<?xml version="1.0" encoding="ISO-8859-1"?>

<stats_blocks>
	<block name="husk_data">
		<var name="aim_vec" type="object"/>								<!-- The aim vector fed to the husks statemachine -->
		<var name="stance" type="number" default="5"/>				<!-- 2 = prone, 5 = crouch, 8 = tiptoe, 10 = upright, 15 = patrolling -->
		<var name="action" type="number" default="1"/>				<!-- 0 = idle, 1 = walk, 2 = run, 3 = ass-slide, 4 = prone-slide, 5 = start throw, 6 = start bowl, 7 = release grenade -->
		<var name="tactical_stance" type="number" default="5"/>	<!-- numpad standard -->
		<var name="shot_count" type="number" default="0"/>
		<var name="reload_sync_id" type="number" default="5"/>	<!-- Triggers on change from 0. 1 = manyleft, 2 = fewleft, 3 = zeroleft, 4 = halffull, 5 = tactical, 6 = full -->
		<var name="weapon_slot" type="number" default="1"/>		<!-- 0 = no weapon, 1 = primary, 2 = secondary, 3 = backpack, 4 = frag grenade, 5 = smoke grenade -->
		<var name="using_grenade_mod" type="boolean" default="true"/>		<!-- Is also if AI patrol can look right -->
		<var name="weapon_obstructed" type="boolean" default="true"/>		<!-- Is also if AI patrol can look left -->	<!-- Is compared to human_data -->
		<var name="clip_empty" type="boolean" default="true"/>				<!-- Is also if AI patrol can look front -->
	</block>
	<block name="comp_husk_data">
		<var name="aim_vec" type="object"/>
		<var name="stance" type="number" default="5"/>
		<var name="action" type="number" default="1"/>
		<var name="shot_count" type="number" default="0"/>
		<var name="reload_sync_id" type="number" default="0"/>
		<var name="weapon_slot" type="number" default="1"/>
		<var name="using_grenade_mod" type="boolean" default="true"/>
	</block>

	<block name="husk_extra_data">
		<var name="aim_vec" type="object"/>
	</block>
</stats_blocks>
