<?xml version="1.0"?>

<!-- 
ANIMATIONS 
==========
format: <ANIM_NAME set0="BSX_ANIM_NAME" set1="BSX_ANIM_NAME" />
-->
<!-- 
REF_POSE - has 3 frames: idle, crouched, dead - we read bbox, hitpoints from this animation
//TODO: de scris pentru animatiile split ce anim names am nevoie si pentru celelalte non split ce reprezinta fiecare
-->
<!-- * means mandatory-->
<!-- classes: PASSIVE, PLAYER, TRAP, HUMAN-->
<!-- *moveMaxSpeed, moveMinSpeed, moveBackSpeed -->
<!-- anims: *IDLE, *MOVE, *FALL, *SHOOT, JUMP, JUMP_STILL, SHOOT_ALT, DIE others are only mandatory for some classes:
  REF_POSE	IDLE	MOVE	MOVE_FAST	MOVE_BK	JUMP	JUMP_STILL	FALL	SHOOT	SHOOT_ALT	USE_GEAR	MELEE WALK_IN WALK_OUT TAUNT
	DIE	DIE_ALT	DRAW_GUN	HOLSTER_GUN	IDLE_GUN	MOVE_GUN	MOVE_FAST_GUN	MOVE_BK_GUN	CLIMB_LADDER	RELOAD	MOVE_SHOOTING	MOVE_BK_SHOOTING	CROUCH	CROUCH_SHOOT	GET_UP	STUNNED	BREACH_DOOR	INTERACT
  FEET_STILL FEET_IDLE FEET_MOVE FEET_MOVE_FAST FEET_CROUCH FEET_JUMP -->
<!-- mass (default:1.0, infinite:0.0) - specifica masa actorului pentru scalarea impulsului primit de la gloante si explozii. masa mare = impuls mic -->
<!--
fFOVpercent - between 0.0 and 1.0 which means between 0 and 180 degrees. Defaults on 0.7f

Armor = "10.0" - armor quantity
nArmorDir = "1" - armor direction (0 all around, 1 front, -1 back)
nArmorRating = "0" - armor AP class. Linked to weapons Armor Piercing property; -1 means shield takes all damage until it gets consumed. The rest of the damage gets inflicted upon the actor.

sMaterial = "FLESH" - actor material FLESH/METAL/WALL
nHUDPortraitFrame - frame index of player portrait painted on HUD (from PORTRAITS animation in igm_interface.bsx)
-->

<!-- AI -->
<!--
BEHAVIORS - they get executed one after another, looping.

Behavior FLAGS and default values: 
bCanInterrupt="true" - can it be interrupted?
bDetectPlatforms="true" - does the AI detect platform ends?
bIgnoreEvents="false" - usually used for PLAYER class and passive elements that don't interact much based on AI events (DEATH event always passes through) eg:security cameras, barrels, etc
fBehaviorDuration="0.0f" - optional. sets the duration of the current behavior

PREDEFINED BEHAVIORS:
	AI_BEHAVIOR_IDLE (no params)
  AI_BEHAVIOR_IDLE_CROUCHED (no params) - same as IDLE but starts crouched
  
  AI_BEHAVIOR_SET_ANIMSET - sets current animation set. WARNING: nAnimSet selection persists across STATES
  params: nSet="0" - selected animation set (-1 for random)

  AI_BEHAVIOR_SET_CAPS - sets actor caps
  params: nNotATarget="0" - if not 0 then actor can't be killed or targeted

	AI_BEHAVIOR_PATROL - patrols between level limits (platform ends or walls)
  params: fWaitTimer="1.0" - cat timp asteapta inainte sa se intoarca atunci cand schimba directie
  
	AI_BEHAVIOR_MOVE_WITHIN_RANGE - positions itself for attack
  (no params)
  
	AI_BEHAVIOR_SURPRISED - actor surprised (holds still, shows "!" symbol)
  params: fWaitTimer="0.5" - how much it waits before changing behavior
  
	AI_BEHAVIOR_ATTACK - attacks target and keeps itself between attackMin and attackMax limits. Finishes when loses/kills target
  
  AI_BEHAVIOR_HUMAN_SHIELD_ATTACK - looks for a hostage and it takes it as human shield
  
	AI_BEHAVIOR_WAIT

  AI_BEHAVIOR_FIND_CLOSEST_PLAYER - walks towards the closest player using teleporting doors to find him. Exits on direct line of sight and platform ending

	AI_BEHAVIOR_BARREL_EXPLODING - Explosive barrel AI state

  AI_BEHAVIOR_SHOW_ENEMY - adds a SEE_ENEMY event to nearby foes (no anim plays)

  AI_BEHAVIOR_PLAY_ANIM - plays animation for specified command
  params: sAnimIdentifier="IDLE/MOVE/etc"
  params: [fDestAlpha="1.0"] - commands final alpha. !!Works only with fBehaviorDuration!!

  AI_BEHAVIOR_RUN_SCRIPT - runs script set in editor(self script). Actually does a Touch action on itself.
  params: bTouchTarget="false" - does it touch target too (runs it's script)?
  params: sScriptOverride="SCRIPT_NAME" - runs selected script
  params: bWaitScriptEnd="false" - waits for the script to end before ending behavior
  
  AI_BEHAVIOR_GENERATE_EFFECT - generates graphics effect at actor's heart position
  params: fSize="1.0" - optional, effect size
  params: sEffectType - EFFECT_ELECTRIC_BREAK_SPARKS, tbc...

  AI_BEHAVIOR_PLAY_SOUND - plays a sound and finishes immediately
  params: sSoundName - name of sound from sounds.xml

  AI_BEHAVIOR_PLAYER_CONTROL - Player AI state
  params: mandatory: bCanInterrupt="false" bDetectPlatforms="false"

  AI_BEHAVIOR_PLAYER_TEAM_TELEPORT - used for multiplayer door teleport (with timer)
  params: none
  
	AI_BEHAVIOR_SET_STATE - sets a state
  params: sState="STATE_NAME from actor states"
  
  AI_BEHAVIOR_FLEE
  
  AI_BEHAVIOR_BLIND_RUN - runs blindly, turns on collisions or platform ends
  params: [fFadeOutDuration="0.0"] - commands fade out on actor. !!Works only with fBehaviorDuration!!
  
  AI_BEHAVIOR_SUICIDE - it commits suicide
  params: [sDeathCommand="ACT_DEATHCMD_NONE"] - it commands the death effect (NONE, RESET_TO_ZERO, DEALLOCATE, SPLAT, etc)

  AI_BEHAVIOR_DEAD - generic dead state. Handles exploding bodies and such.
  params: [sDeathCommand="ACT_DEATHCMD_NONE"] - it commands the death effect (NONE, RESET_TO_ZERO, DEALLOCATE, SPLAT, etc)
-->


<ActorTemplates>

  <ACTOR_PLAYER_ASSAULTER AIstate="DEFAULT" Life="100.0" Armor="0.0" jumpSpeed="-270.0" climbSpeed="30.0" moveMaxSpeed="75.0" moveMinSpeed="75.0" moveBackSpeed="50.0" fDexterity="1.0" distSee="400.0" 
                          fMass="10.0" weapon="WPN_SMG_MP5A3" weaponAlt="WPN_SUBMACHINE_STEADY" weaponMelee="WPN_PLAYER_MELEE" class="PLAYER" sMaterial="FLESH"
                          canJump="true" canCrouch="true" canCover="true" canClimb="true" canInteract="true" bComposedAnimation="true" nHUDPortraitFrame="0" >
    <ANIMS>
      <REF_POSE set0="ASSAULTER_REF_POSE" set1="ASSAULTER_REF_POSE_GUN" />

      <IDLE set0="ASSAULTER_IDLE" />
      <MOVE set0="ASSAULTER_RUN" />
      <MOVE_FAST set0="ASSAULTER_RUN" />
      <JUMP set0="ASSAULTER_JUMP" />
      <SHOOT set0="ASSAULTER_SHOOT_STILL" />
      <SHOOT_ALT set0="ASSAULTER_AIMED_SHOT" />
      <USE_GEAR set0="ASSAULTER_GRENADE" />
      <MELEE set0="ASSAULTER_MELEE" />
      <RELOAD set0="ASSAULTER_RELOAD" />
      <DIE set0="ASSAULTER_DIE1" />
      <CLIMB_LADDER set0="ASSAULTER_CLIMB_LADDER" />
      <BREACH_DOOR set0="ASSAULTER_BREACH" />
      <INTERACT set0="ASSAULTER_FIDDLE" />
      <WALK_IN set0="ASSAULTER_WALK_IN" />
      <WALK_OUT set0="ASSAULTER_WALK_OUT" />
      <!-- feet anim -->
      <FEET_STILL set0="ASSAULTER_FEET_STILL" />
      <FEET_IDLE set0="ASSAULTER_FEET_IDLE" />
      <FEET_MOVE set0="ASSAULTER_FEET_WALK" />
      <FEET_MOVE_FAST set0="ASSAULTER_FEET_WALK" />
      <FEET_CROUCH set0="ASSAULTER_FEET_CROUCH" />
      <FEET_JUMP set0="ASSAULTER_FEET_JUMP" />
    </ANIMS>

    <!-- sound mapping for different actions -->
    <VERSES>
      <START_GAME set0="VOICE_ASSAULTER_LOCKNLOAD" />
      <JOIN_GAME set0="VOICE_ASSAULTER_LETSDOTHIS" />
      <DIE set0="VOICE_ASSAULTER_DYING" set1="VOICE_ASSAULTER_DYING2" />
      <USE_GRENADE set0="VOICE_ASSAULTER_FRAGOUT" set1="VOICE_ASSAULTER_POPPINGFRAG" />
      <USE_BREACHING_CHARGE set0="VOICE_ASSAULTER_CHARGEREADY" set1="VOICE_ASSAULTER_CHARGEUP" />
      <USE_FLASHBANG set0="VOICE_ASSAULTER_FLASHBANG" set1="VOICE_ASSAULTER_FLASHING" />
      <RELOADING set0="VOICE_ASSAULTER_RELOADING" />
      <BOMB_LOCATED set0="VOICE_ASSAULTER_BOMBLOCATED" />
      <BOMB_DEFUSING set0="VOICE_ASSAULTER_DEFUSING" />
      <BOMB_DEFUSED set0="VOICE_ASSAULTER_BOMBDEFUSED" />
      <TAKING_DAMAGE set0="VOICE_ASSAULTER_WOUNDED" set1="VOICE_ASSAULTER_WOUNDED2" />
    </VERSES>

    <AI>
      <STATE name="DEFAULT">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_CONTROL" bCanInterrupt="false" bDetectPlatforms="false" bIgnoreEvents="true" />
        </BEHAVIORS>
      </STATE>

      <!-- This state "TEAM_TELEPORT" is hardcoded into the game. Used in DoorKickers when entering doors -->
      <STATE name="TEAM_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_TEAM_TELEPORT" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <!-- This state "SOLO_TELEPORT" is hardcoded into the game. Used in DoorKickers when entering doors -->
      <STATE name="SOLO_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_TELEPORT_TO_TOUCHABLE_TARGET" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>


      <!-- this state is used for players that missed entering doors and is hardcoded into the game -->
      <STATE name="IN_LIMBO" nPriority="9">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_IN_LIMBO" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" />
        </BEHAVIORS>
      </STATE>
    </AI>
    
  </ACTOR_PLAYER_ASSAULTER>

  <ACTOR_PLAYER_BREACHER AIstate="DEFAULT" Life="100.0" Armor="0.0" jumpSpeed="-270.0" climbSpeed="30.0" moveMaxSpeed="75.0" moveMinSpeed="75.0" moveBackSpeed="50.0" fDexterity="1.0" distSee="400.0" 
                         fMass="10.0" weapon="WPN_SHOTGUN_M590" weaponMelee="WPN_PLAYER_MELEE" class="PLAYER" sMaterial="FLESH"
                         canJump="true" canCrouch="true" canCover="true" canClimb="true" canInteract="true" bComposedAnimation="true" nHUDPortraitFrame="1" >
    <ANIMS>
      <REF_POSE set0="BREACHER_REF_POSE" />
      <IDLE set0="BREACHER_IDLE" />
      <MOVE set0="BREACHER_WALK" />
      <MOVE_FAST set0="BREACHER_WALK" />
      <JUMP set0="BREACHER_JUMP" />
      <SHOOT set0="BREACHER_SHOOT" />
      <SHOOT_ALT set0="BREACHER_SHOOT_ALT" />
      <USE_GEAR set0="BREACHER_GRENADE" />
      <MELEE set0="BREACHER_MELEE" />
      <RELOAD set0="BREACHER_RELOAD" />
      <DIE set0="BREACHER_DIE1" />
      <CLIMB_LADDER set0="BREACHER_CLIMB" />
      <BREACH_DOOR set0="BREACHER_BREACH" />
      <INTERACT set0="BREACHER_FIDDLE" />
      <WALK_IN set0="BREACHER_WALK_IN" />
      <WALK_OUT set0="BREACHER_WALK_OUT" />
      <!-- feet anim -->
      <FEET_STILL set0="BREACHER_FEET_STILL" />
      <FEET_IDLE set0="BREACHER_FEET_IDLE" />
      <FEET_MOVE set0="BREACHER_FEET_WALK" />
      <FEET_MOVE_FAST set0="BREACHER_FEET_WALK" />
      <FEET_CROUCH set0="BREACHER_FEET_CROUCH" />
      <FEET_JUMP set0="BREACHER_FEET_JUMP" />
    </ANIMS>
  
    <!-- sound mapping for different actions -->
    <VERSES>
      <START_GAME set0="VOICE_BREACHER_BROUGHTTHEGUN" />
      <JOIN_GAME set0="VOICE_BREACHER_YOURANG" />
      <DIE set0="VOICE_BREACHER_DYING" set1="VOICE_BREACHER_DYING2" />
      <USE_GRENADE set0="VOICE_BREACHER_FRAGOUT" set1="VOICE_BREACHER_POPPINGFRAG" />
      <USE_BREACHING_CHARGE set0="VOICE_BREACHER_CHARGEUP" set1="VOICE_BREACHER_CHARGEREADY" />
      <USE_FLASHBANG set0="VOICE_BREACHER_FLASHOUT" set1="VOICE_BREACHER_POPPINGFLASH" />
      <RELOADING set0="VOICE_BREACHER_RELOADING" />
      <BOMB_LOCATED set0="VOICE_BREACHER_BOMBONSCREEN" />
      <BOMB_DEFUSING set0="VOICE_BREACHER_DEFUSING" />
      <BOMB_DEFUSED set0="VOICE_BREACHER_BOMBNEUTRALIZED" />
      <TAKING_DAMAGE set0="VOICE_BREACHER_WOUNDED" set1="VOICE_BREACHER_WOUNDED2" />
    </VERSES>
      
    <AI>
      <STATE name="DEFAULT">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_CONTROL" bCanInterrupt="false" bDetectPlatforms="false" bIgnoreEvents="true" />
        </BEHAVIORS>
      </STATE>

      <!-- State used for TEAM doors with slots -->
      <STATE name="TEAM_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_TEAM_TELEPORT" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>
      <!-- This state "SOLO_TELEPORT" is hardcoded into the game. Used in DoorKickers when entering doors -->
      <STATE name="SOLO_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_TELEPORT_TO_TOUCHABLE_TARGET" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <!-- this state is used for players that missed entering doors and is hardcoded into the game -->
      <STATE name="IN_LIMBO" nPriority="9">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_IN_LIMBO" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" />
        </BEHAVIORS>
      </STATE>
    </AI>

  </ACTOR_PLAYER_BREACHER>

  <!-- breacher that shoots fast and reloads one by one -->
  <ACTOR_PLAYER_BREACHER_FASTSHOOT AIstate="DEFAULT" Life="100.0" Armor="0.0" jumpSpeed="-270.0" climbSpeed="30.0" moveMaxSpeed="75.0" moveMinSpeed="75.0" moveBackSpeed="50.0" fDexterity="1.0" distSee="400.0" 
                         fMass="10.0" weapon="WPN_SHOTGUN_JCOMBAT" weaponMelee="WPN_PLAYER_MELEE" class="PLAYER" sMaterial="FLESH"
                         canJump="true" canCrouch="true" canCover="true" canClimb="true" canInteract="true" bComposedAnimation="true" nHUDPortraitFrame="1" >
    <ANIMS>
      <REF_POSE set0="BREACHER_REF_POSE" />
      <IDLE set0="BREACHER_IDLE" />
      <MOVE set0="BREACHER_WALK" />
      <MOVE_FAST set0="BREACHER_WALK" />
      <JUMP set0="BREACHER_JUMP" />
      <SHOOT set0="BREACHER_SHOOT" />
      <SHOOT_ALT set0="BREACHER_SHOOT_ALT" />
      <USE_GEAR set0="BREACHER_GRENADE" />
      <MELEE set0="BREACHER_MELEE" />
      <RELOAD set0="BREACHER_RELOAD" />
      <DIE set0="BREACHER_DIE1" />
      <CLIMB_LADDER set0="BREACHER_CLIMB" />
      <BREACH_DOOR set0="BREACHER_BREACH" />
      <INTERACT set0="BREACHER_FIDDLE" />
      <WALK_IN set0="BREACHER_WALK_IN" />
      <WALK_OUT set0="BREACHER_WALK_OUT" />
      <!-- feet anim -->
      <FEET_STILL set0="BREACHER_FEET_STILL" />
      <FEET_IDLE set0="BREACHER_FEET_IDLE" />
      <FEET_MOVE set0="BREACHER_FEET_WALK" />
      <FEET_MOVE_FAST set0="BREACHER_FEET_WALK" />
      <FEET_CROUCH set0="BREACHER_FEET_CROUCH" />
      <FEET_JUMP set0="BREACHER_FEET_JUMP" />
    </ANIMS>
  
    <!-- sound mapping for different actions -->
    <VERSES>
      <START_GAME set0="VOICE_BREACHER_BROUGHTTHEGUN" />
      <JOIN_GAME set0="VOICE_BREACHER_YOURANG" />
      <DIE set0="VOICE_BREACHER_DYING" set1="VOICE_BREACHER_DYING2" />
      <USE_GRENADE set0="VOICE_BREACHER_FRAGOUT" set1="VOICE_BREACHER_POPPINGFRAG" />
      <USE_BREACHING_CHARGE set0="VOICE_BREACHER_CHARGEUP" set1="VOICE_BREACHER_CHARGEREADY" />
      <USE_FLASHBANG set0="VOICE_BREACHER_FLASHOUT" set1="VOICE_BREACHER_POPPINGFLASH" />
      <RELOADING set0="VOICE_BREACHER_RELOADING" />
      <BOMB_LOCATED set0="VOICE_BREACHER_BOMBONSCREEN" />
      <BOMB_DEFUSING set0="VOICE_BREACHER_DEFUSING" />
      <BOMB_DEFUSED set0="VOICE_BREACHER_BOMBNEUTRALIZED" />
      <TAKING_DAMAGE set0="VOICE_BREACHER_WOUNDED" set1="VOICE_BREACHER_WOUNDED2" />
    </VERSES>
      
    <AI>
      <STATE name="DEFAULT">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_CONTROL" bCanInterrupt="false" bDetectPlatforms="false" bIgnoreEvents="true" />
        </BEHAVIORS>
      </STATE>

      <!-- State used for TEAM doors with slots -->
      <STATE name="TEAM_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_TEAM_TELEPORT" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>
      <!-- This state "SOLO_TELEPORT" is hardcoded into the game. Used in DoorKickers when entering doors -->
      <STATE name="SOLO_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_TELEPORT_TO_TOUCHABLE_TARGET" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <!-- this state is used for players that missed entering doors and is hardcoded into the game -->
      <STATE name="IN_LIMBO" nPriority="9">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_IN_LIMBO" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" />
        </BEHAVIORS>
      </STATE>
    </AI>

  </ACTOR_PLAYER_BREACHER_FASTSHOOT>

  <!-- breacher that shoots fast and reloads one magazine -->
  <ACTOR_PLAYER_BREACHER_MAGAZINE AIstate="DEFAULT" Life="100.0" Armor="0.0" jumpSpeed="-270.0" climbSpeed="30.0" moveMaxSpeed="75.0" moveMinSpeed="75.0" moveBackSpeed="50.0" fDexterity="1.0" distSee="400.0"
                         fMass="10.0" weapon="WPN_SHOTGUN_JCOMBAT" weaponMelee="WPN_PLAYER_MELEE" class="PLAYER" sMaterial="FLESH"
                         canJump="true" canCrouch="true" canCover="true" canClimb="true" canInteract="true" bComposedAnimation="true" nHUDPortraitFrame="1" >
    <ANIMS>
      <REF_POSE set0="BREACHER_REF_POSE" />
      <IDLE set0="BREACHER_IDLE" />
      <MOVE set0="BREACHER_WALK" />
      <MOVE_FAST set0="BREACHER_WALK" />
      <JUMP set0="BREACHER_JUMP" />
      <SHOOT set0="BREACHER_SHOOT" />
      <SHOOT_ALT set0="BREACHER_SHOOT_ALT" />
      <USE_GEAR set0="BREACHER_GRENADE" />
      <MELEE set0="BREACHER_MELEE" />
      <RELOAD set0="BREACHER_RELOAD" />
      <DIE set0="BREACHER_DIE1" />
      <CLIMB_LADDER set0="BREACHER_CLIMB" />
      <BREACH_DOOR set0="BREACHER_BREACH" />
      <INTERACT set0="BREACHER_FIDDLE" />
      <WALK_IN set0="BREACHER_WALK_IN" />
      <WALK_OUT set0="BREACHER_WALK_OUT" />
      <!-- feet anim -->
      <FEET_STILL set0="BREACHER_FEET_STILL" />
      <FEET_IDLE set0="BREACHER_FEET_IDLE" />
      <FEET_MOVE set0="BREACHER_FEET_WALK" />
      <FEET_MOVE_FAST set0="BREACHER_FEET_WALK" />
      <FEET_CROUCH set0="BREACHER_FEET_CROUCH" />
      <FEET_JUMP set0="BREACHER_FEET_JUMP" />
    </ANIMS>

    <!-- sound mapping for different actions -->
    <VERSES>
      <START_GAME set0="VOICE_BREACHER_BROUGHTTHEGUN" />
      <JOIN_GAME set0="VOICE_BREACHER_YOURANG" />
      <DIE set0="VOICE_BREACHER_DYING" set1="VOICE_BREACHER_DYING2" />
      <USE_GRENADE set0="VOICE_BREACHER_FRAGOUT" set1="VOICE_BREACHER_POPPINGFRAG" />
      <USE_BREACHING_CHARGE set0="VOICE_BREACHER_CHARGEUP" set1="VOICE_BREACHER_CHARGEREADY" />
      <USE_FLASHBANG set0="VOICE_BREACHER_FLASHOUT" set1="VOICE_BREACHER_POPPINGFLASH" />
      <RELOADING set0="VOICE_BREACHER_RELOADING" />
      <BOMB_LOCATED set0="VOICE_BREACHER_BOMBONSCREEN" />
      <BOMB_DEFUSING set0="VOICE_BREACHER_DEFUSING" />
      <BOMB_DEFUSED set0="VOICE_BREACHER_BOMBNEUTRALIZED" />
      <TAKING_DAMAGE set0="VOICE_BREACHER_WOUNDED" set1="VOICE_BREACHER_WOUNDED2" />
    </VERSES>
      
    <AI>
      <STATE name="DEFAULT">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_CONTROL" bCanInterrupt="false" bDetectPlatforms="false" bIgnoreEvents="true" />
        </BEHAVIORS>
      </STATE>

      <!-- State used for TEAM doors with slots -->
      <STATE name="TEAM_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_TEAM_TELEPORT" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>
      <!-- This state "SOLO_TELEPORT" is hardcoded into the game. Used in DoorKickers when entering doors -->
      <STATE name="SOLO_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_TELEPORT_TO_TOUCHABLE_TARGET" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <!-- this state is used for players that missed entering doors and is hardcoded into the game -->
      <STATE name="IN_LIMBO" nPriority="9">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_IN_LIMBO" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" />
        </BEHAVIORS>
      </STATE>
    </AI>

  </ACTOR_PLAYER_BREACHER_MAGAZINE>


  <!-- SHIELD player with TACTICAL SHIELD -->
  <ACTOR_PLAYER_SHIELD_TACTICAL AIstate="DEFAULT" Life="100.0" Armor="300.0" nArmorDir="1" nArmorRating="1" jumpSpeed="-270.0" climbSpeed="30.0" moveMaxSpeed="75.0" moveMinSpeed="75.0" moveBackSpeed="50.0" fDexterity="1.0" distSee="400.0"
                       fMass="15.0" weapon="WPN_PISTOL_G17" weaponAlt="WPN_SHIELD_MELEE" weaponMelee="WPN_PLAYER_MELEE" class="PLAYER" sMaterial="FLESH"
                       canJump="true" canCrouch="true" canCover="true" canClimb="true" canInteract="true" bComposedAnimation="true" nHUDPortraitFrame="2" >
    <ANIMS>
      <REF_POSE set0="SHIELDGUN_REF_POSE" />

      <IDLE set0="SHIELDGUN_IDLE" />
      <MOVE set0="SHIELDGUN_RUN" />
      <MOVE_FAST set0="SHIELDGUN_RUN" />
      <JUMP set0="SHIELDGUN_JUMP" />
      <SHOOT set0="SHIELDGUN_SHOOT" />
      <SHOOT_ALT set0="SHIELDGUN_BASH" />
      <USE_GEAR set0="SHIELDGUN_GRENADE" />
      <MELEE set0="SHIELDGUN_MELEE" />
      <RELOAD set0="SHIELDGUN_RELOAD" />
      <DIE set0="SHIELDGUN_DIE1" />
      <CLIMB_LADDER set0="SHIELDGUN_CLIMB" />
      <BREACH_DOOR set0="SHIELDGUN_BREACH" />
      <INTERACT set0="SHIELDGUN_FIDDLE" />
      <WALK_IN set0="SHIELD_WALK_IN" />
      <WALK_OUT set0="SHIELD_WALK_OUT" />
      <!-- feet anim -->
      <FEET_STILL set0="ASSAULTER_FEET_STILL" />
      <FEET_IDLE set0="ASSAULTER_FEET_IDLE" />
      <FEET_MOVE set0="ASSAULTER_FEET_WALK" />
      <FEET_MOVE_FAST set0="ASSAULTER_FEET_WALK" />
      <FEET_CROUCH set0="ASSAULTER_FEET_CROUCH" />
      <FEET_JUMP set0="ASSAULTER_FEET_JUMP" />
    </ANIMS>

    <!-- sound mapping for different actions -->
    <VERSES>
      <START_GAME set0="VOICE_SHIELD_COMEONCREEPS" />
      <JOIN_GAME set0="VOICE_SHIELD_STAYBEHINDME" />
      <DIE set0="VOICE_SHIELD_DYING" set1="VOICE_SHIELD_DYING2" />
      <USE_GRENADE set0="VOICE_SHIELD_FRAG" set1="VOICE_SHIELD_FRAGOUT" />
      <USE_BREACHING_CHARGE set0="VOICE_SHIELD_CHARGEON" set1="VOICE_SHIELD_READYTOBLOW" />
      <USE_FLASHBANG set0="VOICE_SHIELD_FLASHOUT" set1="VOICE_SHIELD_FLASH" />
      <RELOADING set0="VOICE_SHIELD_RELOADING" />
      <BOMB_LOCATED set0="VOICE_SHIELD_THATSTHEBOMB" />
      <BOMB_DEFUSING set0="VOICE_SHIELD_DEFUSING" />
      <BOMB_DEFUSED set0="VOICE_SHIELD_BOMBDEFUSED" />
      <TAKING_DAMAGE set0="VOICE_SHIELD_WOUNDED" set1="VOICE_SHIELD_WOUNDED2" />
    </VERSES>
      
    <AI>
      <STATE name="DEFAULT">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_CONTROL" bCanInterrupt="false" bDetectPlatforms="false" bIgnoreEvents="true" />
        </BEHAVIORS>
      </STATE>

      <!-- State used for TEAM doors with slots -->
      <STATE name="TEAM_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_TEAM_TELEPORT" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>
      <!-- This state "SOLO_TELEPORT" is hardcoded into the game. Used in DoorKickers when entering doors -->
      <STATE name="SOLO_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_TELEPORT_TO_TOUCHABLE_TARGET" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <!-- this state is used for players that missed entering doors and is hardcoded into the game -->
      <STATE name="IN_LIMBO" nPriority="9">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_IN_LIMBO" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" />
        </BEHAVIORS>
      </STATE>
    </AI>

  </ACTOR_PLAYER_SHIELD_TACTICAL>

  <!-- SHIELD player with ASSAULT SHIELD -->
  <ACTOR_PLAYER_SHIELD_ASSAULT AIstate="DEFAULT" Life="100.0" Armor="300.0" nArmorDir="1" nArmorRating="1" jumpSpeed="-270.0" climbSpeed="30.0" moveMaxSpeed="75.0" moveMinSpeed="75.0" moveBackSpeed="50.0" fDexterity="1.0" distSee="400.0"
                                fMass="15.0" weapon="WPN_PISTOL_G17" weaponAlt="WPN_SHIELD_FLASH" weaponMelee="WPN_PLAYER_MELEE" class="PLAYER" sMaterial="FLESH"
                                canJump="true" canCrouch="true" canCover="true" canClimb="true" canInteract="true" bComposedAnimation="true" nHUDPortraitFrame="2" >
    <ANIMS>
      <REF_POSE set0="SHIELDGUN_REF_POSE" />

      <IDLE set0="SHIELDGUN_IDLE" />
      <MOVE set0="SHIELDGUN_RUN" />
      <MOVE_FAST set0="SHIELDGUN_RUN" />
      <JUMP set0="SHIELDGUN_JUMP" />
      <SHOOT set0="SHIELDGUN_SHOOT" />
      <SHOOT_ALT set0="SHIELDGUN_FLASH" />
      <USE_GEAR set0="SHIELDGUN_GRENADE" />
      <MELEE set0="SHIELDGUN_MELEE" />
      <RELOAD set0="SHIELDGUN_RELOAD" />
      <DIE set0="SHIELDGUN_DIE1" />
      <CLIMB_LADDER set0="SHIELDGUN_CLIMB" />
      <BREACH_DOOR set0="SHIELDGUN_BREACH" />
      <INTERACT set0="SHIELDGUN_FIDDLE" />
      <WALK_IN set0="SHIELD_WALK_IN" />
      <WALK_OUT set0="SHIELD_WALK_OUT" />
      <!-- feet anim -->
      <FEET_STILL set0="ASSAULTER_FEET_STILL" />
      <FEET_IDLE set0="ASSAULTER_FEET_IDLE" />
      <FEET_MOVE set0="ASSAULTER_FEET_WALK" />
      <FEET_MOVE_FAST set0="ASSAULTER_FEET_WALK" />
      <FEET_CROUCH set0="ASSAULTER_FEET_CROUCH" />
      <FEET_JUMP set0="ASSAULTER_FEET_JUMP" />
    </ANIMS>

    <!-- sound mapping for different actions -->
    <VERSES>
      <START_GAME set0="VOICE_SHIELD_COMEONCREEPS" />
      <JOIN_GAME set0="VOICE_SHIELD_STAYBEHINDME" />
      <DIE set0="VOICE_SHIELD_DYING" set1="VOICE_SHIELD_DYING2" />
      <USE_GRENADE set0="VOICE_SHIELD_FRAG" set1="VOICE_SHIELD_FRAGOUT" />
      <USE_BREACHING_CHARGE set0="VOICE_SHIELD_CHARGEON" set1="VOICE_SHIELD_READYTOBLOW" />
      <USE_FLASHBANG set0="VOICE_SHIELD_FLASHOUT" set1="VOICE_SHIELD_FLASH" />
      <RELOADING set0="VOICE_SHIELD_RELOADING" />
      <BOMB_LOCATED set0="VOICE_SHIELD_THATSTHEBOMB" />
      <BOMB_DEFUSING set0="VOICE_SHIELD_DEFUSING" />
      <BOMB_DEFUSED set0="VOICE_SHIELD_BOMBDEFUSED" />
      <TAKING_DAMAGE set0="VOICE_SHIELD_WOUNDED" set1="VOICE_SHIELD_WOUNDED2" />
    </VERSES>
      
    <AI>
      <STATE name="DEFAULT">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_CONTROL" bCanInterrupt="false" bDetectPlatforms="false" bIgnoreEvents="true" />
        </BEHAVIORS>
      </STATE>

      <!-- State used for TEAM doors with slots -->
      <STATE name="TEAM_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_TEAM_TELEPORT" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>
      <!-- This state "SOLO_TELEPORT" is hardcoded into the game. Used in DoorKickers when entering doors -->
      <STATE name="SOLO_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_TELEPORT_TO_TOUCHABLE_TARGET" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <!-- this state is used for players that missed entering doors and is hardcoded into the game -->
      <STATE name="IN_LIMBO" nPriority="9">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_IN_LIMBO" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" />
        </BEHAVIORS>
      </STATE>
    </AI>

  </ACTOR_PLAYER_SHIELD_ASSAULT>

  <!-- SHIELD player with ASSAULT SHIELD -->
  <ACTOR_PLAYER_SHIELD_IRONMAN  AIstate="DEFAULT" Life="100.0" Armor="300.0" nArmorDir="1" nArmorRating="3" jumpSpeed="-270.0" climbSpeed="30.0" moveMaxSpeed="60.0" moveMinSpeed="60.0" moveBackSpeed="50.0" fDexterity="1.0" distSee="400.0"
                                fMass="15.0" weapon="WPN_PISTOL_G17" weaponMelee="WPN_PLAYER_MELEE" class="PLAYER" sMaterial="FLESH"
                                canJump="true" canCrouch="true" canCover="true" canClimb="true" canInteract="true" bComposedAnimation="true" nHUDPortraitFrame="2" >
    <ANIMS>
      <REF_POSE set0="SHIELDGUN_REF_POSE" />

      <IDLE set0="SHIELDGUN_IDLE" />
      <MOVE set0="SHIELDGUN_RUN" />
      <MOVE_FAST set0="SHIELDGUN_RUN" />
      <JUMP set0="SHIELDGUN_JUMP" />
      <SHOOT set0="SHIELDGUN_SHOOT" />
      <USE_GEAR set0="SHIELDGUN_GRENADE" />
      <MELEE set0="SHIELDGUN_MELEE" />
      <RELOAD set0="SHIELDGUN_RELOAD" />
      <DIE set0="SHIELDGUN_DIE1" />
      <CLIMB_LADDER set0="SHIELDGUN_CLIMB" />
      <BREACH_DOOR set0="SHIELDGUN_BREACH" />
      <INTERACT set0="SHIELDGUN_FIDDLE" />
      <WALK_IN set0="SHIELD_WALK_IN" />
      <WALK_OUT set0="SHIELD_WALK_OUT" />
      <!-- feet anim -->
      <FEET_STILL set0="ASSAULTER_FEET_STILL" />
      <FEET_IDLE set0="ASSAULTER_FEET_IDLE" />
      <FEET_MOVE set0="ASSAULTER_FEET_WALK" />
      <FEET_MOVE_FAST set0="ASSAULTER_FEET_WALK" />
      <FEET_CROUCH set0="ASSAULTER_FEET_CROUCH" />
      <FEET_JUMP set0="ASSAULTER_FEET_JUMP" />
    </ANIMS>

    <!-- sound mapping for different actions -->
    <VERSES>
      <START_GAME set0="VOICE_SHIELD_COMEONCREEPS" />
      <JOIN_GAME set0="VOICE_SHIELD_STAYBEHINDME" />
      <DIE set0="VOICE_SHIELD_DYING" set1="VOICE_SHIELD_DYING2" />
      <USE_GRENADE set0="VOICE_SHIELD_FRAG" set1="VOICE_SHIELD_FRAGOUT" />
      <USE_BREACHING_CHARGE set0="VOICE_SHIELD_CHARGEON" set1="VOICE_SHIELD_READYTOBLOW" />
      <USE_FLASHBANG set0="VOICE_SHIELD_FLASHOUT" set1="VOICE_SHIELD_FLASH" />
      <RELOADING set0="VOICE_SHIELD_RELOADING" />
      <BOMB_LOCATED set0="VOICE_SHIELD_THATSTHEBOMB" />
      <BOMB_DEFUSING set0="VOICE_SHIELD_DEFUSING" />
      <BOMB_DEFUSED set0="VOICE_SHIELD_BOMBDEFUSED" />
      <TAKING_DAMAGE set0="VOICE_SHIELD_WOUNDED" set1="VOICE_SHIELD_WOUNDED2" />
    </VERSES>
    
    <AI>
      <STATE name="DEFAULT">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_CONTROL" bCanInterrupt="false" bDetectPlatforms="false" bIgnoreEvents="true" />
        </BEHAVIORS>
      </STATE>

      <!-- State used for TEAM doors with slots -->
      <STATE name="TEAM_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAYER_TEAM_TELEPORT" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>
      <!-- This state "SOLO_TELEPORT" is hardcoded into the game. Used in DoorKickers when entering doors -->
      <STATE name="SOLO_TELEPORT" nPriority="8">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_IN" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="0.0" />
          <BEHAVIOR name="AI_BEHAVIOR_TELEPORT_TO_TOUCHABLE_TARGET" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="WALK_OUT" bCanInterrupt="false" fBehaviorDuration="0.5" fDestAlpha="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <!-- this state is used for players that missed entering doors and is hardcoded into the game -->
      <STATE name="IN_LIMBO" nPriority="9">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_IN_LIMBO" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="DEFAULT" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" />
        </BEHAVIORS>
      </STATE>
    </AI>

  </ACTOR_PLAYER_SHIELD_IRONMAN>



  <ACTOR_MACHETTE AIstate="IDLE" Life="100.0" Armor="0.0" moveMinSpeed="24.0" moveMaxSpeed="170.0" moveBackSpeed="50.0" fDexterity="1.0" weapon="WPN_MELEE_MACHETTE" 
                  fMass="10.0" distSee="260.0" distHear="100.0" distAttackMax="28.0" distAttackMin="12.0" class="HUMAN" sMaterial="FLESH" fStrategicPoints="0.5" >
    <ANIMS>
      <REF_POSE set0="MACHETTE_REF_POSE" />
      
      <IDLE set0="MACHETTE_IDLE" />
      <MOVE set0="MACHETTE_WALK" />
      <MOVE_FAST set0="MACHETTE_RUN" />
      <SHOOT set0="MACHETTE_ATTACK1" set1="MACHETTE_ATTACK2" />
      <DIE set0="MACHETTE_DIE1" />
      <STUNNED set0="MACHETTE_IDLE" />
    </ANIMS>

    <VERSES>
      <DIE set0="VOICE_MACHETE_KILLED" set1="VOICE_MACHETE_KILLED2" />
      <KILL_MADE set0="VOICE_MACHETE_VICTORIOUS" />
    </VERSES>
    
    <AI>
      <STATE name="IDLE" nPriority="0">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_ANIMSET" nSet="-1" />
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AWARE" nPriority="1">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PATROL" fWaitTimer="1.0" bDetectPlatforms="true" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AGGRESSIVE" nPriority="2">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_SEE_ENEMY" />
          <AI_EVENT type="AI_EVENT_GOT_HIT" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="0.25" />
          <BEHAVIOR name="AI_BEHAVIOR_MOVE_WITHIN_RANGE" bDetectPlatforms="false" />
          <BEHAVIOR name="AI_BEHAVIOR_ATTACK" bCanInterrupt="false" bDetectPlatforms="false" />
        </BEHAVIORS>
      </STATE>

      <!-- this state is used to find a player through a door/teleporter -->
      <STATE name="FIND_PLAYER" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_FIND_CLOSEST_PLAYER" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="AWARE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>
    </AI>
  </ACTOR_MACHETTE>

  
  <ACTOR_MADMACHETE AIstate="IDLE" Life="100.0" Armor="0.0" moveMinSpeed="24.0" moveMaxSpeed="150.0" moveBackSpeed="50.0" fDexterity="1.0" weapon="WPN_MADMACHETE_MELEE" weaponAlt="WPN_MADMACHETE_EXECUTE"
                  fMass="10.0" distSee="160.0" distHear="32.0" distAttackMax="28.0" distAttackMin="12.0" class="HUMAN" sMaterial="FLESH" fStrategicPoints="0.5" >
    <ANIMS>
      <REF_POSE set0="MADMACHETE_REF_POSE" />

      <IDLE set0="MADMACHETE_IDLE" />
      <MOVE set0="MADMACHETE_WALK" />
      <MOVE_FAST set0="MADMACHETE_RUN" />
      <SHOOT set0="MADMACHETE_ATTACK" />
      <SHOOT_ALT set0="MADMACHETE_EXECUTE" />
      <DIE set0="MADMACHETE_DIE" />
      <STUNNED set0="MADMACHETE_IDLE" />
    </ANIMS>

  <VERSES>
      <DIE set0="VOICE_MADMACHETE_KILLED" set1="VOICE_MADMACHETE_KILLED2" />
      <KILL_MADE set0="VOICE_MADMACHETE_VICTORIOUS" />
    </VERSES>

    <AI>
      <STATE name="IDLE" nPriority="0">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AWARE" nPriority="1">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PATROL" fWaitTimer="1.0" bDetectPlatforms="true" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AGGRESSIVE" nPriority="2">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_SEE_ENEMY" />
          <AI_EVENT type="AI_EVENT_GOT_HIT" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="0.25" />
          <BEHAVIOR name="AI_BEHAVIOR_MOVE_WITHIN_RANGE" bDetectPlatforms="false" />
          <BEHAVIOR name="AI_BEHAVIOR_ATTACK_BACKSTAB" bCanInterrupt="false" bDetectPlatforms="false" />
        </BEHAVIORS>
      </STATE>

      <!-- this state is used to find a player through a door/teleporter -->
      <STATE name="FIND_PLAYER" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_FIND_CLOSEST_PLAYER" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="AWARE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>
    </AI>
  </ACTOR_MADMACHETE>


  <ACTOR_BLOWUPBART AIstate="IDLE" Life="100.0" Armor="0.0" moveMinSpeed="40.0" moveMaxSpeed="150.0" distSee="160.0" distHear="32.0" distAttackMax="30.0" fDexterity="1.0" weapon="WPN_INSTANT_EXPLO"
                    fMass="15.0" class="HUMAN" sMaterial="FLESH" fStrategicPoints="0.5">
    <ANIMS>
      <REF_POSE set0="BLOWUP_REF_POSE" />
      
      <IDLE set0="BLOWUP_IDLE" />
      <MOVE set0="BLOWUP_WALK" />
      <MOVE_FAST set0="BLOWUP_RUN" />
      <DIE set0="BLOWUP_DIE1" />
      <SHOOT set0="BLOWUP_DIE2_EXPLO" />
      <STUNNED set0="BLOWUP_IDLE" />
    </ANIMS>

    <AI>
      <STATE name="IDLE" nPriority="0">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AWARE" nPriority="1">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PATROL" fWaitTimer="1.0" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AGGRESSIVE" nPriority="2">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_SEE_ENEMY" />
          <AI_EVENT type="AI_EVENT_GOT_HIT" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="0.3" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_SOUND" sSoundName="VOICE_BLOWUPBART_THREATEN" /> 
          <BEHAVIOR name="AI_BEHAVIOR_MOVE_WITHIN_RANGE" bDetectPlatforms="false" />
          <BEHAVIOR name="AI_BEHAVIOR_ATTACK" bDetectPlatforms="false" />
        </BEHAVIORS>
      </STATE>

      <STATE name="FIND_PLAYER" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_FIND_CLOSEST_PLAYER" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="AWARE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>
    </AI>
  </ACTOR_BLOWUPBART>

  <ACTOR_MACIVIL AIstate="IDLE" Life="100.0" Armor="0.0" moveMaxSpeed="50.0" moveMinSpeed="40.0" moveBackSpeed="40.0" fDexterity="1.0" distSee="200.0" distHear="48.0" distAttackMax="150.0" distAttackMin="50.0" 
                 weapon="WPN_UZZI_MACIVIL" fMass="15.0" class="HUMAN" sMaterial="FLESH" fStrategicPoints="0.5" >
    <ANIMS>
      <REF_POSE set0="MACIVIL_REF_POSE" />
      
      <IDLE set0="MACIVIL_IDLE" />
      <MOVE set0="MACIVIL_WALK" />
      <MOVE_FAST set0="MACIVIL_WALK" />
      <MOVE_BK set0="MACIVIL_WALK_BK" />
      <FALL set0="MACIVIL_IDLE" />
      <SHOOT set0="MACIVIL_SHOOT_STILL" />
      <DIE set0="MACIVIL_DIE1" />
      <RELOAD set0="MACIVIL_RELOAD" />
      <MOVE_SHOOTING set0="MACIVIL_SHOOT_WALK" />
      <MOVE_BK_SHOOTING set0="MACIVIL_SHOOT_WALK_BK" />
      <STUNNED set0="MACIVIL_IDLE" />
    </ANIMS>

    <AI>
      <STATE name="IDLE" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AWARE" nPriority="1">
        <!-- TRIGGERING_EVENTS sunt eventurile care pornesc starea asta, daca se implineste una din ele -->
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" /> <!-- type="any" inseamna orice tip de event-->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PATROL" bDetectPlatforms="true" fBehaviorDuration="5.0" fWaitTimer="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" fBehaviorDuration="2.0" />
        </BEHAVIORS>
      </STATE>
      <!-- cand sunt mai multe states activabile se ia dupa prioritate in activarea lor. De exemplu aici ar fi si AWARE si AGGRESSIVE cand vede inamic -->
      <STATE name="AGGRESSIVE" nPriority="2">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_SEE_ENEMY" />
          <AI_EVENT type="AI_EVENT_GOT_HIT" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="0.35" />
          <BEHAVIOR name="AI_BEHAVIOR_MOVE_WITHIN_RANGE" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_ATTACK" bCanInterrupt="false" bDetectPlatforms="true" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>

      <STATE name="FIND_PLAYER" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_FIND_CLOSEST_PLAYER" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="AWARE" />
        </BEHAVIORS>
      </STATE>

    </AI>

  </ACTOR_MACIVIL>

  <ACTOR_TACKDIVER AIstate="IDLE" Life="100.0" Armor="0.0" moveMaxSpeed="60.0" moveMinSpeed="40.0" moveBackSpeed="40.0" fDexterity="1.0" distSee="250.0" distHear="48.0" distAttackMax="150.0" distAttackMin="50.0"
                   weapon="WPN_TACKDIVER" fMass="15.0" class="HUMAN" sMaterial="FLESH" fStrategicPoints="1.0" >
    <ANIMS>
      <REF_POSE set0="TACKDIVER_REF_POSE" />

      <IDLE set0="TACKDIVER_IDLE" />
      <MOVE set0="TACKDIVER_WALK" />
      <MOVE_FAST set0="TACKDIVER_WALK" />
      <MOVE_BK set0="TACKDIVER_WALK_BK" />
      <FALL set0="TACKDIVER_IDLE" />
      <SHOOT set0="TACKDIVER_SHOOT_STILL" />
      <DIE set0="TACKDIVER_DIE" />
      <RELOAD set0="TACKDIVER_RELOAD" />
      <MOVE_SHOOTING set0="TACKDIVER_SHOOT_STILL" />
      <MOVE_BK_SHOOTING set0="TACKDIVER_SHOOT_STILL" />
      <STUNNED set0="TACKDIVER_IDLE" />
    </ANIMS>

    <AI>
      <STATE name="IDLE" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AWARE" nPriority="1">
        <!-- TRIGGERING_EVENTS sunt eventurile care pornesc starea asta, daca se implineste una din ele -->
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
          <!-- type="any" inseamna orice tip de event-->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PATROL" bDetectPlatforms="true" fBehaviorDuration="5.0" fWaitTimer="1.0" />
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" fBehaviorDuration="2.0" />
        </BEHAVIORS>
      </STATE>
      <!-- cand sunt mai multe states activabile se ia dupa prioritate in activarea lor. De exemplu aici ar fi si AWARE si AGGRESSIVE cand vede inamic -->
      <STATE name="AGGRESSIVE" nPriority="2">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_SEE_ENEMY" />
          <AI_EVENT type="AI_EVENT_GOT_HIT" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="0.15" />
          <BEHAVIOR name="AI_BEHAVIOR_MOVE_WITHIN_RANGE" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_ATTACK" bCanInterrupt="false" bDetectPlatforms="true" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>

      <STATE name="FIND_PLAYER" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_FIND_CLOSEST_PLAYER" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="AWARE" />
        </BEHAVIORS>
      </STATE>

    </AI>

  </ACTOR_TACKDIVER>


  <ACTOR_JUNKIE_HARRY AIstate="IDLE" Life="100.0" Armor="0.0" moveMaxSpeed="40.0" moveMinSpeed="40.0" moveBackSpeed="40.0" fDexterity="1.0" distSee="200.0" distHear="48.0" distAttackMax="100.0" distAttackMin="50.0" 
                      weapon="WPN_JUNKIE_REVOLVER" fMass="15.0" class="HUMAN" sMaterial="FLESH" fStrategicPoints="0.5" >
    <ANIMS>
      <REF_POSE set0="JUNKIE_REF_POSE" />

      <IDLE set0="JUNKIE_IDLE" />
      <MOVE set0="JUNKIE_WALK" />
      <MOVE_FAST set0="JUNKIE_WALK" />
      <MOVE_BK set0="JUNKIE_WALK_BK" />
      <FALL set0="JUNKIE_IDLE" />
      <SHOOT set0="JUNKIE_SHOOT" />
      <DIE set0="JUNKIE_DIE1" />
      <RELOAD set0="JUNKIE_RELOAD" />
      <STUNNED set0="JUNKIE_IDLE" />
      <MOVE_GUN set0="JUNKIE_WALK" />
      <MOVE_BK_GUN set0="JUNKIE_WALK_BK" />
      <IDLE_GUN set0="JUNKIE_IDLE" />
      <MOVE_FAST_GUN set0="JUNKIE_WALK" />
    </ANIMS>

    <AI>
      <STATE name="IDLE" nPriority="0">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AWARE" nPriority="1">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PATROL" bDetectPlatforms="true" fBehaviorDuration="4.0" fWaitTimer="0.5" />
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" fBehaviorDuration="2.0" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AGGRESSIVE" nPriority="2">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_SEE_ENEMY" />
          <AI_EVENT type="AI_EVENT_GOT_HIT" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="0.5" />
          <BEHAVIOR name="AI_BEHAVIOR_MOVE_WITHIN_RANGE" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_ATTACK" bCanInterrupt="false" bDetectPlatforms="true" />
        </BEHAVIORS>
      </STATE>

      <STATE name="FIND_PLAYER" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_FIND_CLOSEST_PLAYER" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="AWARE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>
    </AI>

  </ACTOR_JUNKIE_HARRY>


  <ACTOR_DOUBLE_DAVE AIstate="IDLE" Life="100.0" Armor="0.0" moveMaxSpeed="40.0" moveMinSpeed="40.0" moveBackSpeed="35.0" fDexterity="1.0" distSee="200.0" distHear="48.0" distAttackMax="80.0" distAttackMin="40.0"
                      weapon="WPN_DDAVE_SHOTGUN" fMass="15.0" class="HUMAN" sMaterial="FLESH" fStrategicPoints="0.5" >
    <ANIMS>
      <REF_POSE set0="DDAVE_REF_POSE" />

      <IDLE set0="DDAVE_IDLE" />
      <MOVE set0="DDAVE_WALK" />
      <MOVE_FAST set0="DDAVE_WALK" />
      <MOVE_BK set0="DDAVE_WALK_BK" />
      <FALL set0="DDAVE_IDLE" />
      <SHOOT set0="DDAVE_SHOOT" />
      <DIE set0="DDAVE_DIE" />
      <RELOAD set0="DDAVE_RELOAD" />
      <STUNNED set0="DDAVE_IDLE" />
      <MOVE_GUN set0="DDAVE_WALK" />
      <MOVE_BK_GUN set0="DDAVE_WALK_BK" />
      <IDLE_GUN set0="DDAVE_IDLE" />
      <MOVE_FAST_GUN set0="DDAVE_WALK" />
    </ANIMS>

    <AI>
      <STATE name="IDLE" nPriority="0">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AWARE" nPriority="1">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PATROL" bDetectPlatforms="true" fBehaviorDuration="4.0" fWaitTimer="0.5" />
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" fBehaviorDuration="2.0" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AGGRESSIVE" nPriority="2">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_SEE_ENEMY" />
          <AI_EVENT type="AI_EVENT_GOT_HIT" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="0.5" />
          <BEHAVIOR name="AI_BEHAVIOR_MOVE_WITHIN_RANGE" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_ATTACK" bCanInterrupt="false" bDetectPlatforms="true" />
        </BEHAVIORS>
      </STATE>

      <STATE name="FIND_PLAYER" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_FIND_CLOSEST_PLAYER" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="AWARE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>
    </AI>

  </ACTOR_DOUBLE_DAVE>


  <ACTOR_LEADER_LEMMY AIstate="IDLE" Life="100.0" Armor="0.0" nArmorDir="1" nArmorRating="-1" moveMaxSpeed="50.0" moveMinSpeed="50.0" moveBackSpeed="40.0" fDexterity="1.0" distSee="200.0" distHear="48.0" distAttackMax="100.0" distAttackMin="50.0" 
                      weapon="WPN_LEMMY_PISTOL" fMass="15.0" class="HUMAN" sMaterial="FLESH" fStrategicPoints="0.5" >
    <ANIMS>
      <REF_POSE set0="LEMMY_REF_POSE" />

      <IDLE set0="LEMMY_IDLE" set1="LEMMY_HOSTAGE_IDLE" />
      <MOVE set0="LEMMY_WALK" />
      <MOVE_FAST set0="LEMMY_WALK" />
      <MOVE_BK set0="LEMMY_WALK_BK" />
      <FALL set0="LEMMY_IDLE" />
      <SHOOT set0="LEMMY_SHOOT" set1="LEMMY_HOSTAGE_SHOOT" />
      <DIE set0="LEMMY_DIE" />
      <RELOAD set0="LEMMY_RELOAD" />
      <STUNNED set0="LEMMY_IDLE" />
      <TAUNT set0="LEMMY_TAUNT" />
      <MOVE_GUN set0="LEMMY_WALK_GUN" />
      <MOVE_BK_GUN set0="LEMMY_WALK_BK_GUN" />
      <IDLE_GUN set0="LEMMY_IDLE_GUN" set1="LEMMY_HOSTAGE_IDLE" />
      <MOVE_FAST_GUN set0="LEMMY_WALK_GUN" />
    </ANIMS>

    <VERSES>
      <DIE set0="VOICE_LEADERLEMMY_KILLED" set1="VOICE_LEADERLEMMY_KILLED2" />
      <KILL_MADE set0="VOICE_LEADERLEMMY_KILLSPLAYER" />
    </VERSES>


    <AI>
      <STATE name="IDLE" nPriority="0">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AWARE" nPriority="1">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PATROL" bDetectPlatforms="true" fBehaviorDuration="5.0" fWaitTimer="0.5" />
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" fBehaviorDuration="1.0" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AGGRESSIVE" nPriority="2">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_SEE_ENEMY" />
          <AI_EVENT type="AI_EVENT_GOT_HIT" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="0.1" />
          <BEHAVIOR name="AI_BEHAVIOR_SHOW_ENEMY" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="TAUNT" bCanInterrupt ="false" />
          <BEHAVIOR name="AI_BEHAVIOR_RUN_SCRIPT" bTouchTarget="false" bCanInterrupt="false" bWaitScriptEnd="false" />
          <BEHAVIOR name="AI_BEHAVIOR_HUMAN_SHIELD_ATTACK" bDetectPlatforms="true" bCanInterrupt="false" />
          <!-- gives time for state changes -->
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="1.0" />
        </BEHAVIORS>
      </STATE>

      <STATE name="FIND_PLAYER" nPriority="0">
        <TRIGGERING_EVENTS>
          <!-- nu am triggering events inseamna ca nu poate sa intre in starea respectiva -->
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_FIND_CLOSEST_PLAYER" bDetectPlatforms="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="AWARE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>
    </AI>

  </ACTOR_LEADER_LEMMY>



  <ACTOR_BARREL_EXPLODING AIstate="DEFAULT" Life="100.0" class="PASSIVE" fMass="20.0" moveMinSpeed="20.0" moveBackSpeed="20.0" sMaterial="METAL" fStrategicPoints="0" >
    <ANIMS>
      <REF_POSE set0="BARRELS" />
      <IDLE set0="BARRELS" />
    </ANIMS>

    <AI>
      <STATE name="DEFAULT" nPriority="0">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_BARREL_EXPLODING" bCanInterrupt="false" bDetectPlatforms="false" bIgnoreEvents="true" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>

        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" sDeathCommand="ACT_DEATHCMD_DEALLOCATE" />
        </BEHAVIORS>
      </STATE>
      
    </AI>    
  </ACTOR_BARREL_EXPLODING>

  <!-- Don't change the hostage class name -->
  <!-- foeClassFilter set on PLAYER so he only sees the player as enemy -->
  <ACTOR_HOSTAGE_CROUCHED AIstate="IDLE" Life="100.0" class="HUMAN" foeClassFilter="PLAYER" moveMinSpeed="55.0" moveMaxSpeed="55.0" distSee="20.0" distHear="20.0" fMass="40.0" fFOVpercent="1.0" sMaterial="FLESH" fStrategicPoints="1.0" >
    <ANIMS>
      <REF_POSE set0="HOSTAGE_REF_POSE" />
      <IDLE set0="HOSTAGE_RUN2" />
      <CROUCH set0="HOSTAGE_IDLE" set1="HOSTAGE_IDLE2" />
      <MOVE_FAST set0="HOSTAGE_RUN" set1="HOSTAGE_RUN2" />
      <GET_UP set0="HOSTAGE_GETUP" />
      <DIE set0="HOSTAGE_DIE" />
    </ANIMS>

    <VERSES>
      <DIE set0="VOICE_HOSTAGE_KILLED_01" set1="VOICE_HOSTAGE_KILLED_02" />
      <TAKING_DAMAGE set0="VOICE_HOSTAGE_DAMAGE_01" set1="VOICE_HOSTAGE_DAMAGE_02" />
    </VERSES>

    <AI>
      <STATE name="IDLE" nPriority="1">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_SET_ANIMSET" nSet="-1" />
          <BEHAVIOR name="AI_BEHAVIOR_IDLE_CROUCHED" />
        </BEHAVIORS>
      </STATE>

      <STATE name="HOSTAGE_SAVED" nPriority="5">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <!-- All behaviors ignore events so that lastInteractingActorUID remains set on the saviour -->
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="GET_UP" bCanInterrupt ="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SURPRISED" fWaitTimer="0.01" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_BLIND_RUN" bDetectPlatforms="false" fBehaviorDuration="1.5" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_CAPS" nNotATarget="1" bCanInterrupt="false" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_BLIND_RUN" bDetectPlatforms="false" fBehaviorDuration="0.5" bCanInterrupt="false" fFadeOutDuration="0.5" bIgnoreEvents="true" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="HOSTAGE_SAVED_RELEASE" />
          <!--
          <BEHAVIOR name="AI_BEHAVIOR_SUICIDE" bCanInterrupt ="false" sDeathCommand="ACT_DEATHCMD_DEALLOCATE" bIgnoreEvents="true" />
          -->
        </BEHAVIORS>
      </STATE>

      <STATE name="HOSTAGE_SAVED_RELEASE" nPriority="6">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" sDeathCommand="ACT_DEATHCMD_DEALLOCATE" bIgnoreEvents="true" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>

    </AI>
  </ACTOR_HOSTAGE_CROUCHED>

  <ACTOR_CAMERA_TOUCH AIstate="IDLE" Life="5.0" class="TRAP" fMass="0.0" foeClassFilter="PLAYER" distSee="64.0" distHear="0.0" fFOVpercent="0.2" sMaterial="METAL" fStrategicPoints="0" >
    <ANIMS>
      <REF_POSE set0="CAMERA_L1" />
      <IDLE set0="CAMERA_L2" />
      <SHOOT set0="CAMERA_L1" />
      <SHOOT_ALT set0="CAMERA_L3" />
      <DIE set0="CAMERA_DEAD" />
    </ANIMS>
    <AI>
      <STATE name="IDLE" nPriority="1">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_IDLE_TICK" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="RUN_SCRIPT" nPriority="9">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_SEE_ENEMY" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="SHOOT_ALT" fBehaviorDuration="2.0f" bCanInterrupt="true" />
          <BEHAVIOR name="AI_BEHAVIOR_RUN_SCRIPT" bTouchTarget="false" bCanInterrupt="false" bWaitScriptEnd="false" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="SHOOT" bCanInterrupt="false" fBehaviorDuration="5.0f" />
          <BEHAVIOR name="AI_BEHAVIOR_PLAY_ANIM" sAnimIdentifier="IDLE" />
        </BEHAVIORS>
      </STATE>

      <state name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_GENERATE_EFFECT" sEffectType="EFFECT_ELECTRIC_BREAK_SPARKS" fSize="5.0" />
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </state>
    </AI>
  </ACTOR_CAMERA_TOUCH>

  <ACTOR_RAT1 AIstate="IDLE" Life="5.0" class="PASSIVE" foeClassFilter="PLAYER" moveMinSpeed="50.0" moveMaxSpeed="50.0" distSee="32.0" distHear="16.0" fMass="4.0" fFOVpercent="1.0" sMaterial="FLESH" fStrategicPoints="0" >
    <ANIMS>
      <REF_POSE set0="RAT_REF_POSE" />
      <IDLE set0="RAT_IDLE" />
      <MOVE set0="RAT_RUN" />
      <MOVE_FAST set0="RAT_RUN" />
    </ANIMS>

    <AI>
      <STATE name="IDLE" nPriority="1">
        <TRIGGERING_EVENTS>
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="AWARE" nPriority="5">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="any" />
          <!-- foeClassFilter set on PLAYER so he only sees the player as enemy -->
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_BLIND_RUN" bDetectPlatforms="true" fBehaviorDuration="3.0" bCanInterrupt="false" />
          <BEHAVIOR name="AI_BEHAVIOR_SET_STATE" sState="IDLE" />
        </BEHAVIORS>
      </STATE>

      <STATE name="DEAD" nPriority="10">
        <TRIGGERING_EVENTS>
          <AI_EVENT type="AI_EVENT_DEAD" />
        </TRIGGERING_EVENTS>
        <BEHAVIORS>
          <BEHAVIOR name="AI_BEHAVIOR_DEAD" bCanInterrupt="false" />
        </BEHAVIORS>
      </STATE>

    </AI>
  </ACTOR_RAT1>


</ActorTemplates>
