" type="Float">1.5</field>
<field name="fSniperLagSprintCooldownTime" type="Float">3</field>
<field name="fSniperLagCoverCooldownTime" type="Float">3</field>
<field name="fSniperLagHistoryTime" type="Float">0.5</field>
<field name="fSniperLagResetTime" type="Float">1</field>
</object>
</object>
<object name="MeleePushBack">
<field name="bMeleePushBackEnabled" type="Boolean">True</field>
</object>
<object name="WeaponSkillTypes">
<object name="Default">
<object name="Exposed">
<field name="hidSingleObject" type="Boolean">False</field>
<field name="hidName" type="BinHex">FFFFFFFF</field>
<field name="hidKey" type="BinHex">FF</field>
<field name="fPreShootingAimingTimeMin" type="Float">0.1</field>
<field name="fPreShootingAimingTimeMax" type="Float">0.3</field>
<field name="fPostShootingCooldownTimeMin" type="Float">2</field>
<field name="fPostShootingCooldownTimeMax" type="Float">4</field>
<field name="fPeekOutProbability" type="Float">0</field>
<field name="bUseDistanceModifier" type="Boolean">False</field>
<field name="bRandomBurstAmount" type="Boolean">True</field>
<field name="bRandomBurstDelay" type="Boolean">True</field>
<field name="bRandomBulletByBurst" type="Boolean">True</field>
<field name="bRandomShotDelay" type="Boolean">True</field>
<field name="bRandomPreShootingAimingTime" type="Boolean">True</field>
<field name="bRandomPostShootingCooldownTime" type="Boolean">True</field>
<object name="DistanceModifier">
<object name="CloseDistance">
<field name="fRangeTarget" type="Float">6</field>
<field name="fRangeBurstDelayMultiplier" type="Float">0.8</field>
<field name="fRangeBurstAmountMultiplier" type="Float">1</field>
<field name="fRangeBulletByBurstMultiplier" type="Float">3</field>
<field name="fRangeShotDelayMultiplier" type="Float">1</field>
</object>
<object name="FarDistance">
<field name="fRangeTarget" type="Float">30</field>
<field name="fRangeBurstDelayMultiplier" type="Float">1</field>
<field name="fRangeBurstAmountMultiplier" type="Float">1</field>
<field name="fRangeBulletByBurstMultiplier" type="Float">0.8</field>
<field name="fRangeShotDelayMultiplier" type="Float">1</field>
</object>
</object>
<object name="Pattern">
<field name="selShootingType" type="Enum">0</field>
<field name="iBurstAmountMin" type="Int32">2</field>
<field name="iBurstAmountMax" type="Int32">4</field>
<field name="fBurstDelayMin" type="Float">0.5</field>
<field name="fBurstDelayMax" type="Float">1</field>
<field name="iBulletByBurstMin" type="Int32">3</field>
<field name="iBulletByBurstMax" type="Int32">6</field>
<field name="fShotDelayMin" type="Float">0.15</field>
<field name="fShotDelayMax" type="Float">0.75</field>
<field name="fMaxLength" type="Float">3</field>
<field hash="8DFC2232" type="String">EmergencyShootingPattern</field>
</object>
</object>
<object name="Aiming">
<field name="hidSingleObject" type="Boolean">False</field>
<field name="hidName" type="BinHex">FFFFFFFF</field>
<field name="hidKey" type="BinHex">FF</field>
<field name="fPreShootingAimingTimeMin" type="Float">0.3</field>
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<field name="fPostShootingCooldownTimeMin" type="Float">0.0001</field>
<field name="fPostShootingCooldownTimeMax" type="Float">0.0001</field>
<field name="fPeekOutProbability" type="Float">0</field>
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<field name="bRandomBurstDelay" type="Boolean">True</field>
<field name="bRandomBulletByBurst" type="Boolean">True</field>
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<field name="bRandomPreShootingAimingTime" type="Boolean">True</field>
<field name="bRandomPostShootingCooldownTime" type="Boolean">True</field>
<object name="DistanceModifier">
<object name="CloseDistance">
<field name="fRangeTarget" type="Float">6</field>
<field name="fRangeBurstDelayMultiplier" type="Float">0.8</field>
<field name="fRangeBurstAmountMultiplier" type="Float">1</field>
<field name="fRangeBulletByBurstMultiplier" type="Float">3</field>
<field name="fRangeShotDelayMultiplier" type="Float">1</field>
</object>
<object name="FarDistance">
<field name="fRangeTarget" type="Float">30</field>
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<field name="fRangeBurstAmountMultiplier" type="Float">1</field>
<field name="fRangeBulletByBurstMultiplier" type="Float">0.8</field>
<field name="fRangeShotDelayMultiplier" type="Float">1</field>
</object>
</object>
<object name="Pattern">
<field name="selShootingType" type="Enum">3</field>
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<field name="iBurstAmountMax" type="Int32">2</field>
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<field name="fBurstDelayMax" type="Float">1</field>
<field name="iBulletByBurstMin" type="Int32">10</field>
<field name="iBulletByBurstMax" type="Int32">10</field>
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<field name="fShotDelayMax" type="Float">0</field>
<field name="fMaxLength" type="Float">2</field>
<field hash="8DFC2232" type="String">NoName</field>
</object>
</object>
<object name="Cover">
<field name="hidSingleObject" type="Boolean">False</field>
<field name="hidName" type="BinHex">FFFFFFFF</field>
<field name="hidKey" type="BinHex">FF</field>
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<field name="bRandomBulletByBurst" type="Boolean">True</field>
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<field name="bRandomPreShootingAimingTime" type="Boolean">True</field>
<field name="bRandomPostShootingCooldownTime" type="Boolean">True</field>
<object name="DistanceModifier">
<object name="CloseDistance">
<field name="fRangeTarget" type="Float">6</field>
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<field name="fRangeBulletByBurstMultiplier" type="Float">3</field>
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</object>
<object name="FarDistance">
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<field name="fRangeBurstAmountMultiplier" type="Float">1</field>
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</object>
</object>
<object name="Pattern">
<field name="selShootingType" type="Enum">3</field>
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<field name="fBurstDelayMax" type="Float">1</field>
<field name="iBulletByBurstMin" type="Int32">10</field>
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<field hash="8DFC2232" type="String">NoName</field>
</object>
</object>
</object>
<object name="Suppress">
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<field name="hidName" type="BinHex">FFFFFFFF</field>
<field name="hidKey" type="BinHex">FF</field>
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<field name="bRandomBurstDelay" type="Boolean">True</field>
<field name="bRandomBulletByBurst" type="Boolean">True</field>
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<object name="DistanceModifier">
<object name="CloseDistance">
<field name="fRangeTarget" type="Float">6</field>
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<field name="fRangeBulletByBurstMultiplier" type="Float">3</field>
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</object>
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</object>
</object>
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</object>
</object>
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<field name="bRandomPreShootingAimingTime" type="Boolean">True</field>
<field name="bRandomPostShootingCooldownTime" type="Boolean">True</field>
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<object name="CloseDistance">
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</object>
<object name="FarDistance">
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</object>
</object>
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</object>
</object>
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<field name="fPeekOutProbability" type="Float">0.2</field>
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