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

<stats_blocks>
	<block name="ghost_ai_data">
		<var name="start_enabled" type="boolean" default="true"/>
			
		<var name="brain_name" type="string" default="false"/>
		<var name="braingroup_name" type="string" default="false"/>
		
		<var name="new_ai" type="boolean" default="false"/>
		
	<!-- Mode -->
		<var name="assault" type="boolean" default="false"/>
		<var name="wanted_assault" type="boolean" default="false"/>
		
		<var name="tactical_move_dis" type="number" default="1000"/>
		<var name="tactical_move_delay" type="number" default="10"/>
		<var name="get_safe_step" type="number" default="0"/>
		<var name="current_state" type="string"/>
		
		<var name="alertness" type="number" default="1.0"/>
	<!-- Wanted stance -->		
		<var name="want_prone" type="boolean" default="false"/>
		<var name="wanted_stance" type="number" default="5"/>

	<!-- Self preservation -->
		<var name="satisfied" type="boolean" default="true"/>
		<var name="satisfied_with_pos" type="boolean" default="true"/>
		
		<var name="safe_stance" type="number" default="5"/>
		<var name="safe_stance_triggered" type="boolean" default="false"/>
		
		<!-- con wants -->
		<var name="con_wants_peek" type="number" default="2"/> <!-- pop out and look for new enemies, how much do we want it 0-5 -->
		<var name="con_wants_attack" type="number" default="3"/> <!-- go out and fire at enemie, how much do we want it 0-5 -->
		<var name="con_wants_move" type="number" default="5"/> <!-- move if bad cover, how much do we want it 0-5 -->
		<var name="con_wants_move_unsafe" type="number" default="0"/> <!-- not move if bad cover, how much do we want it 0-5 -->
		<var name="con_wants_bunker" type="number" default="3"/> <!-- to bunker someone too close, how much do we want it 0-5 -->
		<var name="con_wants_flee" type="number" default="5"/> <!-- flee, how much do we want it 0-5 -->
		<var name="con_wants_out" type="number" default="0"/> <!-- keep your head out if fired upon, how much do we want it 0-5 -->
		
		<var name="con_working" type="boolean" default="false"/>
		<var name="con_out_time" type="number" default="0"/> <!-- how long have we been leaning out without any result, should only be used in combat -->
		
		<var name="con_shot_at" type="number" default="0"/> <!-- how many bullets have passed my head since I reset this value -->
		<var name="con_tac_cover_value" type="number" default="6"/> <!-- tactical, how bad/good is this cover, high values are good 0-10 -->
		<var name="con_safe_cover_value" type="number" default="8"/> <!-- safety, how bad/good is this cover, high values are good 0-10 -->
		
		<var name="con_calm" type="number" default="2"/> <!-- how stressed are we -->
		
		<!-- not used yet -->
		<var name="con_lean_top" type="number" default="1"/> <!-- 0 = cant lean up, 1 > how many times have we gone up -->
		<var name="con_lean_side" type="number" default="1"/> <!-- 0 = cant lean, 1 = right, 2 = left, 3 = both -->
		<var name="con_lean_h_r" type="number" default="1"/> <!-- 0 = cant lean, 1 > how many times have we been leaning like this since we got to this cover -->
		<var name="con_lean_m_r" type="number" default="1"/> <!-- 0 = cant lean, 1 > how many times have we been leaning like this since we got to this cover -->
		<var name="con_lean_h_l" type="number" default="1"/> <!-- 0 = cant lean, 1 > how many times have we been leaning like this since we got to this cover -->
		<var name="con_lean_m_l" type="number" default="1"/> <!-- 0 = cant lean, 1 > how many times have we been leaning like this since we got to this cover -->
		
		<var name="con_cover_area" type="boolean" default="false"/>
		
		<!-- dec -->
		<var name="dec_shot_at" type="number" default="0"/> <!-- how many bullets have passed my head since I reset this value -->
		<var name="dec_stress" type="number" default="20"/>
		<var name="last_shot_at_time" type="number" default="0"/>
		
		<var name="dec_shooting_mul" type="number" default="1"/>
		<var name="dec_shooting_mul_range" type="number" default="0.4"/>
		
	<!-- Transport -->
		<var name="transport_exit" type="boolean" default="false"/> <!-- The fireteam wants you to exit the Transport -->
		
	<!-- Attack info -->		
		<var name="fire_style" type="number" default="1"/> <!-- 0 = offensive, 1=defensive, 2=suppressive -->
		<var name="current_fire_style" type="number" default="1"/> <!-- 0 = offensive, 1=defensive, 2=suppressive -->
		<var name="fire_spread" type="number" default="1"/> <!-- spread in degrees -->
		<var name="force_weapon_type" type="number" default="-1"/> <!-- Makes sure the unit does not switch weapon -->
		
		<var name="fire_time_delay" type="number" default="0.5"/> <!-- interval used by fire_time -->
		<var name="fire_time" type="number" default="0"/> <!-- the time to try next fire -->
		<var name="fire_ready" type="boolean" default="true"/> <!-- has the fire anim stopped -->
		<var name="fire_object" type="object"/> <!-- the object to fire on -->
		<var name="fire_pos" type="object"/> <!-- the pos to fire on if there is no object-->
		<var name="fire_good" type="boolean" default="false"/> <!-- did I hit anyone that counts -->
		<var name="fire_spread_mod" type="number" default="1"/>
		<var name="fire_keep_target_time" type="number" default="3"/>
		<var name="fire_get_new_target" type="boolean" default="false"/>
		<var name="bullets_left" type="number" default="5"/>
		
	<!-- FireTeam -->
		<var name="group_unit" type="object"/> <!-- the group unit -->
		<var name="team" type="object"/> <!-- the fire team if any that ai is apart of -->
		<var name="team_leader" type="boolean" default="false"/> <!-- is Ai team leader -->
		<var name="team_dis_to_leader" type="number" default="30"/> <!-- the maximum distance to the leader the members wants to keep -->
		<var name="team_dis_to_member" type="number" default="30"/> <!-- the maximum distance to members the leader want to keep -->
		<var name="team_status" type="string" default="Ready"/> <!-- "Done" "Ready" "Bypass" "Moving" -->
		<var name="team_move" type="boolean" default="false"/> <!-- Is it my turn to move -->
		<var name="team_fire" type="boolean" default="false"/> <!-- Is it my turn to move -->
		
		<var name="team_ai" type="boolean" default="false"/> <!-- Im controlled by an ai team leader -->
		<var name="team_dis_to_enemy" type="number" default="2500"/> <!-- the maximum distance to the leader the members wants to keep -->
		
	<!-- Group -->
		<var name="squad" type="object"/> <!-- the squad if any that ai is apart of -->
		<var name="group" type="object"/> <!-- the group if any that ai is apart of -->
		<var name="squad_leader" type="boolean" default="true"/>
		<var name="dis_to_group_point" type="number" default="800"/>
		<var name="allowed_to_move" type="boolean" default="true"/>
		<var name="reached_goal_cover" type="boolean" default="false"/>
		<var name="warp_time" type="number" default="0"/>
	<!-- Threat -->
		<var name="threats" type="object"/> <!-- Direction towards the greatest threat -->
		<var name="threat_dir" type="object"/> <!-- Direction towards the greatest threat -->
		<var name="threat_dis" type="number" default="0"/>
		<var name="threat_pos" type="object"/> <!-- Position of the greatest threat, this position should only be used in some cases when your checking from positions you not at -->
		<var name="threat_directions" type="number" default="0"/>
		
	<!-- Directions used to turn the characters head, body and weapon -->
		<var name="attention_dir_override" type="object"/>
		<var name="exit_dir" type="object"/>
		<var name="aim_dir" type="object"/>
		<var name="attention_dir" type="object"/>
		<var name="attention_dir_current" type="object"/>
		<var name="attention_dir_message" type="string" default=""/>
		
		<var name="attention_pos" type="object"/>
		<var name="attention_speed" type="number" default="0.2"/>
		<var name="attention_rot_speed" type="number" default="0.2"/>
		
		<var name="prio_dir" type="object"/>
		<var name="prio_pos" type="object"/>
		<var name="prio_temp" type="boolean" default="true"/>
		<var name="prio_checked" type="boolean" default="false"/>
		<var name="prio_needs_lean" type="boolean" default="false"/>
		
	<!-- Directions used to turn the characters head, body and weapon OLD -->
		<var name="move_dir" type="object"/> <!-- When AI last moved to target, AI moved in this direction -->
		<var name="enemy_dir" type="object"/> <!--The direction that an AI saw his enemy last -->
		
	<!-- Lean -->
		<var name="lean_dir" type="object"/>
		<var name="lean_dis" type="number" default="0"/>
		<var name="lean_wrap_dis" type="number" default="0"/>
		<var name="lean_stance" type="number" default="4"/>
		
	<!-- Movement -->
		<var name="move_target" type="object"/>
		<var name="move_target_reached" type="boolean" default="true"/>
		<var name="move_wants_to_sprint" type="boolean" default="true"/>
		<var name="move_wants_to_slide" type="boolean" default="true"/>
		<var name="move_wants_to_dive" type="boolean" default="true"/>
		
		<var name="move_adjust_height_delay" type="number" default="1.5"/>
		<var name="move_adjust_height_time" type="number" default="0"/>
		
		<var name="move_style" type="string" default="patrol"/> <!-- normal, patrol -->
		
		<var name="move_wanted_coverpoint" type="object"/> 
		<var name="move_wanted_position" type="object"/>
		
		<var name="move_straight_line" type="boolean" default="false"/>
		
		<var name="move_transport_exit_style" type="number" default="0"/>
		<var name="move_transport_exit_point" type="object"/>
		<var name="move_transport_exit_point_align" type="object"/>
		
		<var name="move_use_point" type="object"/>
		
		<var name="move_pause_time" type="number" default="0"/>
		<var name="move_pause_ready_to_move_again" type="number" default="0"/>
		
		<var name="move_stuck_check_time" type="number" default="0"/>
		<var name="move_shortcut_distance" type="number" default="0"/>	
		<var name="move_timer" type="object" />
		
		
		<var name="con_move_goal_pos_ref" type="object"/>
		<var name="con_move_threat_pos_ref" type="object"/>
		
		<var name="move_satisfied" type="boolean" default="true"/>
		<var name="tac_satisfied" type="boolean" default="true"/>
		<var name="tac_move_allowed" type="boolean" default="true"/>
		<var name="tac_safe" type="boolean" default="true"/>			
		
		<var name="closest_found_cover" type="number" default="2500"/>
		
	<!-- GOrderGenerator settings -->
		<var name="go_move_time" type="number" default="60"/> <!-- How ofen can I move, this is inited randomly -->
		<var name="go_move_time_random" type="number" default="10"/> <!-- ( random value * 2 ) - value  -->
		<var name="go_effective_dis" type="number" default="3000"/> <!-- I want to be this close to enemies -->
		<var name="go_danger_dis" type="number" default="500"/> <!-- I don't want to be this close to enemies -->
		<var name="go_longest_step_attack" type="number" default="1500"/> <!-- the longest distance I want to travel for a new cover in attack direction -->
		<var name="go_longest_step_retreat" type="number" default="1500"/> <!-- the longest distance I want to travel for a new cover in retreat direction -->
		
	<!-- GAlert settings -->
		<var name="ga_in_combat" type="boolean" default="true"/>
		<var name="ga_last_combat_time" type="number" default="-80"/>
		<var name="ga_last_switched_to_combat" type="number" default="0"/>
		<var name="ga_switched_weapon_time" type="number" default="0"/>  <!-- Time since last weapon switch -->
		
		<var name="ga_last_grenade_time" type="number" default="-100"/>
					
		<var name="ga_aim_until" type="number" default="0"/>
		<var name="ga_fire_until" type="number" default="0"/>
		
		<var name="ga_weapon_fire_until_delay" type="number" default="1"/>
		<var name="ga_weapon_fire_until_delay_rand" type="number" default="1"/>
		
		<var name="ga_tactical_advantage_range" type="number" default="1"/> <!-- scale between 0.99 and 1 -->
		<var name="ga_tactical_advantage" type="number" default="0"/> <!-- scale between 0 and 1 -->
		
		<!-- These values will be set from the weapon when the weapon is enabled -->
		<var name="ga_shoot_delay" type="number" default="0.1"/>        <!-- minimum delay between burst or single shots, used to set ga_shoot_time -->
		<var name="ga_gun_angle_req_far" type="number" default="5"/> 		<!-- minimum angle needed to target to start firing on targets far away -->
		<var name="ga_gun_angle_req_near" type="number" default="30"/> 	<!-- minimum angle needed to target to start firing on targets near -->
		<var name="ga_reload_delay" type="number" default="2"/> 				<!-- delay for reloading weapon -->
		<!-- End of weapon specific values -->
		
		<var name="ga_shoot_time" type="number" default="0"/>  					<!-- Earliest time for next shot -->
		<var name="ga_reload_ready_time" type="number" default="0"/>
			
		<var name="ga_fire_pos" type="object"/>
		<var name="ga_fire_limb" type="object"/>
		
		<var name="ga_sight_range" type="number" default="15000"/>
		<var name="ga_sight_enemy" type="object"/>
		<var name="ga_sight_enemy_limb_step" type="number" default="0"/>
		<var name="ga_sight_enemies" type="object"/>
		<var name="ga_sight_enemies_step" type="number" default="0"/>
		<var name="ga_sight_enemies_size" type="number" default="0"/>
				
		<var name="ga_proposed_enemy" type="object"/> <!-- propsed enemy -->
		<var name="ga_proposed_enemy_prio" type="number" default="0"/> <!-- propsed enemy -->
		<var name="ga_proposed_enemy_limb_step" type="number" default="0"/> <!-- propsed enemy -->
		
		<var name="ga_selected_enemy" type="object"/> <!-- selected enemy -->
		<var name="ga_selected_enemy_insight" type="boolean" default="false"/> <!-- did i see my enemy last time i updated -->
		<var name="ga_selected_enemy_prio" type="number" default="0"/> <!-- propsed enemy -->
		<var name="ga_selected_enemy_limb" type="object"/>
		<var name="ga_selected_enemy_limb_step" type="number" default="0"/>
		<var name="ga_selected_enemy_limb_seen_pos" type="object"/>
		<var name="ga_selected_enemy_limb_seen_pos_last" type="object"/> <!-- TA BORT; ANVÄNDS EJ -->
		
		<var name="ga_locked_seen_pos" type="object"/>
		<var name="ga_selected_enemy_seen_pos" type="object"/>
		<var name="ga_selected_enemy_seen_time" type="number" default="0"/>
		
		<var name="ga_selected_enemy_attacked_pos" type="object"/>
		
		<var name="ga_selected_enemy_distance" type="number" default="0"/>	
		<var name="ga_selected_enemy_dir" type="object"/>
		
		<var name="ga_last_attacking_enemy" type="object"/>
		
		<var name="ga_satisfied" type="boolean" default="false"/>
		<var name="ga_satisfied_time" type="number" default="0"/>
		<var name="ga_satisfied_time_target" type="number" default="10"/>
		<var name="ga_enemies" type="object"/>
		<var name="ga_enemies_seen" type="object"/>
		<var name="ga_enemies_seen_this_update" type="number" default="0"/>
		<var name="ga_enemies_step" type="number" default="0"/>
		<var name="ga_enemies_slot" type="number" default="2"/>
		<var name="ga_enemy_vehicles_slot" type="number" default="24"/>
		
		<var name="ga_suppressed_enemies" type="object"/>
		<var name="ga_suppress_pos" type="object"/>
		<var name="ga_suppress_step" type="number" default="0"/>
		<var name="ga_suppress_state" type="number" default="0"/>
		<var name="ga_enemy_locked_time" type="number" default="0"/>				
		
		<var name="ga_enemy_detection_prio" type="number" default="0"/>
		
		<var name="ga_modify_detect" type="number" default="1.0"/>
		<var name="ga_modify_detect_max" type="number" default="1.5"/>
		<var name="ga_modify_detect_min" type="number" default="0.9"/>
		<var name="ga_modify_detect_diff" type="number" default="0.4"/>
		
		<var name="ga_last_detect_time" type="number" default="0"/>
		<var name="ga_last_detect_string" type="string" default=""/>
		
		<var name="gl_has_weapon" type="boolean" default="false"/>
		<var name="gl_weapon" type="object"/>
		<var name="gl_weapon_min_dis" type="number" default="2000"/>
		<var name="gl_weapon_max_dis" type="number" default="7000"/>
		<var name="gl_weapon_check_time" type="number" default="0"/>
		<var name="gl_weapon_check_delay" type="number" default="10"/>
		
		<var name="cover_analyzer" type="object"/>
		<var name="obstructed_by_cover" type="boolean" default="false" />
		<var name="no_line_of_fire" type="boolean" default="false" />
		<var name="cover_analyzer_max_steps" type="number" default="1" />
		
	<!-- Gunner stuff -->
		<var name="gunner_angle" type="number" default="-1"/>
		<var name="gunner_angle_step" type="number" default="0.1"/>
		<var name="gunner_release" type="boolean" default="false"/>
		
	<!-- Targets OLD -->
		<var name="look_target" type="object"/>
		<var name="aim_target" type="object"/>
		
	<!-- Attack order variables -->
		<var name="attack_order_started" type="number" defalut="-1000"/>
		<var name="attack_execution_time" type="number" default="0"/>
		<var name="attack_max_distance" type="number" default="10000"/>
		<var name="attack_position" type="object"/>
		<var name="attack_has_seen_prio_pos" type="boolean" default="false"/>
		<var name="prio_enemy" type="object"/>
		<var name="attack_last_good_time" type="number" default="-1000"/>
		
	<!-- Ai goals -->
		<var name="area_point" type="object"/>
		<var name="area_point_rad" type="number" default="2500"/>
		<var name="area_dir" type="object"/>
		
		<var name="goal_point" type="object"/> <!-- the goal position -->
		<var name="goal_point_rad" type="number" default="2500"/> <!-- the goal position rad -->
		<var name="goal_point_reached" type="boolean" default="false"/>
		
		<var name="goal_point_tightness" type="number" default="1" />
		<var name="goal_vehicle_id" type="object"/>
		<var name="goal_vehicle_type" type="string" default=""/>
		<var name="allowed_to_enter_tank" type="boolean" default="true"/>
				
	<!-- Aid -->
		<var name="aid_point" type="object"/> <!-- position, used to evade obstacles, where to go to evade -->
		<var name="aid_block_point" type="object"/> <!-- position, used to evade obstacles, where the actual raycheck hit -->
		<var name="aid_obstacle" type="object"/> <!-- cover unit -->
		<var name="aid_move_side" type="number" default="0"/> <!-- cover unit -->
		
	<!-- Skill -->
		<var name="skill_sharpshooting" type="number" default="2"/>
		<var name="skill_gunner" type="number" default="0.05"/> <!-- how fast do I pull up the gun behind enemies when shooting with a mounted gun -->
		<var name="skill_gunner_focus" type="number" default="0.2"/> <!-- this is set from the script, no real skill -->
		<var name="skill_shooting" type="number" default="0.8"/> <!-- Higher lower means better precision, i.e. 0.5 will give half the spread -->
		
	<!-- Exit -->
		<var name="exit_point" type="object"/> <!-- when exiting a vehicle or in some cases a cover this point is used -->
		<var name="stored_exit_point" type="object"/> <!-- when exiting a vehicle or in some cases a cover this point is used -->
		
	<!-- Tactical -->
		<var name="tactical_point" type="object"/> <!-- the position zone where the desided tactic is, is used with position clamping to get there bit by bit. -->
		<var name="tactical_point_time_delay" type="number" default="30"/> <!-- the position zone where the desided tactic is, is used with position clamping to get there bit by bit. -->
		<var name="tactical_point_time" type="number" default="0"/> <!-- the position zone where the desided tactic is, is used with position clamping to get there bit by bit. -->
		
	<!-- Destinations -->
		<var name="destination_goal" type="object"/> <!-- where I'm I going  NOT IN USE -->
		<var name="destination_next" type="object"/> <!-- to get to goal, I should go here -->
		<var name="destination_next_last" type="boolean" default="false"/> <!-- to get to goal, I should go here -->
		
	<!-- Navigation -->
		<var name="nav_manager" type="object"/> <!-- navigation point manager -->
		<var name="nav_point" type="object"/> <!-- navigational point -->
		<var name="nav_points" type="object"/> <!-- list of navigational points -->
		<var name="nav_points_size" type="object"/> <!-- size of the list of navigational points -->
		<var name="nav_goal_index" type="number" default="0"/> <!-- Where is the goal point in the nav_points vector we on the graph in steps -->
		<var name="nav_delay" type="number" default="60"/> <!-- How much time must pass before graph is considered old -->   <!-- 60 -->
		<var name="nav_time" type="number" default="0"/> <!-- When did we update the nav_time last + nav_delay -->
		<var name="nav_dis" type="number" default="1500"/> <!-- Distance to navpoint to step to the next in nav_points -->
		<var name="nav_reached_goal" type="boolean" default="false"/> <!-- Have we reached our goal? -->
		<var name="nav_point_step" type="number" default="0"/> <!-- navigational point -->
		
	<!-- Vehicle Driving/Piloting -->
		<var name="v_drive_point" type="object"/>
		<var name="v_goal_point_short" type="object"/>
		<var name="v_goal_point_short_next" type="object"/>
		<var name="v_goal_point_long" type="object"/>
		
		<var name="v_gas_mul" type="number"/>
		<var name="v_a_invert" type="number"/>
		<var name="v_p_invert" type="number"/>
		<var name="v_gas_mul" type="number"/>
		<var name="v_d_f" type="object"/>
		<var name="v_d_b" type="object"/>
		<var name="v_d_r" type="object"/>
		<var name="v_d_l" type="object"/>

		<!-- to be used later -->
		<var name="v_aid_point" type="object"/>
		<var name="v_aid_path" type="object"/>
		<var name="v_aid_dir" type="object"/>
		
	<!-- Cornernavpoint path CNP's -->
		<var name="cnp_pathing_started" type="boolean" default="false"/>
		<var name="cnp_path" type="object"/> <!-- cnp path -->
		<var name="cnp_path_size" type="number" default="0"/> <!-- cnp path.size() - 1 -->
		<var name="cnp_path_failed" type="boolean" default="false"/> <!-- cnp path failed -->
		<var name="cnp_current" type="object"/> <!-- cnp class -->
		<var name="cnp_current_pos" type="object"/> <!-- latest cnp class pos -->
		<var name="cnp_current_dis" type="object"/> <!-- distance to the cnp you're moving towards --> 
		<var name="cnp_current_step" type="number" default="0"/> <!-- current cnp step in cnp path -->
		<var name="cnp_next" type="object"/> <!-- cnp class -->
		<var name="cnp_shortcut" type="object"/> <!-- cnp class -->
		<var name="cnp_shortcut_step" type="number" default="0"/> <!-- current step to try to make shortcut, OLD -->
		<var name="cnp_step_dis" type="number" default="120"/> <!-- distance to cnp to be close enough to step to next -->
		
	<!-- Covers -->
		<var name="good_cps" type="object"/> <!-- cover point class's -->
		<var name="good_cps_step" type="number" default="0"/>
		<var name="good_cps_size" type="number" default="0"/>
		<var name="good_covers" type="object"/> <!-- cover point class's -->
		<var name="better_coverpoint" type="object"/>
		<var name="better_cover_found" type="number" default="0"/> <!-- 0 search not started, 1 still searching, 2 cp found, 3, no cp found -->
	
		
		<var name="current_cover" type="object"/> <!-- cover unit -->
		<var name="current_cover_check_time" type="number" default="0"/> <!-- cover point class -->
		<var name="current_coverpoint" type="object"/> <!-- cover point class -->
		<var name="current_coverpoint_height" type="number" default="5"/> <!-- 2 = crawl, 5 = sit, 8 = stand -->
		<var name="current_coverpoint_safe_angle" type="object"/>
		<var name="current_coverpoint_tac_angle" type="object"/>
		
		<var name="goal_cover" type="object"/> <!-- cover unit -->
		<var name="goal_cover_check_time" type="number" default="0"/> <!-- cover point class -->
		<var name="goal_coverpoint" type="object"/> <!-- cover point class -->
		<var name="goal_coverpoint_value" type="number" default="2"/> <!-- 0 = no cover, 1 = a cover, 2 = safe, 3 = safe corner -->
		
		<var name="next_cover" type="object"/> <!-- cover unit -->
		<var name="next_cover_check_time" type="number" default="0"/> <!-- cover point class -->
		<var name="next_coverpoint" type="object"/> <!-- cover point class -->
		
		<var name="next_coverpoints_passed" type="number" default="0"/> <!-- how many next_coverpoints Ai has passed -->
		
	<!-- History -->
		<var name="history_note" type="object"/>
		
	<!-- enemy info -->
		<var name="debug_text" type="string"/>		
		<var name="enemy" type="object"/>
		<var name="enemy_time" type="number" default="0"/> 
		<var name="enemy_delay" type="number" default="3"/> <!-- Minimum time between target change -->
		<var name="enemy_slot" type="number" default="5"/>
		<var name="enemy_seen_time" type="number" default="0"/>
		<var name="enemy_seen_pos" type="object"/>
		<var name="enemies" type="object"/> <!-- vector with intresting enemies -->
		<var name="enemies_step" type="number" default="0"/>
		<var name="enemies_step_limit" type="number" default="0"/>
		<var name="enemies_time" type="number" default="0"/>
		<var name="enemies_delay" type="number" default="3"/>
		
		<var name="enemy_priority" type="object"/> <!-- enemy priority, extracted from order -->
		<var name="enemy_attacking" type="object"/> <!-- The enemy that attacked you -->
		
	<!-- Enemies OLD
		<var name="enemy_positions" type="object"/>
		<var name="enemy" type="object"/>
		<var name="enemy_old" type="object"/>
		<var name="enemy_last_seen_time" type="number" default="0"/>
		<var name="enemy_last_seen_pos" type="object"/>
		<var name="enemy_latest_attacking" type="object"/>
	-->
		
	<!-- Cluster processing
		<var name="enemy_cluster" type="object"/>
		<var name="enemies" type="object"/>
		<var name="enemies_index" type="number" default="0"/>
		<var name="enemies_time" type="number" default="0"/>
		<var name="closest_cluster" type="object"/>
		<var name="closest_cluster_dir" type="object"/>
		<var name="closest_cluster_pos" type="object"/>
	-->
	
	<!-- Tracking -->
		<var name="tracker" type="object"/> <!-- List with positions to track -->
		<var name="tracker_index" type="number" default="0"/>
		<var name="tracker_delay" type="number" default="20"/>
		<var name="tracker_time" type="number" default="0"/>
		<var name="tracker_point" type="object"/>
		<var name="tracker_latest_pos" type="object"/>
		<var name="tracker_latest_ref_pos" type="object"/>
		<var name="tracker_long_dis" type="number" default="500"/>
		<var name="tracker_short_dis" type="number" default="200"/>
		<var name="tracker_point_dis" type="number" default="350"/>
		<var name="tracker_goal_dis" type="number" default="500"/>
		
	<!-- Distances -->
		<var name="dis_to_move_target" type="number" default="40"/> <!-- distance to reach move_target -->
		<var name="dis_to_camp_point" type="number" default="500"/> <!-- wanted minimum distance to enemy -->
		<var name="dis_to_find_cover" type="number" default="400"/> <!-- wanted minimum distance to enemy -->
		
	<!-- Timers -->
		<var name="delay_to_use_cover" type="number" default="3.0"/> <!-- 0.5, probably not used -->
		<var name="time_to_use_cover" type="number" default="0.0"/>
		
		<var name="delay_to_wait_move_ray" type="number" default="0.3"/>
		<var name="time_to_wait_move_ray" type="number" default="0"/>
		 
	<!-- Talking -->
		<var name="listen_time_delay" type="number" default="0.3"/>
		<var name="listen_time" type="number" default="0"/>
		
	<!-- GUseCp -->
		<var name="gu_reset" type="boolean" default="true"/>
		<var name="gu_time_look" type="number" default="10"/>
		
		<var name="gu_wrap_high_tried" type="number" default="0"/> <!-- times we have tried to wrap high -->
		<var name="gu_wrap_mid_tried" type="number" default="0"/> <!-- times we have tried to wrap high -->
		<var name="gu_wrap_dis" type="number" default="60"/>
		<var name="gu_wrap_step" type="number" default="30"/>
		
		<var name="gu_wrap_dir" type="object"/>
		<var name="gu_wrap_pos" type="object"/>
		<var name="gu_wrap_stance" type="number" default="8"/>
		<var name="gu_wrap_back_pos" type="object"/>
		
		<var name="gu_reset_time" type="number" default="0"/>
		<var name="gu_high_wrap_bad" type="boolean" default="false"/>
		<var name="gu_mid_wrap_bad" type="boolean" default="false"/>
		<var name="gu_high_over_bad" type="boolean" default="false"/>
		<var name="gu_mid_over_bad" type="boolean" default="false"/>
		
		<var name="gu_bad_cp" type="boolean" default="false"/>
		
	<!-- CNP find -->
		<var name="cnp_allowed_paths_at_the_same_time" type="number" default="3"/>
		<var name="cnp_allowed_steps_on_one_update" type="number" default="10"/>
		
		<var name="bad_coverpoints" type="object"/>

	<!-- Flag for weapon lowering (human_data.obstructed) checking -->
		<var name="lower_weapon" type="number" default="0"/> <!-- 0 forced up, 1 forced down, 2 check in update -->
		<var name="lower_weapon_for_cover" type="number" default="0"/> <!-- 0 not forced, 1 forced down -->
		
		<var name="move_align_end_started" type="boolean" default="false"/>
		<var name="move_align_end_dir" type="object"/>
		
		<var name="vehicle_cover_position" type="object"/>
		<var name="vehicle_cover_position_dir" type="object"/>
		<var name="enter_exit_object" type="object"/>
		
		<var name="leader_drag_time" type="number" default="0"/>
		<var name="leader_drag_active" type="boolean" default="false"/>
		<var name="leader_drag_allowed" type="boolean" default="false"/>
		<var name="drag_distance" type="number" default="2500"/>
		
		<var name="last_order_time" type="number" default="0"/>
		
		<var name="locked_as_sniper" type="boolean" default="false"/>

		<var name="alternative_goal" type="object"/>		

	<!-- Ai avoidance -->
		<var name="try_to_avoid" type="boolean" default="false" />
		<var name="collision_unit" type="object"/>
		<var name="pushed_move_target" type="object"/>
		<var name="second_target" type="object"/>
		<var name="last_shot_time" type="number" default="0" />

	<!-- Detect bonus -->
		<var name="detect_sight_multiplier" type="number" default="1"/>		


		
	</block>
</stats_blocks>
