A u t o T e s t . i n i   2  [TestOrder]
1=1-Medical
2=1-Welcome
3=2-Fisheries
4=2-SubBay
5=3-Arcadia
6=3-Market
7=4-Recreation
8=5-Hephaestus
9=5-Ryan
10=6-Resi
11=6-Slums
12=7-Gauntlet
13=7-Science
14=7-BossFight

[Settings]
LookDuration=0.2
PositionSkip=10
MinFPS=30.0f
MinAverageFPS=30.0f

[CrashRecovery]

A n i m a t i o n . i n i   Ù  [Engine.AnimationKeywordManager]
StandardKeywords=Locomotion
StandardKeywords=Fidget
StandardKeywords=Walk
StandardKeywords=Run
StandardKeywords=Aggressive
StandardKeywords=Passive
StandardKeywords=Burning
StandardKeywords=Ceiling
StandardKeywords=MeleeThug
StandardKeywords=RangedAggressorSMG
StandardKeywords=RangedAggressorPistol
StandardKeywords=Grenadier
StandardKeywords=ReturnToVent
StandardKeywords=Guarding
StandardKeywords=Hungry
StandardKeywords=AimingWeapon
StandardKeywords=HeadTracking
StandardKeywords=DisallowHeadTracking
StandardKeywords=WaitingForProtector
StandardKeywords=SlowWalk
StandardKeywords=PointingToThreat
StandardKeywords=WaitingForGatherer
StandardKeywords=HandsOnHips
StandardKeywords=Tired
StandardKeywords=ArmsCrossed
StandardKeywords=Kneeling
StandardKeywords=ReactToEvent
StandardKeywords=CeilingCrawler
StandardKeywords=AttachedToBouncer
StandardKeywords=AttachedToSPF
StandardKeywords=CarryingGatherer
StandardKeywords=ReactToAttack
StandardKeywords=Assassin
StandardKeywords=NotForPlayerEscortedGatherer
StandardKeywords=Searching
StandardKeywords=SanderCohen
StandardKeywords=ReactToInsectSwarm
StandardKeywords=GoingToHealthStation
StandardKeywords=DecoyHuman
StandardKeywords=Mourning
StandardKeywords=SanderCohenSpeech

[Engine.AnimationChunkCacheSettings]
; These cache settings are for improving the performance of compressed
; animation sampling. The animation chunk cache stats can be dumped to the log
; using the LogAnimCacheStats command. The stats can be used to tweak these
; cache parameters for better efficiency. Refer to the Havok documentation for
; much more info about compression caching.
;
; IMPORTANT!! Do not change these unless you know what you're doing!
Pools=(NumBuckets=7,NumSlots=4,ChunkSize=2048)
Pools=(NumBuckets=5,NumSlots=4,ChunkSize=4096)
Pools=(NumBuckets=5,NumSlots=3,ChunkSize=6144)
Pools=(NumBuckets=5,NumSlots=3,ChunkSize=7168)
Pools=(NumBuckets=5,NumSlots=3,ChunkSize=8192)P h y s i c s . i n i   ê1  ;;
;;  Physics.ini
;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;;  MOMENTUM PARAMETERS FOR REACTIVE ACTORS
;;
;;  These parameters define the way that reactive actors will 
;;  behave in response to momentum imparted from weapons. The
;;  main point of this system is that actors should behave in
;;  a stable way regardless of the weapon used or the size of
;;  the actor. To make sure this happens the speed of all
;;  reactive actors is restricted to a maximum value. This is
;;  the 'MaximumSpeedOfAnyObject' parameter. No reactive
;;  actor can move faster than this speed when affected by a
;;  weapon. 
;;  
;;  Limiting the speed of reactive actors is not enough to 
;;  ensure their behavior is stable and does not result in 
;;  behavior that looks good. Heavier object should appear to
;;  be less affected than lighter object. Also, this system
;;  does not control how Havok object interact with one 
;;  another, only how weapons affect Havok objects. So a heavy
;;  object that collides with a light object is going to cause
;;  the light object to move with a much greater speed than the
;;  heavy object. This can result in unstable behavior, which
;;  we are trying to avoid. 
;;
;;  To limit the maximum speed of heavy object another restriction
;;  is introduced, this one is proportional to the mass of the
;;  reactive actor affected. We define a heavy object using the
;;  'ReferenceMass' parameter. In the following examples the
;;  parameter values used are:
;;      ReferenceMass = 1000 kg
;;      MaximumSpeedOfReferenceMass = 0.1 m/s
;;      MaximumSpeedOfAnyObject = 10 m/s
;; 'ReferenceMass' is currently set to 1000.0 kg, and actors of 
;;  this size cannot move faster than the speed defined by 
;;  'MaximumSpeedOfReferenceMass'. If an actors mass is 500kg, 
;;  its maximum speed is twice the value of  
;;  'MaximumSpeedOfReferenceMass', i.e. ( 1000.0kg / 500.0kg ) *
;;  MaximumSpeedOfReferenceMass. Similarly, if the actors has a
;;  mass of 100kg, its maximum speed is ( 1000 / 100 ) *
;;  MaximumSpeedOfReferenceMass, i.e. 10x faster than the reference
;;  mass. If the actor weights less than 10kg, this calculation
;;  gives a value that is greater than 10m/s, however this is
;;  larger than 'MaximumSpeedOfAnyObject', so we use the smaller
;;  of the two values, i.e. no object smaller than 10kg can move
;;  faster than 10m/s.
;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ReactiveActor]
ReferenceMass=1000.0f
MaximumSpeedOfReferenceMass=0.75f
MaximumSpeedOfAnyObject=30.0f

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;;  MOMENTUM PARAMETERS FOR AI (MESHES)
;;
;;  These parameters define the way that bioshock AI will 
;;  respond to momentum imparted from weapons. The parameters
;;  are defined with respect to the AIs mesh. E.g. two aggressors
;;  with different meshes will respond to ammo impact according
;;  to the meshes they are using. When the follow description 
;;  mentions "AI", think "the mesh of the AI".
;;
;;  As with reactive actors (see above), the speed of the AI is 
;;  restricted to ensure that they remain stable. 'MaxDamageReactionSpeed' 
;;  defines the maximum speed that a given AI can move in response 
;;  to an impulse imparted by a weapon.
;;
;;  The momentum imparted by a weapon is defined by its 
;;  'MomentumScale' parameter (see 'Weapons.ini' file). The 
;;  'MomentumScale' is typically a number between 1 and 10,
;;  where 1 is weak and 10 is powerful. The 'BaseDamageReactionSpeed'
;;  parameter defines how fast an AI will move in response
;;  to a weapon with a 'MomentumScale' of 1. The 'MomentumScale'
;;  multiplies the 'BaseDamageReactionSpeed' to determine how
;;  much the AI responds to the impact. The actual reaction
;;  speed is the smaller of MomentumScale * BaseDamageReactionSpeed
;;  and MaxDamageReactionSpeed. So the reaction speed is
;;  never greater than MaxDamageReactionSpeed.
;;
;;  (NOTE: All parameter values are in metres-per-second.)
;;
;;
;;  Added 10/11/2006
;;  There are three new parameters added to each of the
;;  meshes: MinimumCollisionVelocity, CollisionDamageRatio, and
;;  SkeletalMass. These parameters define how much damage an AI
;;  will take from an object thrown with telekinesis.
;;
;;  SkeletalMass: This is just a number that represents the mass
;;  of the AI. It is not related to the mass of the bones in the
;;  AIs ragdoll, so collision damage can be tuned without being
;;  affected by changes in the ragdoll. The mass is roughly in
;;  kilograms.
;;
;;  MinimumCollisionVelocity: This is a threshold based on the
;;  concept of a 'collision velocity.' The collision velocity is the
;;  velocity that the AI would get from a collision if all of the
;;  momentum was transfered from the thrown object to the AI. This 
;;  amount depends on the mass of the object that is thrown and the
;;  mass of the AI, and means that the collision velocity of two
;;  objects moving at the same speed will be different if their
;;  masses are different. Similarly, an object thrown at different
;;  AI will affect the AI differently if their masses are different.
;;  So, for instance, the gatherer will be more affected than a
;;  protector would because she has much less mass. The 
;;  MinimumCollisionVelocity is a threshold that an object must
;;  exceed before it can do any damage. 
;;
;;  CollisionDamageRatio: This parameter controls how the collision
;;  velocity (see above) is translated into damage. The damage imparted
;;  to an AI is CollisionDamageRatio * ( CollisionVelocity - 
;;  MinimumCollisionVelocity ). So, the larger the CollisionDamageRatio,
;;  the greater the damage done to the AI. This can be thought of as
;;  how sensitive the AI is to damage from thrown objects.
;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; defaults for meshes not specifically overridden below
[MeshDefaults]
BaseDamageReactionSpeed=3.0f
MaxDamageReactionSpeed=50.0f
MinimumCollisionVelocity=0.0f
CollisionDamageRatio=2.0f
SkeletalMass=100.0f

;; Telekinesis specific collision parameters
TelekinesisCollisionDamageRatio=2.0f
TelekinesisMinimumCollisionVelocity=0.0f
TelekinesisCollisionDamageMaximum=1500.0f

;; Springboard trap specific collision parameters
SpringBoardTrapCollisionDamageRatio=2.0f
SpringBoardTrapMinimumCollisionVelocity=0.0f

;; Airblast specific collision parameters
AirBlastCollisionDamageRatio=2.0f
AirBlastMinimumCollisionVelocity=0.0f

FallingCollisionMinimumHitVelocity=4.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f

; defaults for ragdoll bone rigid bodies (NOT the constraints)
RagdollAngularDamping=0.5
RagdollLinearDamping=0.5
RagdollFriction=0.5

[Atlas]
BaseDamageReactionSpeed=3.0f
MaxDamageReactionSpeed=50.0f
MinimumCollisionVelocity=0.0f
FallingCollisionMinimumHitVelocity=4.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f
CollisionDamageRatio=1.0f
SkeletalMass=100.0f


;All aggressors use this entry
[AggressorBabyJane]
BaseDamageReactionSpeed=8.0f
MaxDamageReactionSpeed=50.0f
FallingCollisionMinimumHitVelocity=4.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f
MinimumCollisionVelocity=0.0f
CollisionDamageRatio=1.0f
TelekinesisCollisionDamageRatio=5.5f
SpringBoardTrapCollisionDamageRatio=7.0f
AirBlastCollisionDamageRatio=4.5f
SkeletalMass=100.0f


[GathererGirl]
BaseDamageReactionSpeed=5.0f
MaxDamageReactionSpeed=50.0f
FallingCollisionMinimumHitVelocity=4.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f
MinimumCollisionVelocity=0.0f
CollisionDamageRatio=1.000f
SkeletalMass=50.0f

[ProtectorBouncer]
BaseDamageReactionSpeed=5.0f
MaxDamageReactionSpeed=15.0f
FallingCollisionMinimumHitVelocity=2.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f
MinimumCollisionVelocity=0.0f
CollisionDamageRatio=1.0f
TelekinesisCollisionDamageRatio=15f
TelekinesisCollisionDamageMaximum=350.0f
SpringBoardTrapCollisionDamageRatio=2.0f
SkeletalMass=250.0f
; more friction on protectors so they seem heavier when dead
RagdollFriction=1

[NewProtectorBouncer]
BaseDamageReactionSpeed=5.0f
MaxDamageReactionSpeed=15.0f
FallingCollisionMinimumHitVelocity=2.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f
MinimumCollisionVelocity=0.0f
CollisionDamageRatio=2.0f
TelekinesisCollisionDamageRatio=15f
TelekinesisCollisionDamageMaximum=350.0f
SpringBoardTrapCollisionDamageRatio=2.0f
SkeletalMass=250.0f
; more friction on protectors so they seem heavier when dead
RagdollFriction=1

[ProtectorRosie]
BaseDamageReactionSpeed=5.0f
MaxDamageReactionSpeed=15.0f
FallingCollisionMinimumHitVelocity=2.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f
MinimumCollisionVelocity=0.0f
CollisionDamageRatio=2.0f
TelekinesisCollisionDamageRatio=15f
TelekinesisCollisionDamageMaximum=350.0f
SpringBoardTrapCollisionDamageRatio=2.0f
SkeletalMass=250.0f
; more friction on protectors so they seem heavier when dead
RagdollFriction=1

[SecurityBot]
BaseDamageReactionSpeed=2.8f
MaxDamageReactionSpeed=50.0f
FallingCollisionMinimumHitVelocity=4.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f
MinimumCollisionVelocity=0.0f
CollisionDamageRatio=1.000f
TelekinesisCollisionDamageRatio=6.0f
SpringBoardTrapCollisionDamageRatio=7.0f
AirBlastCollisionDamageRatio=4.5f
SkeletalMass=70.0f

[TurretFlameThrower]
BaseDamageReactionSpeed=3.0f
MaxDamageReactionSpeed=15.0f
FallingCollisionMinimumHitVelocity=4.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f
MinimumCollisionVelocity=0.0f
TelekinesisCollisionDamageRatio=4.0f
CollisionDamageRatio=1.000f
SkeletalMass=100.0f

[TurretMachineGun]
BaseDamageReactionSpeed=3.0f
MaxDamageReactionSpeed=20.0f
FallingCollisionMinimumHitVelocity=4.0f
FallingCollisionMaximumReTriggerPeriod=1.0f
FallingCollisionLODRadius=3000.0f
MinimumCollisionVelocity=0.0f
CollisionDamageRatio=1.000f
TelekinesisCollisionDamageRatio=4.0f
SkeletalMass=100.0f


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;;  Character Proxy Physics
;;
;;  A character proxy is the invisible "shell" around AIs and the
;;  player that push physics objects out of the way when they penetrate
;;  the shell. This behavior is different from object-object 
;;  physical interactions because forces are constantly applied 
;;  by the proxy until the objects exit the shell (as opposed to
;;  the instantaneous momentum transfer that happens in a normal
;;  rigidbody-rigidbody physics interaction).
;;
;;  Proxies need to impart momentum to reactive actors to prevent 
;;  interpenetration. However, because the way in which character
;;  proxies impart force is different from the way weapons do it,
;;  the values set for MomentumScale, ReferenceMass, and the other
;;  variables below will be much different for the weapon-related
;;  values (set above). The momentum imparted by character proxies
;;  is simply intended to prevent interpenetration of a reactive actor 
;;  with the proxy, so we only need to impart enough momentum to move 
;;  the reactive actor out of the proxy -- but not so much that the 
;;  actor is thrown around the level. 
;;
;;  To achieve this, the maximum resultant speed should be much LOWER
;;  than when the momentum is imparted by a weapon.
;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CharacterProxy]

; This is a player specific value for the player's character proxy and
; defines how much the player can push
PlayerHavokStrength=60000.0f

; This will be what the player's character proxy's mass will be set to
; Set to 0 for infinite mass
PlayerHavokMass=2000.0f

; To prevent the player from kicking objects lying on the ground, we 
; define a threshold height to filter out any low lying objects. There 
; are two thresholds: one for when the player is standing normally, 
; and one for when the player is crouching. The thresholds are defined 
; as fractions of the players total height. This means that if the player 
; height changes for any reason, these numbers should still remain valid. 
; The thresholds are measured from the bottom of the proxy. 
PlayerStandingTerrainThreshold=0.2
PlayerCrouchingTerrainThreshold=0.3

MomentumScale=0.5f
ReferenceMass=1000.0f
MaximumSpeedOfReferenceMass=0.1f
MaximumSpeedOfAnyObject=1.0f

B i n d i n g s . i n i   ¬  [Engine.BindingsManager]

;Movement Actions
ActionSetNames=MoveForward
ActionSetNames=MoveBackward
ActionSetNames=StrafeLeft
ActionSetNames=StrafeRight
ActionSetNames=Jump
ActionSetNames=Duck
ActionSetNames=Walking
ActionSetNames=KeyTurnLeft
ActionSetNames=KeyTurnRight
ActionSetNames=KeyLookUp
ActionSetNames=KeyLookDown

;Equipment 1
ActionSetNames=LaunchPCWeaponSelection
ActionSetNames=Reload
ActionSetNames=AmmoSelectionUp
ActionSetNames=AmmoSelectionDown
ActionSetNames=ZoomCycle
ActionSetNames=EquipWeapon1
ActionSetNames=EquipWeapon2
ActionSetNames=EquipWeapon3
ActionSetNames=EquipWeapon4
ActionSetNames=EquipWeapon5
ActionSetNames=EquipWeapon6
ActionSetNames=EquipWeapon7
ActionSetNames=EquipWeapon8

;Equipment 2
ActionSetNames=FireWeapon
ActionSetNames=SwitchWeaponsOrPlasmids
ActionSetNames=SwitchAndFireWeapon
ActionSetNames=SwitchAndFireAbility
ActionSetNames=NextWeaponOrPlasmid
ActionSetNames=PreviousWeaponOrPlasmid
ActionSetNames=EquipAbility1
ActionSetNames=EquipAbility2
ActionSetNames=EquipAbility3
ActionSetNames=EquipAbility4
ActionSetNames=EquipAbility5
ActionSetNames=EquipAbility6

;Misc
ActionSetNames=Hack
ActionSetNames=Use
ActionSetNames=MedHypo
ActionSetNames=PlayOldestUnreadLog
;ActionSetNames=ShowContextHelp
ActionSetNames=HintButtonAlias
;ActionSetNames=LaunchQuestsScreen
ActionSetNames=LaunchMapScreen
ActionSetNames=QuickSave
ActionSetNames=QuickLoad
;ActionSetNames=TakeScreenshot


;-------------------------------------------------------------------------
;-------------------------------------------------------------------------
; To change the order the ActionSetNames are displayed on the GUI 
; you only need to adjust the order on the lists of these above.
;-------------------------------------------------------------------------
;-------------------------------------------------------------------------

;ZoomCycle
;QuickEquipRight ??
;QuickEquipDown ??

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;	ActionSet definitions
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Movement Actions
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MoveForward]
CommandString=MoveForward
LocalizedCommandString="Move Forward"
CommandCategory=Movement

[MoveBackward]
CommandString=MoveBackward
LocalizedCommandString="Move Backward"
CommandCategory=Movement

[StrafeLeft]
CommandString=StrafeLeft
LocalizedCommandString="Strafe Left"
CommandCategory=Movement

[StrafeRight]
CommandString=StrafeRight
LocalizedCommandString="Strafe Right"
CommandCategory=Movement

[Jump]
CommandString=Jump
LocalizedCommandString="Jump"
CommandCategory=Movement

[Duck]
CommandString=Duck
LocalizedCommandString="Crouch"
CommandCategory=Movement

[Strafe]
CommandString=Strafe
LocalizedCommandString="Strafe"
CommandCategory=Movement

[KeyTurnLeft]
CommandString=KeyTurnLeft
LocalizedCommandString="Turn Left"
CommandCategory=Movement

[KeyTurnRight]
CommandString=KeyTurnRight
LocalizedCommandString="Turn Right"
CommandCategory=Movement

[KeyLookUp]
CommandString=KeyLookUp
LocalizedCommandString="Look Up"
CommandCategory=Movement

[KeyLookDown]
CommandString=KeyLookDown
LocalizedCommandString="Look Down"
CommandCategory=Movement

[Look]
CommandString=Look
LocalizedCommandString="Look"
CommandCategory=Movement



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Equipment 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[LaunchPCWeaponSelection]
CommandString=LaunchPCWeaponSelection
LocalizedCommandString="Weapon and Plasmid Selection"
CommandCategory=Equipment1

[Reload]
CommandString=Reload
LocalizedCommandString="Reload"
CommandCategory=Equipment1

[AmmoSelectionUp]
CommandString=AmmoSelectionUp
LocalizedCommandString="Next Ammo"
CommandCategory=Equipment1

[AmmoSelectionDown]
CommandString=AmmoSelectionDown
LocalizedCommandString="Previous Ammo"
CommandCategory=Equipment1

[ZoomCycle]
CommandString=ZoomCycle
LocalizedCommandString="Toggle Zoom"
CommandCategory=Equipment1

[EquipWeapon1]
CommandString=EquipWeapon1
LocalizedCommandString="Equip Weapon 1"
CommandCategory=Equipment1

[EquipWeapon2]
CommandString=EquipWeapon2
LocalizedCommandString="Equip Weapon 2"
CommandCategory=Equipment1

[EquipWeapon3]
CommandString=EquipWeapon3
LocalizedCommandString="Equip Weapon 3"
CommandCategory=Equipment1

[EquipWeapon4]
CommandString=EquipWeapon4
LocalizedCommandString="Equip Weapon 4"
CommandCategory=Equipment1

[EquipWeapon5]
CommandString=EquipWeapon5
LocalizedCommandString="Equip Weapon 5"
CommandCategory=Equipment1

[EquipWeapon6]
CommandString=EquipWeapon6
LocalizedCommandString="Equip Weapon 6"
CommandCategory=Equipment1

[EquipWeapon7]
CommandString=EquipWeapon7
LocalizedCommandString="Equip Weapon 7"
CommandCategory=Equipment1

[EquipWeapon8]
CommandString=EquipWeapon8
LocalizedCommandString="Equip Weapon 8"
CommandCategory=Equipment1



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Equipment 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[FireWeapon]
CommandString=Fire
LocalizedCommandString="Fire"
CommandCategory=Equipment2

[SwitchWeaponsOrPlasmids]
CommandString=SwitchWeaponsOrPlasmids
LocalizedCommandString="Switch between Weapons and Plasmids"
CommandCategory=Equipment2

[SwitchAndFireWeapon]
CommandString=SwitchAndFireWeapon
LocalizedCommandString="Switch to and Fire Weapon"
CommandCategory=Equipment2

[SwitchAndFireAbility]
CommandString=SwitchAndFireAbility
LocalizedCommandString="Switch to and Fire Plasmid"
CommandCategory=Equipment2

[NextWeaponOrPlasmid]
CommandString=NextWeaponOrPlasmid
LocalizedCommandString="Next Weapon/Plasmid"
CommandCategory=Equipment2

[PreviousWeaponOrPlasmid]
CommandString=PreviousWeaponOrPlasmid
LocalizedCommandString="Previous Weapon/Plasmid"
CommandCategory=Equipment2

[EquipAbility1]
CommandString=EquipAbility1
LocalizedCommandString="Equip Plasmid 1"
CommandCategory=Equipment2

[EquipAbility2]
CommandString=EquipAbility2
LocalizedCommandString="Equip Plasmid 2"
CommandCategory=Equipment2

[EquipAbility3]
CommandString=EquipAbility3
LocalizedCommandString="Equip Plasmid 3"
CommandCategory=Equipment2

[EquipAbility4]
CommandString=EquipAbility4
LocalizedCommandString="Equip Plasmid 4"
CommandCategory=Equipment2

[EquipAbility5]
CommandString=EquipAbility5
LocalizedCommandString="Equip Plasmid 5"
CommandCategory=Equipment2

[EquipAbility6]
CommandString=EquipAbility6
LocalizedCommandString="Equip Plasmid 6"
CommandCategory=Equipment2


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Misc
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Hack]
CommandString=Hack
LocalizedCommandString="Hack"
CommandCategory=Misc

[Use]
CommandString=Use
LocalizedCommandString="Use"
CommandCategory=Misc

[MedHypo]
CommandString=MedHypo
LocalizedCommandString="First Aid"
CommandCategory=Misc

[PlayOldestUnreadLog]
CommandString=PlayOldestUnreadLog
LocalizedCommandString="Play Newest Unread Diary"
CommandCategory=Misc

;[ShowContextHelp]
;CommandString=ShowContextHelp
;LocalizedCommandString="Help"
;CommandCategory=Misc

[HintButtonAlias]
CommandString=HintButtonAlias
LocalizedCommandString="Hints"
CommandCategory=Misc

;[LaunchQuestsScreen]
;CommandString=LaunchQuestsScreen
;LocalizedCommandString="Goals"
;CommandCategory=Misc

[LaunchMapScreen]
CommandString=ShowContextHelp
LocalizedCommandString="Map / Goals / Messages / Help"
CommandCategory=Misc

[QuickSave]
CommandString=QuickSave
LocalizedCommandString="Quick Save"
CommandCategory=Misc

[QuickLoad]
CommandString=QuickLoad
LocalizedCommandString="Quick Load"
CommandCategory=Misc

R e s o u r c e L i m i t s . i n i   
&  ; NOTE: resource limits are in megabytes

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Console]

;; Console (XBox360, PS3) specific settings

;; StreamingDynamicFloatingLimit: 
;; If this is a positive number, then instead of using the fixed per-level
;; limits, the StreamingDynamic resource will use as much memory as is 
;; available as long as the total memory allocated by the game is less than
;; the specified number. In other words, StreamingDynamic will grow and 
;; shrink to fit to the available memory instead of being locked to a fixed
;; budget
StreamingDynamicFloatingLimit=500

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[StreamingDuringSaveLoad]

; How many MB of streaming data is freed before loading a savegame into the 
; same map, or saving the game in any map.
; 
; NOTE: SeekFree needs to free less than non-seek-free when loading because 
; it doesn't reload resident sound data.
; 
StreamingMegaBytesFreedBeforeSave_SeekFree=20
StreamingMegaBytesFreedBeforeSave=20
StreamingMegaBytesFreedBeforeLoad_SeekFree=30
StreamingMegaBytesFreedBeforeLoad=85


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ArtResourceLimitsByLevel]

;; Art resource limits by level: if these are set to non-zero for a 
;; particular level, the notion of art assets being "over limit" ignores
;; the per-asset limits set in each [LevelName] section, and instead 
;; only warns if the sum of all the art asset resources exceeds the limit
;; specified in the section below.

Default=175
0-LightHouse=180
1-Welcome=172
1-Medical=175
2-Fisheries=170
2-SubBay=172
3-Arcadia=172
3-Market=172
4-Recreation=169
5-Hephaestus=171
5-Ryan=175
6-Resi=171
6-Slums=171
7-BossFight=175
7-Gauntlet=175
7-Science=171

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;; Per-level resource limit settings
;;
;; You can override the DefaultLimits for a specific label by specifying 
;; the specific limits you want to override in a section with the same 
;; name as the Label of the LevelProperties.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[DefaultLimits]

TotalMemory=506
PersistentLevelData=10
StreamingResident=10.6
StreamingDynamic=70
Texture=21
Lighting=13
StaticMesh=35
SkeletalMesh=9
Animation=24
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=2
Audio=45
MemStack=3
Emitters=2
Projectors=2
Cubemap Probes=2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[0-LightHouse]

TotalMemory=506
PersistentLevelData=10
StreamingResident=8
StreamingDynamic=112
Texture=35
Lighting=5
StaticMesh=25
SkeletalMesh=7
Animation=24
RenderTarget=20.2
Misc=0
DynamicBuffer=9.5
Flash=10
Level=1.5
Audio=45
MemStack=6.5
Emitters=3
Projectors=2
Cubemap Probes=3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[1-Welcome]

TotalMemory=506
PersistentLevelData=10
StreamingResident=11.6
StreamingDynamic=95.0
Texture=21.8
Lighting=11
StaticMesh=34
SkeletalMesh=10.7
Animation=21.4
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=2
Audio=45
MemStack=2
Emitters=1.5
Projectors=2.1
Cubemap Probes=5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[1-Medical]

; note; 2 mgs stolen from streaming for env for ms build

TotalMemory=506
PersistentLevelData=10.0
StreamingResident=12.2
StreamingDynamic=87
Texture=22.0
Lighting=11.5
StaticMesh=28.5
SkeletalMesh=8.6
Animation=24
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=2.7
Audio=45
MemStack=6.5
Emitters=1.1
Projectors=5.1
Cubemap Probes=5.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[2-Fisheries]

; note 5 megs stolen from streaming 

TotalMemory=506
PersistentLevelData=10
StreamingResident=12.6
StreamingDynamic=80
Texture=21.7
Lighting=12.3
StaticMesh=33
SkeletalMesh=8
Animation=25
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=3.1
Audio=45
MemStack=2
Emitters=1
Projectors=2
Cubemap Probes=3.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[2-SubBay]

TotalMemory=506
PersistentLevelData=10
StreamingResident=10.6
StreamingDynamic=100
Texture=21
Lighting=13
StaticMesh=35
SkeletalMesh=9
Animation=24
RenderTarget=20.2
Misc=0
DynamicBuffer=9.5
Flash=10
Level=2
Audio=45
MemStack=5
Emitters=3
Projectors=2
Cubemap Probes=4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[3-Arcadia]

TotalMemory=506
PersistentLevelData=10
StreamingResident=12.1
StreamingDynamic=83
Texture=23.5
Lighting=11
StaticMesh=32
SkeletalMesh=10
Animation=23
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=2
Audio=45
MemStack=2
Emitters=1.5
Projectors=2
Cubemap Probes=3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[3-Market]

TotalMemory=506
PersistentLevelData=10
StreamingResident=10.6
StreamingDynamic=88
Texture=24
Lighting=10
StaticMesh=35
SkeletalMesh=8.5
Animation=22.5
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=2
Audio=45
MemStack=2.5
Emitters=1
Projectors=2
Cubemap Probes=2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[4-Recreation]

TotalMemory=506
PersistentLevelData=10
StreamingResident=14
StreamingDynamic=80
Texture=22
Lighting=11
StaticMesh=31
SkeletalMesh=10
Animation=21
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=2.6
Audio=45
MemStack=2.8
Emitters=2
Projectors=2
Cubemap Probes=3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[5-Hephaestus]

; borrowed 1 from streaming for env  for ms

TotalMemory=506
PersistentLevelData=10
StreamingResident=10.4
StreamingDynamic=90
Texture=21.7
Lighting=13.8
StaticMesh=29
SkeletalMesh=11.6
Animation=20.4
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=3.2
Audio=45
MemStack=3
Emitters=2
Projectors=3.5
Cubemap Probes=2.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[6-Resi]

TotalMemory=506
PersistentLevelData=10
StreamingResident=12
StreamingDynamic=82
Texture=21.8
Lighting=13
StaticMesh=30
SkeletalMesh=9
Animation=22
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=3
Audio=45
MemStack=3
Emitters=2
Projectors=3.8
Cubemap Probes=2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[6-Slums]

TotalMemory=506
PersistentLevelData=10
StreamingResident=12.4
StreamingDynamic=85
Texture=23.2
Lighting=10
StaticMesh=32
SkeletalMesh=9
Animation=24
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=2
Audio=45
MemStack=3
Emitters=2
Projectors=4
Cubemap Probes=3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[7-BossFight]

TotalMemory=506
PersistentLevelData=10
StreamingResident=10.6
StreamingDynamic=100
Texture=21
Lighting=13
StaticMesh=35
SkeletalMesh=10
Animation=21
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=2
Audio=45
MemStack=3
Emitters=2
Projectors=2
Cubemap Probes=2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[7-Gauntlet]

TotalMemory=506
PersistentLevelData=10
StreamingResident=10.6
StreamingDynamic=100
Texture=22
Lighting=11
StaticMesh=26.5
SkeletalMesh=9
Animation=29
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=2
Audio=45
MemStack=3
Emitters=2
Projectors=3.5
Cubemap Probes=3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[7-Science]

; borrowed 1 meg for animation and level for milestone 

TotalMemory=506
PersistentLevelData=10
StreamingResident=11.8
StreamingDynamic=82
Texture=22
Lighting=12
StaticMesh=32
SkeletalMesh=8.5
Animation=22.6
RenderTarget=20.2
Misc=0
DynamicBuffer=8.8
Flash=10
Level=3.2
Audio=45
MemStack=2.5
Emitters=2
Projectors=2
Cubemap Probes=3


; ************************************************************************
; ************************************************************************
;
;            ONLY OBSOLETE CONTENT BELOW THIS POINT
; 
; ************************************************************************
; ************************************************************************

W e a p o n s . i n i   À· ###########################################################################################
## Please note:  this file has been reorganized so that weapons and ammo are grouped      #
## together under their owners.  For instance, grenade launcher ammos are found directly  #
## beneath the grenade launcher, and CeilingCrawlerMeleeHandWeapon is found next to       #
## CeilingCrawlerMeleeHandWeaponAmmo.  The Table of Contents below shows the relative     # 
## ordering of sections.                                                                  #
###########################################################################################

## WEAPONS.INI TABLE OF CONTENTS  

# 1. PLAYER WEAPONS & AMMO

# 2. MONSTER WEAPONS & AMMO 

# 3. STIMULI SETS

# 4. DAMAGE RESISTANCE SETS

# 5. Weapon Bases 
#		[ShockGame.Weapon]

# 6. Ammunition Bases & Hierarchy
#		[ShockGame.Ammunition]
#		[ShockGame.MeleeAmmo]
#		[ShockGame.RadialAmmo]
#		[ShockGame.TraceAmmo]
#		[ShockGame.ProjectileAmmo]
#		[ShockGame.ExplosiveProjectileAmmo]
#		[ShockGame.StickyProjectileAmmo]

# 7. Projectile Data & Hierarchy
#		[ShockGame.ShockProjectile]
#		[ShockAI.CeilingCrawlerRangedWeaponProjectile]
#		[ShockAI.GrenadierGrenadeWeaponProjectile]
#		[ShockDesignerClasses.FireBallProjectile]
#		[ShockDesignerClasses.TurretFragGrenadeProjectile]
#		[ShockDesignerClasses.FragGrenadeProjectile]
#		[ShockDesignerClasses.CrossbowBoltProjectile]


# 8. WEAPON UPGRADE DATA




; PLAYER WEAPONS & AMMO ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; (Chance to Crit = %)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wrench
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.Wrench]
;weapon model
StaticWeaponModel=StaticMesh'WP_Wrench.WP_WrenchMesh'
WeaponModel=None
FriendlyName=Wrench

;Disable keyframed rigid body physics until we figure out the right way of doing this
EnableWrenchPhysics=false

; Bone to which to attach weapon
AttachBone=Wrench

;Ammo definitions
AvailableAmmoTypes=class'ShockGame.WrenchAmmo'
DefaultAmmoSelection=class'ShockGame.WrenchAmmo'

;Core weapon stats
BaseMagazineSize=10
BaseAccuracy=0
BaseReloadRate=1.0
BaseFireRate=1.0


;attachments (weapon Mods)
;AltFireModAttachmentClass=<classOfAttachment>
;StrictlySuperiorModAttachmentClass=<classOfAttachment>

;attachment locations for the weapon mods
;AltFireModAttachmentSocket=<socketName>
;StrictlySuperiorModAttachmentSocket=<socketName>

;Animation definitions
;UseAbilityAnimation=PlasmidFireWrench

;IdlingAnim=<animationName>
;IdlingUnProminentHandsAnim=FidgetSlapWrench
;IdlingUnProminentAnim=<animationName>


IdlingHandsAnim=FidgetWrench
IdlingHandsAnimWeight=100

IdlingHandsAnim=FidgetSlapWrench
IdlingHandsAnimWeight=50


;EquippingHolderAnim=<animationName>
EquippingHandsAnim=EquipWrench
;EquippingAnim=<animationName>

;UnEquippingHolderAnim=<animationName>
UnEquippingHandsAnim=None
;UnEquippingAnim=<animationName>


FiringHandsAnim=(AnimationName=Swing_A_Wrench,minAnimRate=0.0,maxAnimRate=100.0)
FiringHandsAnim=(AnimationName=Swing_B_Wrench,minAnimRate=0.0,maxAnimRate=100.0)

;LoopFiringHandsAnim=(AnimationName=none,minAnimRate=0.0,maxAnimRate=100.0)
;FinishFiringHandsAnim=(AnimationName=none,minAnimRate=0.0,maxAnimRate=100.0)
WaitForFireReleaseTrigger=false

EffectiveMagicBulletDistance=0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wrench Ammunition
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.WrenchAmmo]
FriendlyName= 
DamageStimuliSetName=WrenchAmmoStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
TraceDistance=220 ; This is the value used to trace to screen center, to complement the phantom
TraceExtents=(X=0,Y=0,Z=0)
ShockedDamage_PercentBonus=4.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PISTOL 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.Pistol]
;weapon model
WeaponModel=SkeletalMesh'WP_Pistol.WP_PistolMesh'
FriendlyName=Pistol

; Bone to which to attach weapon
AttachBone=Pistol

;Bone to which the ammo model gets attached
AmmunitionModelSocket=AmmoDummySocket

; Can this weapon queue up to fire again while firing
CanPendingFire=true

; How long to wait before allowing pending fire
PendingFireDelayTime=.2


;Ammo definitions
AvailableAmmoTypes=Class'ShockGame.Pistol_Bullet'
AvailableAmmoTypes=Class'ShockGame.Pistol_ArmorPiercing'
AvailableAmmoTypes=Class'ShockGame.Pistol_AntiPersonnel'
DefaultAmmoSelection=class'ShockGame.Pistol_Bullet'

;Core weapon stats
BaseMagazineSize=6
BaseAccuracy=0.5
BaseReloadRate=1.0000
BaseFireRate=1.0000

;FX
OnFiredEffects=(EmitterClass=class'FXClass.Pistol_MuzzleFX', LightClass=class'FXClass.DynamicLightMuzzleFlash', AttachmentBone=Muzzle, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
;OnFiredEffects=(EmitterClass=class'FXClass.Pistol_MuzzleFXsmoke', AttachmentBone=Muzzle, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)

;upgradeable weapon stats
;UpgradeStatName=PistolUpgrade_ArmorPiercingAmmoUpgrade
;UpgradeStatName=PistolUpgrade_AntipersonnelAmmoUpgrade
;UpgradeStatName=PistolUpgrade_ReloadTime
;UpgradeStatName=PistolUpgrade_RateOfFire
UpgradeStatName=PistolUpgrade_MagazineSize
UpgradeStatName=PistolUpgrade_Damage


;attachments (weapon Mods)
AltFireModAttachmentClass=class'WeaponUpgradeClasses.PI_UpgradeA'
StrictlySuperiorModAttachmentClass=class'WeaponUpgradeClasses.PI_UpgradeB'
StrictlySuperiorModAttachmentTwoClass=class'WeaponUpgradeClasses.PI_UpgradeBalt'

;attachment locations for the weapon mods
AltFireModAttachmentSocket=upgradeA
StrictlySuperiorModAttachmentSocket=upgradeB
StrictlySuperiorModAttachmentTwoSocket=upgradeBalt

AltFireModStatName=MagazineSize

;Animation definitions

DefaultUseAbilityAnimation=FirePlasmidPistol
;PerAbilityAnimation=(AbilityName=Fireball,UseAbilityAnimation=XXXXX)
;PerAbilityAnimation=(AbilityName=TelekinesisGrab,UseAbilityAnimation=YYYYY)
;PerAbilityAnimation=(AbilityName=TelekinesisThrow,UseAbilityAnimation=ZZZZZ)

IdlingHandsAnim=FidgetPistol
IdlingHandsAnimWeight=100

;IdlingHandsAnim=xxx
;IdlingHandsAnimWeight=100

EmptyIdlingHandsAnim=EmptyFidgetPistol



CanBeZoomed=true

ZoomedFOVAngle=55
ZoomedForegroundFOVAngle=55

ZoomingInHandsAnim=ZoomingInPistol
ZoomingOutHandsAnim=ZoomingOutPistol
ZoomedIdlingHandsAnim=ZoomedInFidgetPistol

ZoomedFiringHandsAnim=(AnimationName=ZoomedInFireSinglePistol,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;EquippingHolderAnim=<animationName>
EquippingHandsAnim=EquipPistol
;EquippingAnim=<animationName>

;UnEquippingHolderAnim=<animationName>
UnEquippingHandsAnim=None
;UnEquippingAnim=<animationName>

;ReloadingEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponHandsAnim=(AnimationName=FastReloadPistol,minAnimRate=0.0,maxAnimRate=1.89)
ReloadingEmptyWeaponHandsAnim=(AnimationName=FastReloadPistol,minAnimRate=1.9,maxAnimRate=3.0)
ReloadingEmptyWeaponAnim=(AnimationName=FastReload,minAnimRate=0.0,maxAnimRate=1.89)
ReloadingEmptyWeaponAnim=(AnimationName=FastReload,minAnimRate=1.89,maxAnimRate=3.0)

;ReloadingNotEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponHandsAnim=(AnimationName=FastReloadPistol,minAnimRate=0.0,maxAnimRate=1.89)
ReloadingNotEmptyWeaponHandsAnim=(AnimationName=FastReloadPistol,minAnimRate=1.9,maxAnimRate=3.0)
ReloadingNotEmptyWeaponAnim=(AnimationName=FastReload,minAnimRate=0.0,maxAnimRate=1.89)
ReloadingNotEmptyWeaponAnim=(AnimationName=FastReload,minAnimRate=1.89,maxAnimRate=3.0)

;FiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringHandsAnim=(AnimationName=FireSinglePistol,minAnimRate=0.0,maxAnimRate=100.0)
FiringAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)

;FiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotHandsAnim=(AnimationName=FireSinglePistol,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)

;ZoomedFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotHandsAnim=(AnimationName=ZoomedInFireSinglePistol,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
AltFiringHandsAnim=(AnimationName=FireSinglePistol,minAnimRate=0.0,maxAnimRate=100.0)
AltFiringAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
AltFiringFinalShotHandsAnim=(AnimationName=FireSinglePistol,minAnimRate=0.0,maxAnimRate=100.0)
AltFiringFinalShotAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)

UsesAmmunition=True
MinTimeBetweenUsage=0.000000
MaxTimeBetweenUsage=0.000000
bHideWhileUnequipped=True
HavokDataClass=None

;venom
Magicbulletradius=0.065
Magicbulletchance=1
MouseMagicBulletRadius=.065
EffectiveMagicBulletDistance=1200

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Pistol Ammunition
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.Pistol_Bullet]
FriendlyName=Pistol Rounds
Description=These .38 caliber rounds for the pistol are a reliable way to deal damage to almost anything.
VisualAmmoModel=StaticMesh'WP_Pistol.PI_AmmoType'
DamageStimuliSetName=StandardBulletStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
NumTracesToFire=1
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)
MaximumStackSize=48
CreditValue=4.16


[ShockGame.Pistol_AntiPersonnel]
FriendlyName=Antipersonnel Pistol Rounds
Description=Inventable Item: 2 Rubber Hose, 3 Shell Casing, 1 Steel Screw\n\n .38 caliber antipersonnel rounds for the pistol.\n\nThese bullets are specially designed to neutralize non-armored targets -- like Splicers.
VisualAmmoModel=StaticMesh'WP_Pistol.PI_AmmoType'
DamageStimuliSetName=AntiPersonnelStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
NumTracesToFire=1
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)
MaximumStackSize=24
CreditValue=10.00

[ShockGame.Pistol_ArmorPiercing]
FriendlyName=Armor-piercing Pistol Rounds
Description=.38 cailber armor-piercing rounds for the pistol.\n\nThese bullets are particularly effective against metal or armored targets, like turrets, security bots and Big Daddies.
VisualAmmoModel=StaticMesh'WP_Pistol.PI_AmmoType'
DamageStimuliSetName=ArmorPiercingStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
NumTracesToFire=1
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)
MaximumStackSize=24
CreditValue=10.00





;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Shotgun
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.Shotgun]
;weapon model
WeaponModel=SkeletalMesh'WP_Shotgun.WP_ShotgunMesh'
FriendlyName=Shotgun
CreditValue=65

; Bone to which to attach weapon
AttachBone=Launcher

;Bone to which the ammo model gets attached
AmmunitionModelSocket=AmmoSocket

;Ammo definitions
AvailableAmmoTypes=Class'ShockGame.Shotgun_00Buck'
AvailableAmmoTypes=Class'ShockGame.Shotgun_IonicBuck'
AvailableAmmoTypes=Class'ShockGame.Shotgun_HighExplosiveBuck'
DefaultAmmoSelection=class'ShockGame.Shotgun_00Buck'

;FX
OnFiredEffects=(EmitterClass=class'FXClass.ShotgunMuzzleFX', LightClass=class'FXClass.DynamicLightMuzzleFlash', AttachmentBone=Muzzle, AmmoType=Shotgun_00Buck, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.Shotgun_MuzzleSmoke', AttachmentBone=ShellEject, AmmoType=Shotgun_00Buck, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.ShotgunMuzzleIon', LightClass=class'FXClass.DynamicLightMuzzleFlash', AttachmentBone=Muzzle, AmmoType=Shotgun_IonicBuck, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.Shotgun_MuzzleSmoke', AttachmentBone=ShellEject, AmmoType=Shotgun_IonicBuck, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.ShotgunMuzzleFX', LightClass=class'FXClass.DynamicLightMuzzleFlash', AttachmentBone=Muzzle, AmmoType=Shotgun_HighExplosiveBuck, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.Shotgun_MuzzleSmoke', AttachmentBone=ShellEject, AmmoType=Shotgun_HighExplosiveBuck, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.Shotgun_Steam', UpgradeType=US_BothUpgrades, AttachmentBone=SteamB, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.Shotgun_Steam', UpgradeType=US_AltFire, AttachmentBone=SteamB, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.Shotgun_Steam', UpgradeType=US_BothUpgrades, AttachmentBone=SteamC, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.Shotgun_Steam', UpgradeType=US_AltFire, AttachmentBone=SteamC, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.Shotgun_Steam', UpgradeType=US_BothUpgrades, AttachmentBone=SteamA, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.Shotgun_Steam', UpgradeType=US_AltFire, AttachmentBone=SteamA, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)



;Core weapon stats
BaseMagazineSize=4
BaseAccuracy=0
BaseReloadRate=1.0000
BaseFireRate=1.0000000

;upgradeable weapon stats
;UpgradeStatName=ShotgunUpgrade_HighExplosiveAmmoUpgrade
;UpgradeStatName=ShotgunUpgrade_IonicBuckAmmoUpgrade
;UpgradeStatName=ShotgunUpgrade_ReloadTime
UpgradeStatName=ShotgunUpgrade_RateOfFire
;UpgradeStatName=ShotgunUpgrade_MagazineSize
UpgradeStatName=ShotgunUpgrade_Damage

; Can this weapon queue up to fire again while firing
CanPendingFire=true

; How long to wait before allowing pending fire
PendingFireDelayTime=.2

;attachments (weapon Mods)
AltFireModAttachmentClass=class'WeaponUpgradeClasses.SG_UpgradeA'
StrictlySuperiorModAttachmentClass=class'WeaponUpgradeClasses.SG_UpgradeB'

;attachment locations for the weapon mods
AltFireModAttachmentSocket=UpgradeA
StrictlySuperiorModAttachmentSocket=UpgradeB

IdlingStrictlySuperiorAttachmentAnim=SG_UpgradeB_spin

AltFireModStatName=Damage


;Animation definitions

UseAbilityAnimation=FirePlasmidShotgun

IdlingHandsAnim=FidgetShotgun
IdlingHandsAnimWeight=100

EmptyIdlingHandsAnim=EmptyFidgetShotgun

;IdlingAnim=<animationName>
IdlingUnProminentHandsAnim=FidgetShotgun
;IdlingUnProminentAnim=<animationName>

;EquippingHolderAnim=<animationName>
EquippingHandsAnim=EquipShotgun
EquippingAnim=SingleFram

;UnEquippingHolderAnim=<animationName>
UnEquippingHandsAnim=None
;UnEquippingAnim=<animationName>

;ReloadingEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponHandsAnim=(AnimationName=ReloadShotgun_Start,minAnimRate=0.0,maxAnimRate=100.89)
;ReloadingEmptyWeaponHandsAnim=(AnimationName=ReloadShotgun_2Speed,minAnimRate=1.9,maxAnimRate=3.0)
ReloadingEmptyWeaponAnim=(AnimationName=SingleFrame,minAnimRate=0.0,maxAnimRate=100.89)
;ReloadingEmptyWeaponAnim=(AnimationName=FastReload,minAnimRate=1.89,maxAnimRate=3.0)

;ReloadingNotEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponHandsAnim=(AnimationName=ReloadShotgun_Start,minAnimRate=0.0,maxAnimRate=100.89)
;ReloadingNotEmptyWeaponHandsAnim=(AnimationName=ReloadShotgun_2Speed,minAnimRate=1.9,maxAnimRate=3.0)
ReloadingNotEmptyWeaponAnim=(AnimationName=SingleFrame,minAnimRate=0.0,maxAnimRate=100.89)
;ReloadingNotEmptyWeaponAnim=(AnimationName=FastReload,minAnimRate=1.89,maxAnimRate=3.0)

;ReloadingLoopAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingLoopStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingLoopHandsAnim=(AnimationName=ReloadShotgun_LOOP,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingLoopHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingLoopAnim=(AnimationName=Reload_Loop,minAnimRate=0.0,maxAnimRate=100.0)

;ReloadingFinishAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingFinishStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingFinishHandsAnim=(AnimationName=ReloadShotgun_End,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingFinishHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingFinishAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=100.0)

;FiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringHandsAnim=(AnimationName=FireShotgun,minAnimRate=0.0,maxAnimRate=1.9)
FiringHandsAnim=(AnimationName=FireShotgun_2Speed,minAnimRate=2.0,maxAnimRate=5.0)
FiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=1.9)
FiringAnim=(AnimationName=SingleFrame,minAnimRate=2.0,maxAnimRate=5.0)

;FiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotHandsAnim=(AnimationName=FireShotgun,minAnimRate=0.0,maxAnimRate=1.9)
FiringFinalShotHandsAnim=(AnimationName=FireShotgun_2Speed,minAnimRate=2.0,maxAnimRate=5.0)
FiringFinalShotAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=1.9)
FiringFinalShotAnim=(AnimationName=SingleFrame,minAnimRate=2.0,maxAnimRate=5.0)

;ZoomedFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotHandsAnim=(AnimationName=FireShotgun,minAnimRate=0.0,maxAnimRate=1.9)
;ZoomedFiringFinalShotHandsAnim=(AnimationName=FireShotgun_2Speed,minAnimRate=2.0,maxAnimRate=5.0)
;ZoomedFiringFinalShotAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

ShouldUseThreePartReloading=true
UsesAmmunition=True
MinTimeBetweenUsage=0.000000
MaxTimeBetweenUsage=0.000000
bHideWhileUnequipped=True
HavokDataClass=None

;venom
Magicbulletradius=0.15
Magicbulletchance=1
EffectiveMagicBulletDistance=1000

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Shotgun Ammunition
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.Shotgun_00Buck]
FriendlyName=00 Buck
Description=Standard buckshot for the shotgun.\n\nThis basic buckshot for the shotgun provides a devastating blast at short range.
VisualAmmoModel=StaticMesh'WP_Shotgun.shotgun_shell'
DamageStimuliSetName=Buck00StimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
NumTracesToFire=8
SpreadOfFire=(Yaw=5,Pitch=5,Roll=0)
MaximumStackSize=48
CreditValue=9
;HitspangDelayRange=(Min=0.1,Max=0.1)

[ShockGame.Shotgun_IonicBuck]
FriendlyName=Electric Buck
Description=Electric Buckshot for the shotgun.\n\nElectric buckshot is particularly effective against targets vulnerable to electricity.
VisualAmmoModel=StaticMesh'WP_Shotgun.shotgun_shell'
DamageStimuliSetName=IonicBuckStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
NumTracesToFire=8
SpreadOfFire=(Yaw=5,Pitch=5,Roll=0)
MaximumStackSize=24
CreditValue=12


[ShockGame.Shotgun_HighExplosiveBuck]
FriendlyName=Exploding Buck
Description=Inventable Item: 3 Kerosene, 2 Shell Casing, 1 Steel Screw\n\nExplosive buckshot for the shotgun.\n\nThis powerful buckshot explodes on contact with a target, dealing extra damage to all targets.
VisualAmmoModel=StaticMesh'WP_Shotgun.shotgun_shell'
DamageStimuliSetName=HighExplosiveBuckStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
NumTracesToFire=8
SpreadOfFire=(Yaw=5,Pitch=5,Roll=0)
MaximumStackSize=24
CreditValue=12





;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
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[ShockGame.Crossbow]
;weapon model
WeaponModel=SkeletalMesh'WP_Crossbow.WP_CrossbowMesh'
FriendlyName=Crossbow

; Bone to which to attach weapon
AttachBone=Crossbow

;Bone to which the ammo model gets attached
AmmunitionModelSocket=AmmoDummy

;Ammo definitions
AvailableAmmoTypes=class'ShockGame.Crossbow_Bolt'
AvailableAmmoTypes=class'ShockGame.Crossbow_SuperHeatedBolt'
;AvailableAmmoTypes=class'ShockGame.Crossbow_ArmorPiercingBolt'
;AvailableAmmoTypes=class'ShockGame.Crossbow_DiseaseBolt'
AvailableAmmoTypes=class'ShockGame.Crossbow_TrapBolt'
DefaultAmmoSelection=class'ShockGame.Crossbow_Bolt'

;Core weapon stats
BaseMagazineSize=5
BaseAccuracy=0
BaseReloadRate=1.0
BaseFireRate=1.0

;upgradeable weapon stats
;gradeStatName=CrossbowUpgrade_TrapBoltAmmoUpgrade
;gradeStatName=CrossbowUpgrade_DiseaseBoltAmmoUpgrade
;gradeStatName=CrossbowUpgrade_ArmorPiercingBoltAmmoUpgrade
;UpgradeStatName=CrossbowUpgrade_CritChance
;UpgradeStatName=CrossbowUpgrade_RateOfFire
UpgradeStatName=CrossbowUpgrade_BreakageChance
UpgradeStatName=CrossbowUpgrade_Damage

;attachments (weapon Mods)
AltFireModAttachmentClass=class'WeaponUpgradeClasses.XB_UpgradeB'
StrictlySuperiorModAttachmentClass=class'WeaponUpgradeClasses.XB_UpgradeA'

;attachment locations for the weapon mods
AltFireModAttachmentSocket=XB_UpgradeB
StrictlySuperiorModAttachmentSocket=XB_UpgradeA

IdlingAltFireAttachmentAnim=XB_UpgradeB_Anim

AltFireModStatName=Damage

;Animation definitions
UseAbilityAnimation=FirePlasmidCrossbow

IdlingHandsAnim=FidgetCrossbow
IdlingHandsAnimWeight=100
EmptyIdlingHandsAnim=EmptyFidgetCrossbow

CanBeZoomed=true

ZoomedFOVAngle=15
ZoomedForegroundFOVAngle=35

ZoomingInHandsAnim=ZoomingIn_Crossbow
ZoomingOutHandsAnim=ZoomingOut_Crossbow
ZoomedIdlingHandsAnim=ZoomedInFidget_Crossbow

ZoomedFiringHandsAnim=(AnimationName=ZoomedInFire_Crossbow,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;IdlingAnim=
IdlingUnProminentHandsAnim=FidgetCrossbow
;IdlingUnProminentAnim=<animationName>

;EquippingHolderAnim=<animationName>
EquippingHandsAnim=EquipCrossbow
;EquippingAnim=<animationName>

;UnEquippingHolderAnim=<animationName>
UnEquippingHandsAnim=None
;UnEquippingAnim=<animationName>

;ReloadingEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponHandsAnim=(AnimationName=ReloadCrossbow,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=100.0)

;ReloadingNotEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponHandsAnim=(AnimationName=ReloadCrossbow,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=100.0)

;FiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringHandsAnim=(AnimationName=FireCrossbow,minAnimRate=0.0,maxAnimRate=100.0)
FiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;FiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotHandsAnim=(AnimationName=FireCrossbow,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;ZoomedFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotHandsAnim=(AnimationName=FireCrossbow,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
AltFiringHandsAnim=(AnimationName=ZoomedInFire_Crossbow,minAnimRate=0.0,maxAnimRate=100.0)
AltFiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
AltFiringFinalShotHandsAnim=(AnimationName=FireCrossbow,minAnimRate=0.0,maxAnimRate=100.0)
AltFiringFinalShotAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

UsesAmmunition=True

MinTimeBetweenUsage=0.000000
MaxTimeBetweenUsage=0.000000
bHideWhileUnequipped=True
HavokDataClass=None

ZoomLevels=60.0
ZoomLevels=40.0
ZoomLevels=20.0
StartZoomingHandsAnim=(AnimationName=EquipCrossbow,minAnimRate=0.0,maxAnimRate=100.0)
CeaseZoomingHandsAnim=(AnimationName=UnequipCrossbow,minAnimRate=0.0,maxAnimRate=100.0)
ZoomOverlay=None
ZoomSpeed=10.0

;venom
Magicbulletradius=0.05
Magicbulletchance=1
EffectiveMagicBulletDistance=2000


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crossbow Ammunition
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.Crossbow_Bolt]
FriendlyName=Steel-Tip Bolt
Description=Steel-Tip Bolts for the crossbow.\n\nThese bolts fly true even at long ranges.
VisualAmmoModel=StaticMesh'WP_Crossbow.arrow_antipersonell'
VisualAmmoModelSkinOverride=Shader'WP_Crossbow.ammo_pickup_antipersonell_diffuse_shader'
DamageStimuliSetName=BoltStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.ProjectileDamageFactory'
ProjectileClass=Class'ShockDesignerClasses.CrossbowBoltProjectile'
InitialVelocity=6000
NumProjectilesToFire=1
SpreadAngleOfFire=0
MaximumStackSize=48
CreditValue=5.00
AttackRange=2000
VisibilityDelay=0.05



;[ShockGame.Crossbow_ArmorPiercingBolt]
;FriendlyName=Armor Piercing Bolt
;Description=Armor-piercing bolts for the crossbow
;VisualAmmoModel=StaticMesh'WP_Crossbow.arrow_antipersonell'
;DamageStimuliSetName=ArmorPiercingBoltStimuliSet
;ChanceToCrit=0.0
;RequiredNumSlotsToBeUnlocked=0
;NumRoundsUsedPerShot=1
;NumBurstShots=1
;DamageModel=Class'ShockGame.ProjectileDamageFactory'
;ProjectileClass=Class'ShockDesignerClasses.CrossbowBoltProjectile'
;InitialVelocity=3000
;NumProjectilesToFire=1
;SpreadAngleOfFire=0
;MaximumStackSize=12
;CreditValue=10
;AttackRange=2000

RequiredComponents=(ItemClass=class'ShockDesignerClasses.BatteryComponent', Amount=2)
RequiredComponents=(ItemClass=class'ShockDesignerClasses.GlueComponent', Amount=3)
RequiredComponents=(ItemClass=class'ShockDesignerClasses.AlcoholComponent', Amount=1)


[ShockGame.Crossbow_TrapBolt]
FriendlyName=Trap Bolt
Description=Inventable Item: 2 Battery, 3 Glue, 1 Alcohol\n\nTripwire bolts for the crossbow.\n\nThese ingenious bolts shoot out an electrified tripwire when fired into a wall.
VisualAmmoModel=StaticMesh'WP_Crossbow.arrow_antipersonell'
VisualAmmoModelSkinOverride=Shader'WP_Crossbow.ammo_pickup_trap_diffuse_shader'
DamageStimuliSetName=TrapBoltStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.ProjectileDamageFactory'
ProjectileClass=Class'ShockDesignerClasses.CrossbowTrapBoltProjectile'
InitialVelocity=3000
NumProjectilesToFire=1
SpreadAngleOfFire=0
MaximumStackSize=24
CreditValue=10
AttackRange=2000
VisibilityDelay=0.05

;[ShockGame.Crossbow_DiseaseBolt]
;FriendlyName=Disease Bolt
;VisualAmmoModel=StaticMesh'WP_Crossbow.arrow_antipersonell'
;DamageStimuliSetName=DiseaseBoltStimuliSet
;ChanceToCrit=0.0
;RequiredNumSlotsToBeUnlocked=0
;NumRoundsUsedPerShot=1
;NumBurstShots=1
;DamageModel=Class'ShockGame.ProjectileDamageFactory'
;ProjectileClass=Class'ShockDesignerClasses.CrossbowBoltProjectile'
;InitialVelocity=6000
;NumProjectilesToFire=1
;SpreadAngleOfFire=0
;MaximumStackSize=12
;CreditValue=5

[ShockGame.Crossbow_SuperHeatedBolt]
FriendlyName=Incendiary Bolt
Description=Incendiary Bolts for the crossbow.\n\nThese bolts are particularly effective against targets vulnerable to fire.
VisualAmmoModel=StaticMesh'WP_Crossbow.arrow_antipersonell'
VisualAmmoModelSkinOverride=Shader'WP_Crossbow.ammo_pickup_armorpiercing_shader'
DamageStimuliSetName=SuperHeatedBoltStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.ProjectileDamageFactory'
ProjectileClass=Class'ShockDesignerClasses.CrossbowSearingBoltProjectile'
InitialVelocity=6000
NumProjectilesToFire=1
SpreadAngleOfFire=0
MaximumStackSize=24
CreditValue=13.33
AttackRange=2000
VisibilityDelay=0.05






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; GrenadeLauncher
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.GrenadeLauncher]
;weapon model
WeaponModel=SkeletalMesh'WP_GrenadeLauncher.WP_GrenadeLauncherMesh'
FriendlyName=Grenade Launcher

; Bone to which to attach weapon
AttachBone=Launcher

;Bone to which the ammo model gets attached
AmmunitionModelSocket=AmmoDummySocket

;Ammo definitions
AvailableAmmoTypes=class'ShockGame.GrenadeLauncher_FragGrenade'
AvailableAmmoTypes=class'ShockGame.GrenadeLauncher_StickyGrenade'
;AvailableAmmoTypes=class'ShockGame.GrenadeLauncher_LiquidNitrogen'
AvailableAmmoTypes=class'ShockGame.GrenadeLauncher_RPG'
DefaultAmmoSelection=class'ShockGame.GrenadeLauncher_FragGrenade'

;Core weapon stats
BaseMagazineSize=6
BaseAccuracy=0
BaseReloadRate=1.0
BaseFireRate=1.0

;upgradeable weapon stats
;UpgradeStatName=GrenadeLauncherUpgrade_StickyGrenadeAmmoUpgrade
;UpgradeStatName=GrenadeLauncherUpgrade_LiquidNitrogenGrenadeAmmoUpgrade
;UpgradeStatName=GrenadeLauncherUpgrade_ReloadTime
;UpgradeStatName=GrenadeLauncherUpgrade_MagazineSize
;UpgradeStatName=GrenadeLauncherUpgrade_Range
UpgradeStatName=GrenadeLauncherUpgrade_Damage
UpgradeStatName=GrenadeLauncherUpgrade_Immunity

; Can this weapon queue up to fire again while firing
CanPendingFire=true

; How long to wait before allowing pending fire
PendingFireDelayTime=.2

;attachments (weapon Mods)
AltFireModAttachmentClass=class'WeaponUpgradeClasses.GL_UpgradeA'
StrictlySuperiorModAttachmentClass=class'WeaponUpgradeClasses.GL_UpgradeB'

;attachment locations for the weapon mods
AltFireModAttachmentSocket=upgradeA
StrictlySuperiorModAttachmentSocket=upgradeB

AltFireModStatName=Immunity

DefaultUseAbilityAnimation=FirePlasmid
PerAbilityAnimation=(AbilityName=SanctuaryAbility,UseAbilityAnimation=FirePlasmidSanctuaryLauncher)
PerAbilityAnimation=(AbilityName=FireballAbility,UseAbilityAnimation=FirePlasmidLauncher)
;PerAbilityAnimation=(AbilityName=TelekinesisGrab,UseAbilityAnimation=YYYYY)
;PerAbilityAnimation=(AbilityName=TelekinesisThrow,UseAbilityAnimation=ZZZZZ)

IdlingHandsAnim=FidgetLauncher
IdlingHandsAnimWeight=100

IdlingHandsAnim=FidgetLauncher_Accent_A
IdlingHandsAnimWeight=100

IdlingHandsAnim=FidgetLauncher_Accent_C
IdlingHandsAnimWeight=100

IdlingHandsAnim=FidgetLauncher_Accent_D
IdlingHandsAnimWeight=20

EmptyIdlingHandsAnim=EmptyFidgetLauncher

;IdlingAnim=<animationName>
IdlingUnProminentHandsAnim=FidgetPlasmidLauncher
;IdlingUnProminentAnim=<animationName>

;EquippingHolderAnim=<animationName>
EquippingHandsAnim=EquipLauncher
;EquippingAnim=<animationName>

;UnEquippingHolderAnim=<animationName>
UnEquippingHandsAnim=None
;UnEquippingAnim=<animationName>

;ReloadingEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponHandsAnim=(AnimationName=ReloadLauncher,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=100.0)

;ReloadingNotEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponHandsAnim=(AnimationName=ReloadLauncher,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=100.0)

;FiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringHandsAnim=(AnimationName=FireLauncher,minAnimRate=0.0,maxAnimRate=100.0)
FiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;FiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotHandsAnim=(AnimationName=FireLastLauncher,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotAnim=(AnimationName=FireLast,minAnimRate=0.0,maxAnimRate=100.0)

;ZoomedFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotHandsAnim=(AnimationName=FireLastLauncher,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotAnim=(AnimationName=FireLast,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)


UsesAmmunition=True

MinTimeBetweenUsage=0.000000
MaxTimeBetweenUsage=0.000000
bHideWhileUnequipped=True
HavokDataClass=None
;AvailableAmmoTypes=Class'ShockGame.GrenadeLauncher_StickyGrenade'
;AvailableAmmoTypes=Class'ShockGame.GrenadeLauncher_LiquidNitrogen'

;venom
;no magive bullet on grenades
;Magicbulletradius=0.1
;Magicbulletchance=1
EffectiveMagicBulletDistance=0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Grenade Launcher Ammunition
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.GrenadeLauncher_FragGrenade]
FriendlyName=Frag Grenade
Description=Fragmentation grenades for the grenade launcher.\n\nThese basic frag grenades are massively damaging, and have a significant blast radius.
VisualAmmoModel=StaticMesh'WP_GrenadeLauncher.Ammo_Pickup_Frag'
DamageStimuliSetName=FragGrenadeStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.ProjectileDamageFactory'
ProjectileClass=Class'ShockDesignerClasses.FragGrenadeProjectile'
InitialVelocity=2200
NumProjectilesToFire=1
SpreadAngleOfFire=0
FuseTime=1.5
InnerDamageRadius=500
OuterDamageRadius=650
ExplodeOnImpact=False
ExplodeOnPawnImpact=True
ExplodeNearOtherPawnsRadius=40
bShouldStartFuseOnImpact=True
TimeToArm=1
MaximumStackSize=12
CreditValue=20

[ShockGame.GrenadeLauncher_RPG]
FriendlyName=Heat-seeking RPG
Description=Inventable Item: 3 Distilled Water, 2 Kerosene, 1 Brass Tube\n\nHeat-seeking RPGs for the grenade launcher.\n\nThese homing missiles are the perfect solution for moving targets, delivering a devastating payload even around corners!
VisualAmmoModel=StaticMesh'WP_GrenadeLauncher.Ammo_Pickup_RPG'
DamageStimuliSetName=RPGStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.ProjectileDamageFactory'
ProjectileClass=Class'ShockDesignerClasses.RPGgrenadeProjectile'
InitialVelocity=1000
NumProjectilesToFire=1
SpreadAngleOfFire=0
FuseTime=30
InnerDamageRadius=500
OuterDamageRadius=650
ExplodeOnImpact=True
ExplodeOnPawnImpact=True
MaximumStackSize=6
CreditValue=20
VisibilityDelay=0.1

[ShockGame.GrenadeLauncher_StickyGrenade]
FriendlyName=Proximity Mine
Description=Proximity mines for the grenade launcher.\n\nThese are effectively used as land-mines, staying primed and ready until an unwitting victim walks too close.
VisualAmmoModel=StaticMesh'WP_GrenadeLauncher.Ammo_Pickup_StickyMineProx'
DamageStimuliSetName=StickyProxStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.ProjectileDamageFactory'
ProjectileClass=Class'ShockDesignerClasses.ProximityProjectile'
InitialVelocity=2200
NumProjectilesToFire=1
SpreadAngleOfFire=0
FuseTime=3600
InnerDamageRadius=500
OuterDamageRadius=650
ExplodeOnImpact=False
TimeToArm=1
MaximumStackSize=6
CreditValue=25




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ChemicalThrower
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.ChemicalThrower]
;weapon model
WeaponModel=SkeletalMesh'WP_ChemicalThrower.WP_ChemicalThrowerMesh'
FriendlyName=Chemical Thrower

; Bone to which to attach weapon
AttachBone=Chem

;Ammo definitions
AvailableAmmoTypes=class'ShockGame.ChemicalThrower_Kerosene'
AvailableAmmoTypes=class'ShockGame.ChemicalThrower_LiquidNitrogen'
AvailableAmmoTypes=class'ShockGame.ChemicalThrower_IonicGel'
DefaultAmmoSelection=class'ShockGame.ChemicalThrower_Kerosene'

;Core weapon stats
BaseMagazineSize=100
BaseAccuracy=0
BaseReloadRate=1.0
BaseFireRate=1.0
BaseAmmoConsumptionRate=0.05

; Can this weapon queue up to fire again while firing
CanPendingFire=true

; How long to wait before allowing pending fire
PendingFireDelayTime=.2

;upgradeable weapon stats
;UpgradeStatName=ChemicalThrowerUpgrade_MagazineSize
UpgradeStatName=ChemicalThrowerUpgrade_ConsumptionRate
UpgradeStatName=ChemicalThrowerUpgrade_Range
;UpgradeStatName=ChemicalThrowerUpgrade_ReloadTime
;UpgradeStatName=ChemicalThrowerUpgrade_IonicGelAmmoUpgrade
;UpgradeStatName=ChemicalThrowerUpgrade_LiquidNitrogenAmmoUpgrade

;attachments (weapon Mods)
AltFireModAttachmentClass=class'WeaponUpgradeClasses.CT_UpgradeA'
StrictlySuperiorModAttachmentClass=class'WeaponUpgradeClasses.CT_UpgradeB'

;attachment locations for the weapon mods
AltFireModAttachmentSocket=UpgradeA
StrictlySuperiorModAttachmentSocket=UpgradeB

AltFireModStatName=Range

;Animation definitions

UseAbilityAnimation=FirePlasmidChem

IdlingHandsAnim=FidgetChem
IdlingHandsAnimWeight=100

IdlingHandsAnim=FidgetChem_Accent_A
IdlingHandsAnimWeight=50

IdlingHandsAnim=FidgetChem_Accent_B
IdlingHandsAnimWeight=50

IdlingHandsAnim=FidgetChem_Accent_C
IdlingHandsAnimWeight=50

EmptyIdlingHandsAnim=EmptyFidgetChem

IdlingAnim=Fidget
IdlingUnProminentHandsAnim=FidgetChem
;IdlingUnProminentAnim=<animationName>

;EquippingHolderAnim=<animationName>
EquippingHandsAnim=EquipChem
;EquippingAnim=<animationName>

;UnEquippingHolderAnim=<animationName>
UnEquippingHandsAnim=None
;UnEquippingAnim=<animationName>

;ReloadingEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponHandsAnim=(AnimationName=ReloadChem,minAnimRate=0.0,maxAnimRate=1.89)
ReloadingEmptyWeaponHandsAnim=(AnimationName=ReloadChem,minAnimRate=1.9,maxAnimRate=3.0)
ReloadingEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=1.89)
ReloadingEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=1.89,maxAnimRate=3.0)

;ReloadingNotEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponHandsAnim=(AnimationName=ReloadChem,minAnimRate=0.0,maxAnimRate=1.89)
ReloadingNotEmptyWeaponHandsAnim=(AnimationName=ReloadChem,minAnimRate=1.9,maxAnimRate=3.0)
ReloadingNotEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=1.89)
ReloadingNotEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=1.89,maxAnimRate=3.0)

;FiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHandsAnim=(AnimationName=FireChem,minAnimRate=0.0,maxAnimRate=100.0)
;FiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;FiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotHandsAnim=(AnimationName=FireChem,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;ZoomedFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotHandsAnim=(AnimationName=FireChem,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)


UsesAmmunition=True
AmmunitionModelSocket=None
MinTimeBetweenUsage=0.000000
MaxTimeBetweenUsage=0.000000
bHideWhileUnequipped=True
HavokDataClass=None
DamageEmitterSocket=Muzzle

FiringAnim=(AnimationName=FireStart,minAnimRate=0.0,maxAnimRate=100.0)
FiringHandsAnim=(AnimationName=FireStartChem,minAnimRate=0.0,maxAnimRate=100.0)

LoopFiringAnim=(AnimationName=FireLoop,minAnimRate=0.0,maxAnimRate=100.0)
LoopFiringHandsAnim=(AnimationName=FireLoopChem,minAnimRate=0.0,maxAnimRate=100.0)

FinishFiringAnim=(AnimationName=FireEnd,minAnimRate=0.0,maxAnimRate=100.0)
FinishFiringHandsAnim=(AnimationName=FireEndChem,minAnimRate=0.0,maxAnimRate=100.0)

WaitForFireReleaseTrigger=true

EffectiveMagicBulletDistance=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Chemical Thrower Ammunition
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.ChemicalThrower_Kerosene]
FriendlyName=Napalm
Description=Napalm for the chemical thrower.\n\nNapalm is particularly effective against targets vulnerable to fire, and will set things on fire if continuously applied.
DamageStimuliSetName=KeroseneStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.EmitterDamageFactory'
EmitterClass=Class'FXClass.FlameThrower_Player'
HighPressureEmitterClass=Class'FXClass.FlameThrowerUp_Player'
MaximumStackSize=400
CreditValue=0.75

[ShockGame.ChemicalThrower_LiquidNitrogen]
FriendlyName=Liquid Nitrogen
Description=Liquid nitrogen for the chemical thrower.\n\nLiquid Nitrogen is particularly effective against targets vulnerable to cold, and will freeze creatures if continuously applied.
DamageStimuliSetName=ChemLiquidNitrogenStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.EmitterDamageFactory'
EmitterClass=Class'FXClass.LiquidNitrogen_Player'
HighPressureEmitterClass=Class'FXClass.LiquidNitrogenUp_Player'
MaximumStackSize=200
CreditValue=1.00

[ShockGame.ChemicalThrower_IonicGel]
FriendlyName=Electric Gel
Description=Inventable Item: 3 Distilled Water, 2 Battery, 1 Alcohol\n\nElectric Gel for the chemical thrower.\n\nElectric Gel deals electric damage to targets, and may send them into shocked convulsions.  Also good for temporarily disabling machines.
DamageStimuliSetName=IonicGelStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.EmitterDamageFactory'
EmitterClass=Class'FXClass.IonGel'
HighPressureEmitterClass=Class'FXClass.IonGelUp'
MaximumStackSize=200
CreditValue=1.25

;[ShockGame.ChemicalThrower_Accelerant]
;FriendlyName=Accelerant
;DamageStimuliSetName=
;ChanceToCrit=0.001
;RequiredNumSlotsToBeUnlocked=0
;NumRoundsUsedPerShot=1
;NumBurstShots=1
;DamageModel=Class'ShockGame.EmitterDamageFactory'
;EmitterClass=Class'ProgrammerTestClasses.TestAccelerantEmitter'
;HighPressureEmitterClass=Class'ProgrammerTestClasses.TestAccelerantEmitter'
;MaximumStackSize=800
;CreditValue=2.5







;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MachineGun
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.MachineGun]
;weapon model
WeaponModel=SkeletalMesh'WP_TommyGun.TommyGunMESH'
FriendlyName=Machine Gun

; Bone to which to attach weapon
AttachBone=TommyGun

;Bone to which the ammo model gets attached
AmmunitionModelSocket=AmmoDummySocket

;Ammo definitions
AvailableAmmoTypes=class'ShockGame.MachineGun_Bullet'
AvailableAmmoTypes=class'ShockGame.MachineGun_FrozenBullet'
AvailableAmmoTypes=class'ShockGame.MachineGun_ArmorPiercingBullet'
;AvailableAmmoTypes=class'ShockGame.MachineGun_RubberBullet'
DefaultAmmoSelection=class'ShockGame.MachineGun_Bullet'

;Core weapon stats
BaseMagazineSize=40
BaseAccuracy=1.9
BaseReloadRate=1.0
BaseFireRate=0.9

;Kickback Management
;InitialInaccuracyPercent is how much of the kickback animation is used on the first shot
;InaccuracyPenaltyPerRoundShot is what percent of the kickback animation is added for every shot you fire up to 1005 of the animation being played.
InitialInaccuracyPercent=0		
InaccuracyPenaltyPerRoundSpent=0.15	
	
;FX
OnFiredEffects=(EmitterClass=class'FXClass.MachineGun_MuzzleFX', LightClass=class'FXClass.DynamicLight_MuzzleMG', AmmoType=MachineGun_Bullet, AttachmentBone=Muzzle, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.MachineGun_MuzzleFX', LightClass=class'FXClass.DynamicLight_MuzzleMG', AmmoType=MachineGun_ArmorPiercingBullet, AttachmentBone=Muzzle, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.MachineGun_ColdMuzzleFX', LightClass=class'FXClass.DynamicLight_MuzzleMG', AmmoType=MachineGun_FrozenBullet, AttachmentBone=Muzzle, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.MG_ShellEject', AttachmentBone=ShellEject, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_SpawnParticle)

;Tracer
TracerStartBone=Muzzle
TracerEffects=(EmitterClass=class'FXClass.MG_Tracer', AmmoType=MachineGun_Bullet)
TracerEffects=(EmitterClass=class'FXClass.MG_Tracer', AmmoType=MachineGun_ArmorPiercingBullet)
TracerEffects=(EmitterClass=class'FXClass.MG_Tracer', AmmoType=MachineGun_FrozenBullet)

;upgradeable weapon stats
;UpgradeStatName=MachineGunUpgrade_MagazineSize
UpgradeStatName=MachineGunUpgrade_Damage
UpgradeStatName=MachineGunUpgrade_Kickback
;UpgradeStatName=MachineGunUpgrade_FrozenBulletAmmoUpgrade
;UpgradeStatName=MachineGunUpgrade_RubberBulletAmmoUpgrade

;attachments (weapon Mods)
AltFireModAttachmentClass=class'WeaponUpgradeClasses.TG_UpgradeA'
StrictlySuperiorModAttachmentClass=class'WeaponUpgradeClasses.TG_UpgradeB'
;StrictlySuperiorModAttachmentClass=class'WeaponUpgradeClasses.TG_UpgradeBalt'

;attachment locations for the weapon mods
AltFireModAttachmentSocket=upgradeA
StrictlySuperiorModAttachmentSocket=upgradeB
;StrictlySuperiorModAttachmentSocket=upgradeBalt

AltFireModStatName=Kickback

CanBeZoomed=true

ZoomedFOVAngle=50
ZoomedForegroundFOVAngle=55

ZoomingInHandsAnim=ZoomingInTommyGun
ZoomingOutHandsAnim=ZoomingOutTommyGun
ZoomedIdlingHandsAnim=ZoomedInFidgetTommyGun
ZoomedFiringHandsAnim=(AnimationName=ZoomedInFireTommyGun,minAnimRate=0.0,maxAnimRate=100.0)

;Animation definitions
UseAbilityAnimation=FirePlasmidPistol

IdlingHandsAnim=FidgetTommygun
IdlingHandsAnimWeight=100
EmptyIdlingHandsAnim=EmptyFidgetTommygun

;IdlingAnim=
IdlingUnProminentHandsAnim=FidgetTommygun
;IdlingUnProminentAnim=<animationName>

;EquippingHolderAnim=<animationName>
EquippingHandsAnim=EquipTommygun
EquippingAnim=Equip

;UnEquippingHolderAnim=<animationName>
UnEquippingHandsAnim=None
;UnEquippingAnim=<animationName>

;ReloadingEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponHandsAnim=(AnimationName=ReloadTommyGun,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=100.0)

;ReloadingNotEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponHandsAnim=(AnimationName=ReloadTommyGun,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=100.0)

;FiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringHandsAnim=(AnimationName=FireTommyGun,minAnimRate=0.0,maxAnimRate=100.0)
FiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;FiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotHandsAnim=(AnimationName=FireTommyGun,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;ZoomedFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotHandsAnim=(AnimationName=ZoomedInFireTommyGun,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)


UsesAmmunition=True

MinTimeBetweenUsage=0.000000
MaxTimeBetweenUsage=0.000000
bHideWhileUnequipped=True
HavokDataClass=None

;venom
Magicbulletradius=0.1
Magicbulletchance=1
EffectiveMagicBulletDistance=800

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MachineGun Ammunition
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[ShockGame.MachineGun_Bullet]
FriendlyName=Machine Gun Rounds
Description=.45 caliber rounds for the machine gun.\n\nThese bullets will do the job you want, if the job is spraying death at your opponents.
VisualAmmoModel=StaticMesh'WP_TommyGun.TG_AmmoModel'
VisualAmmoModelSkinOverride=FacingShader'WP_TommyGun.ammostandard'
DamageStimuliSetName=MachineGunStandardBulletStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
NumTracesToFire=1
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)
MaximumStackSize=360
CreditValue=1.5
HitspangDelayRange=(Min=0.1,Max=0.3)

;[ShockGame.MachineGun_RubberBullet]
;FriendlyName=Rubber Bullet
;VisualAmmoModel=StaticMesh'WP_ColdGrenade.WP_ColdGrenade'
;DamageStimuliSetName=MachineGunRubberBulletStimuliSet
;ChanceToCrit=0.0
;RequiredNumSlotsToBeUnlocked=0
;NumRoundsUsedPerShot=1
;NumBurstShots=1
;DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
;NumTracesToFire=1
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)
;MaximumStackSize=80
;CreditValue=1

[ShockGame.MachineGun_FrozenBullet]
FriendlyName=Antipersonnel Auto Rounds 
Description=.45 caliber antipersonnel rounds for the machine gun.  These bullets are specially designed to neutralize non-armored targets -- like Splicers.
VisualAmmoModel=StaticMesh'WP_TommyGun.TG_AmmoModel'
VisualAmmoModelSkinOverride=FacingShader'WP_TommyGun.ammotypes_frozen'
DamageStimuliSetName=MachineGunAntipersonnelBulletStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
NumTracesToFire=1
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)
MaximumStackSize=180
CreditValue=2.5
HitspangDelayRange=(Min=0.1,Max=0.3)

[ShockGame.MachineGun_ArmorPiercingBullet]
FriendlyName=Armor-piercing Auto Rounds 
Description=Inventable Item: 2 Kerosene, 3 Shell Casing, 1 Brass Tube\n\n.45 caliber armor-piercing rounds for the machine gun.\n\nThese bullets are particularly effective against metal or armored targets, like turrets, security bots and Big Daddies.
VisualAmmoModel=StaticMesh'WP_TommyGun.TG_AmmoModel'
VisualAmmoModelSkinOverride=FacingShader'WP_TommyGun.ammotypes_riot'
DamageStimuliSetName=MachineGunArmorPiercingBulletStimuliSet
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
; AttackRange=9999
NumTracesToFire=1
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)
MaximumStackSize=180
CreditValue=2.5
HitspangDelayRange=(Min=0.1,Max=0.3)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Research
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.ResearchCamera]
;weapon model
;no mesh
WeaponModel=
FriendlyName=Research Camera

;Bone to which to attach weapon
AttachBone=Pistol

;Ammo definitions
DefaultAmmoSelection=class'ShockGame.Film'

; AIs shouldn't dodge while you're using the camera!
bUseForDodgeTesting=false

;Core weapon stats
BaseMagazineSize=1000
BaseAccuracy=0
BaseReloadRate=1.0000
BaseFireRate=1.5000000

CanPendingFire=false

;upgradeable weapon stats
;UpgradeStatName=(MinSlotRequirement=1,MaxUpgradePoints=6,CreditCost=10,StatName=MagazineSize,FriendlyName="Magazine Size",Description="Magazine Size description")
;UpgradeStatName=(MinSlotRequirement=1,MaxUpgradePoints=6,CreditCost=10,StatName=ReloadTime,FriendlyName="Reload Time",Description="Reload Time description.")
;UpgradeStatName=(MinSlotRequirement=1,MaxUpgradePoints=6,CreditCost=10,StatName=RateOfFire,FriendlyName="Rate of fire",Description="Rate of fire description.")

;UpgradeStatName=ResearchCameraUpgrade_MagazineSize
;UpgradeStatName=ResearchCameraUpgrade_RateOfFire
;UpgradeStatName=ResearchCameraUpgrade_ReloadTime

;attachment locations for the weapon mods
;AltFireModAttachmentSocket=blah
;StrictlySuperiorModAttachmentSocket=blah

;Animation definitions

UseAbilityAnimation=FirePlasmidPistol

IdlingHandsAnim=
IdlingHandsAnimWeight=100

CanBeZoomed=true

ZoomedFOVAngle=45
ZoomedForegroundFOVAngle=45

;IdlingAnim=<animationName>

;EquippingHolderAnim=<animationName>
EquippingHandsAnim=
;EquippingAnim=<animationName>

;UnEquippingHolderAnim=<animationName>
UnEquippingHandsAnim=None
;UnEquippingAnim=<animationName>

;ReloadingEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingEmptyWeaponHandsAnim=(AnimationName=CameraLoad,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHandsAnim=(AnimationName=FastReloadPistol,minAnimRate=1.9,maxAnimRate=3.0)
;ReloadingEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=1.89)
;ReloadingEmptyWeaponAnim=(AnimationName=FastReload,minAnimRate=1.89,maxAnimRate=3.0)

;ReloadingNotEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ReloadingNotEmptyWeaponHandsAnim=(AnimationName=CameraLoad,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHandsAnim=(AnimationName=FastReloadPistol,minAnimRate=1.9,maxAnimRate=3.0)
;ReloadingNotEmptyWeaponAnim=(AnimationName=Reload,minAnimRate=0.0,maxAnimRate=1.89)
;ReloadingNotEmptyWeaponAnim=(AnimationName=FastReload,minAnimRate=1.89,maxAnimRate=3.0)

;FiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringHandsAnim=(AnimationName=None,minAnimRate=0.0,maxAnimRate=100.0)
;FiringAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)

;FiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotHandsAnim=(AnimationName=None,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)

;ZoomedFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
ZoomedFiringFinalShotHandsAnim=(AnimationName=None,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHandsAnim=(AnimationName=PlaceholderFire,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHandsAnim=(AnimationName=PlaceholderFire,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotAnim=(AnimationName=FireSingle,minAnimRate=0.0,maxAnimRate=100.0)


UsesAmmunition=True
AmmunitionModelSocket=None
MinTimeBetweenUsage=0.000000
MaxTimeBetweenUsage=0.000000
bHideWhileUnequipped=True
HavokDataClass=None
AvailableAmmoTypes=Class'ShockGame.Film'

ZoomLevels=75.0
ZoomLevels=50.0
ZoomLevels=35.0
;StartZoomingHandsAnim=(AnimationName=UseCameraStart,minAnimRate=0.0,maxAnimRate=100.0)
;CeaseZoomingHandsAnim=(AnimationName=UseCameraEnd,minAnimRate=0.0,maxAnimRate=100.0)
ZoomOverlay=None
ZoomSpeed=5.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Camera Ammunition
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.Film]
FriendlyName=Film
Description=Film for the research camera.\n\nEach unit of film is good for a single research photograph.
DamageStimuliSetName=
ChanceToCrit=0.0
RequiredNumSlotsToBeUnlocked=0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.CameraDamageFactory'
MaximumStackSize=100
CreditValue=1










;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;










; MONSTER WEAPONS & AMMO ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


; Weapon Parent Class for AIs
[ShockAI.AIWeapon]
; we don't want any default for the attachment
AttachBone=
; if any attack animation's weight at this value or less,
; and we have an animation that is greater than this value,
; then we won't test this animation
WeightCutoff=0.01

; true iff the weapon is can be a focus for players (default is true, melee thug club overrides this)
bCanBeAFocus=true

; do not change
MinTravelPercentageForFullAnimation=0.75
MinTravelPercentageForAttack=0.5


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BOUNCER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BouncerMeleeHandWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BouncerMeleeHandWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.BouncerMeleeHandWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.BouncerMeleeHandWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.5
BaseMaxTimeBetweenUsage=1.0
FireRate=2.0

; this weapon is interruptable
bCanBeInterrupted=true

; Animation Info
AttackAnimationInfos=(AttackAnimation=BO_AttackMelee_F,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=BO_AttackMelee_H,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=BO_AttackMelee_I,Weight=1.0)

[ShockAI.BouncerMeleeHandWeaponAmmo]
DamageStimuliSetName=BouncerMeleeHandStimuliSet
AttackRange=325.0
AttackAngle=120.0
AIvsAIMeleeRange=250.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BouncerShoulderWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BouncerShoulderWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.BouncerShoulderWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.BouncerShoulderWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=3.0
BaseMaxTimeBetweenUsage=6.0
FireRate=2.0
MinTravelPercentageForAttack=0.2
MinTravelPercentageForFullAnimation=0.5

; Animation Info
;AttackAnimationInfos=(AttackAnimation=BO_AttackShoulderSlam,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=BO_AttackShoulderSlamLONG,Weight=1.0)
;AttackAnimationInfos=(AttackAnimation=BO_AttackShoulderSlam_B,Weight=0.01)

[ShockAI.BouncerShoulderWeaponAmmo]
DamageStimuliSetName=BouncerShoulderWeaponStimuliSet
AttackRange=200.0
AttackAngle=120.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BouncerThreeSixtyWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BouncerThreeSixtyWeapon]
WeaponModel=None
StaticWeaponModel=None
AvailableAmmoTypes=class'ShockAI.BouncerThreeSixtyWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.BouncerThreeSixtyWeaponAmmo'
UsesAmmunition=false
; there is plenty of animation padding between usage, so don't raise 
; this too much
BaseMinTimeBetweenUsage=1.0
BaseMaxTimeBetweenUsage=2.0

; Always hide this weapon
bHideWhileUnequipped=true

; Animation Info
AttackAnimationInfos=(AttackAnimation=BO_attackMelee_K,Weight=1.0)

[ShockAI.BouncerThreeSixtyWeaponAmmo]
DamageStimuliSetName=BouncerMeleeHandStimuliSet
AttackRange=325.0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BOUNCER ELITE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BouncerEliteMeleeHandWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BouncerEliteMeleeHandWeapon]
AvailableAmmoTypes=class'ShockAI.BouncerEliteMeleeHandWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.BouncerEliteMeleeHandWeaponAmmo'

[ShockAI.BouncerEliteMeleeHandWeaponAmmo]
DamageStimuliSetName=BouncerEliteMeleeHandStimuliSet

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BouncerEliteMeleeShoulderWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BouncerEliteMeleeShoulderWeapon]
AvailableAmmoTypes=class'ShockAI.BouncerEliteShoulderWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.BouncerEliteShoulderWeaponAmmo'

[ShockAI.BouncerEliteShoulderWeaponAmmo]
DamageStimuliSetName=BouncerEliteShoulderWeaponStimuliSet

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BouncerEliteThreeSixtyWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BouncerEliteThreeSixtyWeapon]
AvailableAmmoTypes=class'ShockAI.BouncerEliteThreeSixtyWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.BouncerEliteThreeSixtyWeaponAmmo'

[ShockAI.BouncerEliteThreeSixtyWeaponAmmo]
DamageStimuliSetName=BouncerEliteMeleeHandStimuliSet

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ROSIE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RosieRangedWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RosieRangedWeapon]
FriendlyName=Rivet Gun
UseVerbText=SEARCH
LootSlot0TableName=RosieRailgun
UsesAmmunition=false
AttachBone=RivetGunSocket
bHideWhileUnequipped=false
BaseFireRate=1
BaseMinTimeBetweenUsage=0.5
BaseMaxTimeBetweenUsage=0.7
bSetAccuracyAtTracerFired=true
BaseAccuracy=1.0
WeaponUsesAimPoses=true
FireEffectLocationSocketName=Muzzle
bResetAccuracyWhenStartingBurstFire=True

ShouldTreatAsAPickup=false

;Tracer
TracerEffects=(EmitterClass=class'FXClass.Tracer_RivetNEW')

; Animation Info
AttackAnimationInfos=(AttackAnimation=MG_FireGun_Agg_mid,Weight=1.0)

[ShockAIClasses.SpawnedRosieRangedWeapon]
StaticWeaponModel=StaticMesh'WP_AI_RivetGun.WP_AI_RivetGun'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron5pc'
AvailableAmmoTypes=class'ShockAI.RosieRangedWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RosieRangedWeaponAmmo'

;Accuracy
AccuracyRangeVsPlayer=(Min=2.0,Max=8.0)
AccuracyChangeTimeRangeVsPlayer=(Min=2.0,Max=3.0)
AccuracyRangeVsAI=(Min=0.1,Max=4.0)
AccuracyChangeTimeRangeVsAI=(Min=1.0,Max=2.0)

BaseMinTimeBetweenUsage=0.5
BaseMaxTimeBetweenUsage=0.7
bResetAccuracyWhenStartingBurstFire=True

[ShockAI.RosieRangedWeaponAmmo]
DamageStimuliSetName=RosieRangedWeaponStimuliSet
AttackRange=3000.0
TraceDistance=3200.0
NumTracesToFire=1
DamageModel=Class'ShockGame.TraceDamageFactory'
RandomRangeBurstShots=(Min=4,Max=6)
RandomRangeBetweenBurstShots=(Min=0.3,Max=0.7)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RosieMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RosieMeleeWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.RosieMeleeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RosieMeleeWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=1.0
BaseMaxTimeBetweenUsage=3.0
FireRate=2.0

; this weapon is interruptable
bCanBeInterrupted=true

; Animation Info
AttackAnimationInfos=(AttackAnimation=MG_AttackMelee_A_agg_mid,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=MG_AttackMelee_B_agg_mid,Weight=1.0)

[ShockAI.RosieMeleeWeaponAmmo]
DamageStimuliSetName=RosieMeleeStimuliSet
AttackRange=225.0
AttackAngle=90.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RosieGrenadeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RosieGrenadeWeapon]
WeaponModel=None
StaticWeaponModel=StaticMesh'WP_GrenadeLauncher.Ammo_Pickup_StickyMineProx'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron'
FriendlyName=Grenade
UseVerbText=SEARCH
AttachBone=bip01_L_Hand
bHideWhileUnequipped=true
AvailableAmmoTypes=class'ShockAI.RosieGrenadeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RosieGrenadeWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=4.0
BaseMaxTimeBetweenUsage=7.0
BaseAccuracy=0.0

; AIs should not dodge based on this weapon being able to hit them
bUseForDodgeTesting=false

; Animation Info
AttackAnimationInfos=(AttackAnimation=MG_throwGrenade,Weight=1.0,AttackAnimationRange=(Min=500.0),bCheckFullAnimationMotion=true)

[ShockAI.RosieGrenadeWeaponAmmo]
DamageStimuliSetName=RosieGrenadeWeaponStimuliSet
ProjectileClass=class'ShockAI.RosieGrenadeWeaponProjectile'
AttackRange=2000.0
; this is mostly meaningless since the AI automatically will choose the best value for the initial velocity based
; off of the angle it chooses to fire with
InitialVelocity=1200.0

; angle(s) we test
CanHitAttackAngles=15.0
CanHitAttackAngles=0.0

;Explosive & Sticky Projectile Properties
ProjectileClass=Class'ShockAI.RosieGrenadeWeaponProjectile'
NumProjectilesToFire=1
SpreadAngleOfFire=0
bShouldStartFuseOnImpact=True
TimeToArm=1.0
FuseTime=60
ExplodeOnImpact=false
ExplodeOnPawnImpact=true
InnerDamageRadius=200
OuterDamageRadius=600

;radius at which approaching ais will cause this armed grenade to explode (should be greater than or equal to the inner damage radius)
TriggerRadius=200

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RosieThreeSixtyWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RosieThreeSixtyWeapon]
WeaponModel=None
StaticWeaponModel=None
AvailableAmmoTypes=class'ShockAI.RosieThreeSixtyWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RosieThreeSixtyWeaponAmmo'
UsesAmmunition=false
; there is plenty of animation padding between usage, so don't raise 
; this too much
BaseMinTimeBetweenUsage=1.0
BaseMaxTimeBetweenUsage=2.0

; Always hide this weapon
bHideWhileUnequipped=true

; Animation Info
AttackAnimationInfos=(AttackAnimation=MG_AttackMelee_C_agg_mid,Weight=1.0)

[ShockAI.RosieThreeSixtyWeaponAmmo]
DamageStimuliSetName=RosieMeleeStimuliSet
AttackRange=325.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ROSIE ELITE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RosieEliteRangedWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAIClasses.SpawnedRosieEliteRangedWeapon]
StaticWeaponModel=StaticMesh'WP_AI_RivetGun.WP_AI_RivetGun'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron5pc'
AvailableAmmoTypes=class'ShockAI.RosieEliteRangedWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RosieEliteRangedWeaponAmmo'

ShouldTreatAsAPickup=false

;Tracer
TracerEffects=(EmitterClass=class'FXClass.Tracer_RivetNEW')

[ShockAI.RosieEliteRangedWeaponAmmo]
DamageStimuliSetName=RosieEliteRangedWeaponStimuliSet

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RosieEliteMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RosieEliteMeleeWeapon]
AvailableAmmoTypes=class'ShockAI.RosieEliteMeleeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RosieEliteMeleeWeaponAmmo'

[ShockAI.RosieEliteMeleeWeaponAmmo]
DamageStimuliSetName=RosieEliteMeleeStimuliSet

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RosieEliteGrenadeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RosieEliteGrenadeWeapon]
AvailableAmmoTypes=class'ShockAI.RosieEliteGrenadeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RosieEliteGrenadeWeaponAmmo'

[ShockAI.RosieEliteMeleeWeaponAmmo]
DamageStimuliSetName=RosieEliteGrenadeWeaponStimuliSet

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RosieEliteThreeSixtyWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RosieEliteThreeSixtyWeapon]
AvailableAmmoTypes=class'ShockAI.RosieEliteThreeSixtyWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RosieEliteThreeSixtyWeaponAmmo'

[ShockAI.RosieEliteThreeSixtyWeaponAmmo]
DamageStimuliSetName=RosieEliteMeleeStimuliSet


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPF
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPFRangedWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.SPFRangedWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.SPFRangedWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.SPFRangedWeaponAmmo'
UsesAmmunition=false
bHideWhileUnequipped=true
BaseFireRate=1
BaseMinTimeBetweenUsage=0.0
BaseMaxTimeBetweenUsage=0.0
bSetAccuracyAtTracerFired=false
BaseAccuracy=1.0
WeaponUsesAimPoses=true

; Animation Info
AttackAnimationInfos=(AttackAnimation=SP_AttackRanged_fire,Weight=1.0)

[ShockAI.SPFRangedWeaponAmmo]
DamageStimuliSetName=SPFRangedWeaponStimuliSet
ProjectileClass=class'ShockAI.SPFRangedWeaponProjectile'
AttackRange=2000.0
InitialVelocity=1750.0

;Explosive Projectile Properties
FuseTime=10.0
ExplodeOnImpact=false
ExplodeOnPawnImpact=true
ExplodeNearOtherPawnsRadius=128.0
InnerDamageRadius=128.0
OuterDamageRadius=512.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPFMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.SPFMeleeWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.SPFMeleeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.SPFMeleeWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.5
BaseMaxTimeBetweenUsage=1.0
FireRate=2.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=SP_AttackMelee_A,Weight=1.0)

[ShockAI.SPFMeleeWeaponAmmo]
DamageStimuliSetName=SPFMeleeStimuliSet
AttackRange=250.0
AttackAngle=90.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPF ELITE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPFEliteRangedWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.SPFEliteRangedWeapon]
AvailableAmmoTypes=class'ShockAI.SPFEliteRangedWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.SPFEliteRangedWeaponAmmo'

[ShockAI.SPFEliteRangedWeaponAmmo]
DamageStimuliSetName=SPFEliteRangedWeaponStimuliSet

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPFEliteMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.SPFEliteMeleeWeapon]
AvailableAmmoTypes=class'ShockAI.SPFEliteMeleeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.SPFEliteMeleeWeaponAmmo'

[ShockAI.SPFEliteMeleeWeaponAmmo]
DamageStimuliSetName=SPFEliteMeleeStimuliSet

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Assassin (both varients: normal and magic)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AssassinRangedWeapon (fireball)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.AssassinRangedWeapon]
WeaponModel=None
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.0
BaseMaxTimeBetweenUsage=0.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=AS_FireballThrow_A,Weight=1.0,SourceSocketName=Bip01_R_Hand)
AttackAnimationInfos=(AttackAnimation=AS_FireballThrow_B,Weight=1.0,SourceSocketName=Bip01_R_Hand)
AttackAnimationInfos=(AttackAnimation=AS_FireballThrow_C,Weight=1.0,SourceSocketName=Bip01_R_Hand)

;WeaponFireStartOffset=(X=64.0,Z=47.0)
BaseAnimationForSocketOffsets=ME_Fidget_A_agg

[ShockAIClasses.SpawnedAssassinRangedWeapon]
AvailableAmmoTypes=class'ShockAIClasses.SpawnedAssassinRangedWeaponAmmo'
DefaultAmmoSelection=class'ShockAIClasses.SpawnedAssassinRangedWeaponAmmo'

;Accuracy
AccuracyRangeVsPlayer=(Min=0.75,Max=3.0)
AccuracyChangeTimeRangeVsPlayer=(Min=7.0,Max=12.0)
AccuracyRangeVsAI=(Min=0.5,Max=0.5)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.0)

BaseMinTimeBetweenUsage=0.0
BaseMaxTimeBetweenUsage=0.0

[ShockAI.AssassinRangedWeaponAmmo]
DamageStimuliSetName=AssassinRangedWeaponStimuliSet
AttackRange=3000.0
AttackAngle=90.0
InitialVelocity=1100.0

;Explosive Projectile Properties
FuseTime=8.0
ExplodeOnImpact=true
ExplodeOnPawnImpact=true
InnerDamageRadius=80
OuterDamageRadius=128

[ShockAIClasses.SpawnedAssassinRangedWeaponAmmo]
ProjectileClass=class'ShockAIClasses.SpawnedAssassinRangedWeaponProjectile'

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AssassinFireBlastWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.AssassinFireBlastWeapon]
; (inherits some properties of the AssassinRangedWeapon)
AvailableAmmoTypes=class'ShockAI.AssassinFireBlastWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.AssassinFireBlastWeaponAmmo'

; Animation Info
AttackAnimationInfos=(AttackAnimation=AS_AttackRingOfFire,Weight=1.0,SourceSocketName=Bip01_R_Hand)

AccuracyRangeVsPlayer=(Min=0.0,Max=0.0)
AccuracyChangeTimeRangeVsPlayer=(Min=0.0,Max=0.0)
AccuracyRangeVsAI=(Min=0.0,Max=0.0)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.0)

[ShockAI.AssassinFireBlastWeaponAmmo]
DamageStimuliSetName=AssassinRangedWeaponStimuliSet
ProjectileClass=class'ShockAI.AssassinFireBlastWeaponProjectile'
AttackRange=3000.0
AttackAngle=90.0
InitialVelocity=1500.0

;Explosive Projectile Properties
FuseTime=8.0
ExplodeOnImpact=true
ExplodeOnPawnImpact=true
InnerDamageRadius=80
OuterDamageRadius=128

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AssassinMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.AssassinMeleeWeapon]
;StaticWeaponModel=StaticMesh'WP_AI_Pipe.WP_AI_Pipe'
StaticWeaponModel=
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron5pc'
FriendlyName=Melee Thug Club
UseVerbText=SEARCH
LootSlot0TableName=
AvailableAmmoTypes=class'ShockAI.MeleeThugClubAmmo'
DefaultAmmoSelection=class'ShockAI.MeleeThugClubAmmo'
UsesAmmunition=false
; there is plenty of animation padding between usage, so don't raise 
; this too much
BaseMinTimeBetweenUsage=0.25
BaseMaxTimeBetweenUsage=0.5

; Animation Info
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_A,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_B,Weight=1.0)

; Bone to which AI's attach weapon
AttachBone=MeleePipe

; Never hide the weapon, even while unequipped
bHideWhileUnequipped=false

[ShockAI.AssassinMeleeWeaponAmmo]
DamageStimuliSetName=AssassinMeleeWeaponStimuliSet
AttackRange=175.0
AttackAngle=120.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AssassinIcicleAssault
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.AssassinIcicleAssault]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.AssassinIcicleAssaultAmmo'
DefaultAmmoSelection=class'ShockAI.AssassinIcicleAssaultAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.0
BaseMaxTimeBetweenUsage=0.8

; Animation Info
AttackAnimationInfos=(AttackAnimation=AS_FireballThrow_A,Weight=1.0,SourceSocketName=Bip01_R_Hand)
AttackAnimationInfos=(AttackAnimation=AS_FireballThrow_B,Weight=1.0,SourceSocketName=Bip01_R_Hand)
AttackAnimationInfos=(AttackAnimation=AS_FireballThrow_C,Weight=1.0,SourceSocketName=Bip01_R_Hand)

BaseAnimationForSocketOffsets=ME_Fidget_A_agg

;Accuracy
AccuracyRangeVsPlayer=(Min=0.75,Max=3.0)
AccuracyChangeTimeRangeVsPlayer=(Min=7.0,Max=12.0)
AccuracyRangeVsAI=(Min=0.5,Max=0.5)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.0)

[ShockAI.AssassinIcicleAssaultAmmo]
DamageStimuliSetName=AssassinIcicleAssaultStimuliSet
ProjectileClass=class'ShockAI.AssassinIcicleAssaultProjectile'
AttackRange=3000.0
AttackAngle=90.0
InitialVelocity=1100.0

;Explosive Projectile Properties
FuseTime=8.0
ExplodeOnImpact=true
ExplodeOnPawnImpact=true
InnerDamageRadius=80
OuterDamageRadius=128

; REMOVE AFTER NEXT BUILD 1/16/07
TraceDistance=1000.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AssassinFreezingTouch
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.AssassinFreezingTouch]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.AssassinFreezingTouchAmmo'
DefaultAmmoSelection=class'ShockAI.AssassinFreezingTouchAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.25
BaseMaxTimeBetweenUsage=0.5

; Animation Info
AttackAnimationInfos=(AttackAnimation=ME_AttackMelee_F,Weight=1.0)

[ShockAI.AssassinFreezingTouchAmmo]
DamageStimuliSetName=AssassinFreezingTouchStimuliSet
AttackRange=155.0
AttackAngle=120.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RANGED AGGRESSOR
; includes variants (rifle, pistol, and machine gun)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RangedAggressorMachineGun
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RangedAggressorMachineGun]
WeaponModel=None
FriendlyName=Machine Gun
UseVerbText=SEARCH
LootSlot0TableName=RangedAggressorMachineGun
UsesAmmunition=false
AttachBone=smg
bHideWhileUnequipped=false
BaseFireRate=2.0
BaseMinTimeBetweenUsage=0.25
BaseMaxTimeBetweenUsage=0.5
WeaponUsesAimPoses=true
FireEffectLocationSocketName=Muzzle
bResetAccuracyWhenStartingBurstFire=True

; Animation Info
; there is a specific order here, do not change the following without consulting Crombie
AttackAnimationInfos=(AttackAnimation=smg_fire,Weight=1.0)
;AttackAnimationInfos=(AttackAnimation=smg_fire_spray,Weight=0.0,bIsSpecialFiringAnimation=true)

[ShockAIClasses.SpawnedRangedAggressorMachineGun]
StaticWeaponModel=StaticMesh'WP_AI_smg.WP_AI_smg'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron5pc'
AvailableAmmoTypes=class'ShockAI.RangedAggressorMachineGunAmmo'
DefaultAmmoSelection=class'ShockAI.RangedAggressorMachineGunAmmo'
;FX
OnFiredEffects=(EmitterClass=class'FXClass.AI_MuzzleFlash', LightClass=class'DynamicLight_MuzzleMGPulse', AttachmentBone=Muzzle, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.SecBot_ShellEject',  AttachmentBone=Muzzle, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_SpawnParticle)
;Tracer
TracerEffects=(EmitterClass=class'FXClass.MG_Tracer')

; Accuracy info
bSetAccuracyAtTracerFired=true
AccuracyRangeVsPlayer=(Min=0.2,Max=9.0)
AccuracyChangeTimeRangeVsPlayer=(Min=1.5,Max=1.5)
AccuracyRangeVsAI=(Min=0.2,Max=7.0)
AccuracyChangeTimeRangeVsAI=(Min=2.0,Max=3.0)

BaseMinTimeBetweenUsage=0.25
BaseMaxTimeBetweenUsage=0.5
bResetAccuracyWhenStartingBurstFire=True

[ShockAI.RangedAggressorMachineGunAmmo]
DamageStimuliSetName=RangedAggressorSMGWeaponStimuliSet
AttackRange=1500.0
TraceDistance=2225.0
NumTracesToFire=1
RandomRangeBurstShots=(Min=5,Max=10)
RandomRangeBetweenBurstShots=(Min=0.0,Max=0.3)
HitspangDelayRange=(Min=0.2,Max=0.4)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RangedAggressorSMGMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RangedAggressorSMGMeleeWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.RangedAggressorSMGMeleeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RangedAggressorSMGMeleeWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=1.5
BaseMaxTimeBetweenUsage=3.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=smg_AttackMelee_A,Weight=1.0,bPlayerOnlyAttack=True)
AttackAnimationInfos=(AttackAnimation=smg_AttackMelee_B,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=smg_AttackMelee_C,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=smg_AttackMelee_D,Weight=1.0)

[ShockAI.RangedAggressorSMGMeleeWeaponAmmo]
DamageStimuliSetName=RangedAggressorSMGMeleeStimuliSet
AttackRange=120.0
AttackAngle=90.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RangedAggressorChargedBurstWeapon (for the SMG)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RangedAggressorChargedBurstWeapon]
WeaponModel=None
StaticWeaponModel=None
AvailableAmmoTypes=class'ShockAI.RangedAggressorChargedBurstWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RangedAggressorChargedBurstWeaponAmmo'
UsesAmmunition=false
; leave these be, edit the values for the charged burst belo
BaseMinTimeBetweenUsage=0.0
BaseMaxTimeBetweenUsage=0.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=NoAttackAnimation,Weight=1.0)

; Values for the Charged Burst Discharge and Warning
; how often the charged burst goes off (in seconds)
ChargedBurstsInterval=(Min=25.0,Max=35.0)

; difference between the discharge and the warning 
; (warning comes this amount of time before the discharge)
ChargedBurstsWarningDuration=1.0

[ShockAI.RangedAggressorChargedBurstWeaponAmmo]
DamageStimuliSetName=RangedAggressorChargedBurstStimuliSet
AttackRange=500.0
bShouldDamageDamager=false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RangedAggressorPistol
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RangedAggressorPistolWeapon]
WeaponModel=None
FriendlyName=Pistol
UseVerbText=SEARCH
LootSlot0TableName=RangedAggressorPistol
UsesAmmunition=false
AttachBone=Pistol
bHideWhileUnequipped=false
BaseFireRate=1
BaseMinTimeBetweenUsage=0.1
BaseMaxTimeBetweenUsage=0.5
bSetAccuracyAtTracerFired=true
BaseAccuracy=1.0
WeaponUsesAimPoses=true
FireEffectLocationSocketName=Muzzle
bResetAccuracyWhenStartingBurstFire=True

; Animation Info
AttackAnimationInfos=(AttackAnimation=PI_Fire,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=PI_Fire_B,Weight=1.0)
;AttackAnimationInfos=(AttackAnimation=PI_Fire_C,Weight=1.0)

[ShockAIClasses.SpawnedRangedAggressorPistolWeapon]
StaticWeaponModel=StaticMesh'WP_AI_Pistol.WP_AI_Pistol'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron5pc'
AvailableAmmoTypes=class'ShockAI.RangedAggressorPistolWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RangedAggressorPistolWeaponAmmo'
;FX
OnFiredEffects=(EmitterClass=class'FXClass.WP_AIPistolFX', LightClass=class'FXClass.DynamicLight_MuzzleMGPulse', AttachmentBone=Muzzle, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)

;Tracer
TracerEffects=(EmitterClass=class'FXClass.MG_Tracer')

BaseMinTimeBetweenUsage=0.0
BaseMaxTimeBetweenUsage=0.5
bResetAccuracyWhenStartingBurstFire=True

; Accuracy info
bSetAccuracyAtTracerFired=true
AccuracyRangeVsPlayer=(Min=0.2,Max=12.0)
AccuracyChangeTimeRangeVsPlayer=(Min=1.0,Max=1.0)
AccuracyRangeVsAI=(Min=0.2,Max=2.0)
AccuracyChangeTimeRangeVsAI=(Min=0.5,Max=1.5)

[ShockAI.RangedAggressorPistolWeaponAmmo]
DamageStimuliSetName=RangedAggressorPistolWeaponStimuliSet
AttackRange=1800.0
TraceDistance=2000.0
NumTracesToFire=1
RandomRangeBurstShots=(Min=5,Max=7)
; time between individual bullets in a burst
RandomRangeBetweenBurstShots=(Min=0.0,Max=0.75)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RangedAggressorPistolMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RangedAggressorPistolMeleeWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.RangedAggressorPistolMeleeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.RangedAggressorPistolMeleeWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=1.5
BaseMaxTimeBetweenUsage=3.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=PI_AttackMelee_A,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=PI_AttackMelee_B,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=PI_AttackMelee_C,Weight=1.0,bPlayerOnlyAttack=True)

[ShockAI.RangedAggressorPistolMeleeWeaponAmmo]
DamageStimuliSetName=RangedAggressorPistolMeleeStimuliSet
AttackRange=120.0
AttackAngle=90.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CEILING CRAWLER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CeilingCrawlerMeleeHandWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;this is the standing and attacking attack
[ShockAI.CeilingCrawlerMeleeHandWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.CeilingCrawlerMeleeHandWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.CeilingCrawlerMeleeHandWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.5
BaseMaxTimeBetweenUsage=1.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=CR_AttackMelee_A,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=CR_AttackMelee_B,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=CR_AttackMelee_C,Weight=1.0)

[ShockAI.CeilingCrawlerMeleeHandWeaponAmmo]
DamageStimuliSetName=CeilingCrawlerMeleeHandStimuliSet
AttackRange=220.0
AttackAngle=120.0
AIvsAIMeleeRange=190.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CeilingCrawlerMeleeSlashWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;this is the jumping forward attack
[ShockAI.CeilingCrawlerMeleeSlashWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.CeilingCrawlerMeleeSlashWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.CeilingCrawlerMeleeSlashWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.5
BaseMaxTimeBetweenUsage=1.0
MinTimeBetweenUsage=0.5
MaxTimeBetweenUsage=1.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=CR_AttackMelee_D,Weight=1.0,AttackAnimationRange=(Min=375.0))
AttackAnimationInfos=(AttackAnimation=CR_AttackMelee_H,Weight=1.0,AttackAnimationRange=(Max=375.0))

; do not change
MinTravelPercentageForAttack=0.75

[ShockAI.CeilingCrawlerMeleeSlashWeaponAmmo]
DamageStimuliSetName=CeilingCrawlerMeleeSlashStimuliSet
AttackRange=240.0
AttackAngle=80.0
AIvsAIMeleeRange=175.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CeilingCrawlerMeleeFootWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;This is the attack where she jumps up and kicks with both feet.
[ShockAI.CeilingCrawlerMeleeFootWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.CeilingCrawlerMeleeFootWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.CeilingCrawlerMeleeFootWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.5
BaseMaxTimeBetweenUsage=1.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=CR_AttackMelee_F_hit,Weight=1.0,bCheckFullAnimationMotion=true)

[ShockAI.CeilingCrawlerMeleeFootWeaponAmmo]
DamageStimuliSetName=CeilingCrawlerMeleeFootStimuliSet
AttackRange=240.0
AttackAngle=100.0
AIvsAIMeleeRange=175.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CeilingCrawlerRangedWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; this is the "pumpkin" attack
[ShockAI.CeilingCrawlerRangedWeapon]
WeaponModel=None
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.7
BaseMaxTimeBetweenUsage=1.2

; Animation Info
AttackAnimationInfos=(AttackAnimation=CR_AttackRangedCeiling_A,Weight=1.0,bIsCeilingAttackAnimation=true,SourceSocketName=Bip01_R_Hand)
AttackAnimationInfos=(AttackAnimation=CR_AttackRangedCeiling_B,Weight=1.0,bIsCeilingAttackAnimation=true,SourceSocketName=Bip01_R_Hand)
AttackAnimationInfos=(AttackAnimation=CR_AttackRangedCeiling_C,Weight=1.0,bIsCeilingAttackAnimation=true,SourceSocketName=Bip01_R_Hand)
AttackAnimationInfos=(AttackAnimation=CR_AttackRanged_A,Weight=1.0,bIsCeilingAttackAnimation=false,SourceSocketName=Bip01_L_Hand)
AttackAnimationInfos=(AttackAnimation=CR_AttackRanged_B,Weight=1.0,bIsCeilingAttackAnimation=false,SourceSocketName=Bip01_L_Hand)
AttackAnimationInfos=(AttackAnimation=CR_AttackRanged_C,Weight=1.0,bIsCeilingAttackAnimation=false,SourceSocketName=Bip01_L_Hand)

[ShockAIClasses.SpawnedCeilingCrawlerRangedWeapon]
AvailableAmmoTypes=class'ShockAIClasses.SpawnedCeilingCrawlerRangedWeaponAmmo'
DefaultAmmoSelection=class'ShockAIClasses.SpawnedCeilingCrawlerRangedWeaponAmmo'

; Accuracy info
bSetAccuracyAtTracerFired=true
AccuracyRangeVsPlayer=(Min=1.0,Max=1.0)
AccuracyChangeTimeRangeVsPlayer=(Min=0.0,Max=0.0)
AccuracyRangeVsAI=(Min=0.0,Max=0.0)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.0)

BaseMinTimeBetweenUsage=0.7
BaseMaxTimeBetweenUsage=1.2

[ShockAI.CeilingCrawlerRangedWeaponAmmo]
DamageStimuliSetName=CeilingCrawlerRangedWeaponStimuliSet
AttackRange=2500.0
AttackAngle=90.0
InitialVelocity=1200.0

;Explosive Projectile Properties
FuseTime=8.0
ExplodeOnImpact=true
ExplodeOnPawnImpact=true
InnerDamageRadius=100
OuterDamageRadius=100

[ShockAIClasses.SpawnedCeilingCrawlerRangedWeaponAmmo]
ProjectileClass=class'FXClass.CeilingCrawlerHookProjectile'

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; LifeDrainCeilingCrawlerRangedWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; this is the "pumpkin" attack (version two
[ShockAIClasses.SpawnedLifeDrainCeilingCrawlerRangedWeapon]
AvailableAmmoTypes=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawlerRangedWeaponAmmo'
DefaultAmmoSelection=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawlerRangedWeaponAmmo'

[ShockAI.LifeDrainCeilingCrawlerRangedWeaponAmmo]
DamageStimuliSetName=LifeDrainCeilingCrawlerRangedWeaponStimuliSet

[ShockAIClasses.SpawnedLifeDrainCeilingCrawlerRangedWeaponAmmo]
ProjectileClass=class'ShockAI.LifeDrainCeilingCrawlerRangedWeaponProjectile'


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GRENADIER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GrenadierGrenadeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.GrenadierGrenadeWeapon]
WeaponModel=None
StaticWeaponModel=StaticMesh'WP_GrenadeLauncher.Ammo_Pickup_Frag'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron'
FriendlyName=Grenade
UseVerbText=SEARCH
AttachBone=grenade
bHideWhileUnequipped=false
AvailableAmmoTypes=class'ShockAI.GrenadierGrenadeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.GrenadierGrenadeWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.5
BaseMaxTimeBetweenUsage=1.0
BaseAccuracy=0.0

; AIs should not dodge based on this weapon being able to hit them
bUseForDodgeTesting=false

; setting this to true makes us use the time between usage multiplier for this weapon
bGetReadyToUseMultiplierFromHolder=true

; Animation Info
; *** make sure to change the GrenadierMolotovWeapon if you change/add/remove the animations here *** 
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowLong_A,Weight=1.0,AttackAnimationRange=(Min=1200.0),bCheckFullAnimationMotion=true,TimeBetweenUsageOverride=(Min=0.5,Max=1.0),bDoNotUseForProjectedTests=true)
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowMid_A,Weight=1.0,AttackAnimationRange=(Min=600.0,Max=1200.0),bCheckFullAnimationMotion=true,TimeBetweenUsageOverride=(Min=0.75,Max=1.5),bDoNotUseForProjectedTests=true)
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowShort_A,Weight=1.0,AttackAnimationRange=(Min=0.0,Max=600.0),bCheckFullAnimationMotion=true,TimeBetweenUsageOverride=(Min=1.5,Max=2.5))

; standing (low weight) attack animations
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowLong_C,Weight=0.01,AttackAnimationRange=(Min=1200.0),TimeBetweenUsageOverride=(Min=0.5,Max=1.0))
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowMid_B,Weight=0.01,AttackAnimationRange=(Min=600.0,Max=1200.0),TimeBetweenUsageOverride=(Min=0.75,Max=1.5))

[ShockAI.GrenadierGrenadeWeaponAmmo]
DamageStimuliSetName=GrenadierRangedWeaponStimuliSet
ProjectileClass=class'ShockAI.GrenadierGrenadeWeaponProjectile'
AttackRange=2000.0
; this is mostly meaningless since the AI automatically will choose the best value for the initial velocity based
; off of the angle it chooses to fire with
InitialVelocity=1200.0

; angles we test
CanHitAttackAngles=15.0
CanHitAttackAngles=30.0
CanHitAttackAngles=45.0

;Explosive Projectile Properties
bShouldStartFuseOnImpact=True
FuseTime=2.0
ExplodeOnImpact=false
ExplodeOnPawnImpact=true
InnerDamageRadius=500
OuterDamageRadius=650

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GrenadierMolotovWeapon - shares properties with GrenadierGrenadeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.GrenadierMolotovWeapon]
WeaponModel=None
FriendlyName=Molotov Cocktail
UseVerbText=SEARCH
BaseMinTimeBetweenUsage=0.0
BaseMaxTimeBetweenUsage=0.5

; Animation Info
; *** make sure to change the GrenadierGrenadeWeapon if you change/add/remove the animations here *** 
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowLong_A,Weight=1.0,AttackAnimationRange=(Min=1200.0),bCheckFullAnimationMotion=true,TimeBetweenUsageOverride=(Min=0.5,Max=1.0),bDoNotUseForProjectedTests=true)
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowMid_A,Weight=1.0,AttackAnimationRange=(Min=600.0,Max=1200.0),bCheckFullAnimationMotion=true,TimeBetweenUsageOverride=(Min=0.75,Max=1.5),bDoNotUseForProjectedTests=true)
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowShort_A,Weight=1.0,AttackAnimationRange=(Min=0.0,Max=600.0),bCheckFullAnimationMotion=true,TimeBetweenUsageOverride=(Min=1.5,Max=2.5))

; standing (low weight) attack animations
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowLong_C,Weight=0.01,AttackAnimationRange=(Min=1200.0),TimeBetweenUsageOverride=(Min=0.5,Max=1.0))
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowMid_B,Weight=0.01,AttackAnimationRange=(Min=600.0,Max=1200.0),TimeBetweenUsageOverride=(Min=0.75,Max=1.5))

[ShockAIClasses.SpawnedGrenadierMolotovWeapon]
StaticWeaponModel=StaticMesh'WP_AI_MolotovGrenade.MolotovGrenade'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron5pc'
AvailableAmmoTypes=class'ShockAIClasses.SpawnedGrenadierMolotovWeaponAmmo'
DefaultAmmoSelection=class'ShockAIClasses.SpawnedGrenadierMolotovWeaponAmmo'

[ShockAIClasses.SpawnedGrenadierMolotovWeaponAmmo]
; the Grenadier Molotov Weapon Ammo overrides some of the properties
; of it's parent GrenadierGrenadeWeaponAmmo

DamageStimuliSetName=MolotovGrenadierRangedWeaponStimuliSet
ProjectileClass=class'ShockAIClasses.SpawnedGrenadierMolotovWeaponProjectile'

;Explosive Projectile Properties
FuseTime=10.0
ExplodeOnImpact=true
ExplodeOnPawnImpact=true
InnerDamageRadius=300
OuterDamageRadius=500


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GrenadierMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.GrenadierMeleeWeapon]
WeaponModel=None
StaticWeaponModel=None
AvailableAmmoTypes=class'ShockAI.GrenadierMeleeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.GrenadierMeleeWeaponAmmo'
UsesAmmunition=false
; there is plenty of animation padding between usage, so don't raise 
; this too much
BaseMinTimeBetweenUsage=0.25
BaseMaxTimeBetweenUsage=0.5

; there is no minimum requirement for movement for the grenadier's melee weapon
MinTravelPercentageForAttack=0.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=GR_AttackMelee_C,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=GR_AttackMelee_D,Weight=1.0)

[ShockAI.GrenadierMeleeWeaponAmmo]
DamageStimuliSetName=GrenadierMeleeWeaponStimuliSet
AttackRange=125.0
AttackAngle=120.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MolotovGrenadierMeleeWeapon - shares properties with GrenadierMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.MolotovGrenadierMeleeWeapon]
AvailableAmmoTypes=class'ShockAI.MolotovGrenadierMeleeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.MolotovGrenadierMeleeWeaponAmmo'
; there is plenty of animation padding between usage, so don't raise 
; this too much
BaseMinTimeBetweenUsage=0.25
BaseMaxTimeBetweenUsage=0.5

[ShockAI.MolotovGrenadierMeleeWeaponAmmo]
DamageStimuliSetName=MolotovGrenadierMeleeWeaponStimuliSet
AttackRange=125.0
AttackAngle=120.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GrenadierSuicideWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.GrenadierSuicideWeapon]
WeaponModel=None
StaticWeaponModel=None
AvailableAmmoTypes=class'ShockAI.GrenadierSuicideWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.GrenadierSuicideWeaponAmmo'
UsesAmmunition=false
; hopefully he won't try to use it again...
BaseMinTimeBetweenUsage=0.25
BaseMaxTimeBetweenUsage=0.5

; Animation Info
AttackAnimationInfos=(AttackAnimation=GR_AttackSuicide,Weight=1.0)

[ShockAI.GrenadierSuicideWeaponAmmo]
DamageStimuliSetName=GrenadierSuicideWeaponStimuliSet
AttackRange=500.0
bShouldDamageDamager=true

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GrenadierSmokeGrenadeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.GrenadierSmokeGrenadeWeapon]
WeaponModel=None
StaticWeaponModel=StaticMesh'WP_GrenadeLauncher.Ammo_Pickup_Frag'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron'
FriendlyName=Smoke Grenade
UseVerbText=SEARCH
AttachBone=grenade
bHideWhileEquipped=true
bHideWhileUnequipped=false
AvailableAmmoTypes=class'ShockAI.GrenadierSmokeGrenadeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.GrenadierSmokeGrenadeWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=8.0
BaseMaxTimeBetweenUsage=10.0
bUseForDodgeTesting=false

; Animation Info
AttackAnimationInfos=(AttackAnimation=GR_DropGrenade,Weight=1.0)

[ShockAI.GrenadierSmokeGrenadeWeaponAmmo]
DamageStimuliSetName=GrenadierSmokeGrenadeWeaponStimuliSet
ProjectileClass=class'ShockAI.GrenadierSmokeGrenadeWeaponProjectile'
AttackRange=2000.0
InitialVelocity=600.0

;range of angles we use to do ballistic CanHit tests
AngleRangeOfFire=(Min=0.0,Max=5.0)

;number of tests we do for the angle increments
NumAngleIncrementsToTest=1

;Explosive Projectile Properties
FuseTime=5.0
ExplodeOnImpact=true
ExplodeOnPawnImpact=true
InnerDamageRadius=5
OuterDamageRadius=5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GrenadierLiveGrenadeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.GrenadierLiveGrenadeWeapon]
WeaponModel=None
StaticWeaponModel=StaticMesh'WP_GrenadeLauncher.Ammo_Pickup_Frag'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron'
FriendlyName=Grenade
UseVerbText=SEARCH
AttachBone=grenade
bHideWhileEquipped=true
bHideWhileUnequipped=false
AvailableAmmoTypes=class'ShockAI.GrenadierLiveGrenadeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.GrenadierLiveGrenadeWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.0
BaseMaxTimeBetweenUsage=0.5
bUseForDodgeTesting=false

; Animation Info
AttackAnimationInfos=(AttackAnimation=GR_AttackThrowRun,Weight=1.0)

[ShockAI.GrenadierLiveGrenadeWeaponAmmo]
; (subclass of the normal grenadier grenade)
bShouldStartFuseOnImpact=False
ProjectileClass=class'ShockAI.GrenadierGrenadeWeaponProjectile'
DamageStimuliSetName=GrenadierRangedWeaponStimuliSet
AttackRange=2000.0
InitialVelocity=300.0
FuseTime=0.5
InnerDamageRadius=100
OuterDamageRadius=200

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MolotovGrenadierLiveGrenadeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.MolotovGrenadierLiveGrenadeWeapon]
AvailableAmmoTypes=class'ShockAI.MolotovGrenadierLiveGrenadeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.MolotovGrenadierLiveGrenadeWeaponAmmo'

[ShockAI.MolotovGrenadierLiveGrenadeWeaponAmmo]
; (subclass of the grenadier live grenade)
ProjectileClass=class'ShockAIClasses.SpawnedGrenadierMolotovWeaponProjectile'
DamageStimuliSetName=MolotovGrenadierRangedWeaponStimuliSet
AttackRange=2000.0
InitialVelocity=300.0

;Explosive Projectile Properties
FuseTime=10.0
ExplodeOnImpact=true
ExplodeOnPawnImpact=true
InnerDamageRadius=100
OuterDamageRadius=200


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Melee Thug
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MeleeThugClub
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.MeleeThugClub]
FriendlyName=Melee Thug Club
UseVerbText=STRIP
LootSlot0TableName=MeleeThugPipe
UsesAmmunition=false
; there is plenty of animation padding between usage, so don't raise 
; this too much
BaseMinTimeBetweenUsage=0.1
BaseMaxTimeBetweenUsage=0.25

; the melee thug club cannot be a focus for the player
bCanBeAFocus=false

; this weapon is interruptable
bCanBeInterrupted=true

; Can't search a pipe
bUseAsContainer=false

; Bone to which AI's attach weapon
AttachBone=MeleePipe

; Never hide the weapon, even while unequipped
bHideWhileUnequipped=false

; Animation Info
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_A,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_B,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_C,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_D,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_F,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_H,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_L,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_M,Weight=1.0,bPlayerOnlyAttack=True)

[ShockAIClasses.SpawnedMeleeThugClub]
StaticWeaponModel=StaticMesh'WP_AI_Pipe.WP_AI_Pipe'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron5pc'
AvailableAmmoTypes=class'ShockAI.MeleeThugClubAmmo'
DefaultAmmoSelection=class'ShockAI.MeleeThugClubAmmo'

[ShockAI.MeleeThugClubAmmo]
DamageStimuliSetName=MeleeThugClubStimuliSet
AttackRange=200.0
AttackAngle=120.0

[ShockAIClasses.SpawnedMeleeThugMachete]
StaticWeaponModel=StaticMesh'WP_AI_Machete.WP_AI_Machete'

[ShockAIClasses.SpawnedMeleeThugRake]
StaticWeaponModel=StaticMesh'WP_AI_Rake.WP_AI_Rake'

[ShockAIClasses.SpawnedMeleeThugShovel]
StaticWeaponModel=StaticMesh'WP_AI_Shovel.WP_AI_Shovel'
  
[ShockAIClasses.SpawnedMeleeThugWrench]
StaticWeaponModel=StaticMesh'WP_AI_Wrench.WP_AI_Wrench'
  
[ShockAIClasses.SpawnedMeleeThugTennis]
StaticWeaponModel=StaticMesh'WP_AI_Tennis.WP_AI_Tennis'
  
[ShockAIClasses.SpawnedMeleeThugHandcart]
StaticWeaponModel=StaticMesh'WP_AI_Handcart.WP_AI_Handcart'
   
[ShockAIClasses.SpawnedMeleeThugBarbedWire]
StaticWeaponModel=StaticMesh'WP_AI_BarbedWire.WP_AI_BarbedWire'

[ShockAIClasses.SpawnedMeleeThugFlashlight]
StaticWeaponModel=StaticMesh'WP_AI_Flashlight.WP_AI_Flashlight'

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MeleeThugThreeSixtyWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.MeleeThugThreeSixtyWeapon]
WeaponModel=None
StaticWeaponModel=None
AvailableAmmoTypes=class'ShockAI.MeleeThugThreeSixtyWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.MeleeThugThreeSixtyWeaponAmmo'
UsesAmmunition=false
; there is plenty of animation padding between usage, so don't raise 
; this too much
BaseMinTimeBetweenUsage=1.0
BaseMaxTimeBetweenUsage=2.0

; Always hide this weapon
bHideWhileUnequipped=true

; Animation Info
AttackAnimationInfos=(AttackAnimation=ME_attackMelee_K,Weight=1.0)

[ShockAI.MeleeThugThreeSixtyWeaponAmmo]
DamageStimuliSetName=MeleeThugClubStimuliSet
AttackRange=200.0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ElectrifiedMeleeThugClub - overrides some properties of the MeleeThugClub
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.ElectrifiedMeleeThugClub]
FriendlyName=Electrified Melee Thug Club

[ShockAIClasses.SpawnedElectrifiedMeleeThugClub]
StaticWeaponModel=StaticMesh'WP_AI_Pipe.WP_AI_Pipe'
StaticWeaponModelHavokDataClass=class'HavokPhysics.Iron5pc'
AvailableAmmoTypes=class'ShockAI.ElectrifiedMeleeThugClubAmmo'
DefaultAmmoSelection=class'ShockAI.ElectrifiedMeleeThugClubAmmo'

[ShockAI.ElectrifiedMeleeThugClubAmmo]
DamageStimuliSetName=ElectrifiedMeleeThugClubStimuliSet
AttackRange=175.0
AttackAngle=120.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ElectrifiedMeleeThugThreeSixtyWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.ElectrifiedMeleeThugThreeSixtyWeapon]
AvailableAmmoTypes=class'ShockAI.ElectrifiedMeleeThugThreeSixtyWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.ElectrifiedMeleeThugThreeSixtyWeaponAmmo'

[ShockAI.ElectrifiedMeleeThugThreeSixtyWeaponAmmo]
DamageStimuliSetName=ElectrifiedMeleeThugClubStimuliSet
AttackRange=175.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BotRailGun
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BotRailGun]
;weapon model
; WeaponModel=SkeletalMesh'SecBot_MG.SecBot_MG'

; Bone to which AI's attach weapon
;AttachBone=Weapon
AttachBone=MGattach

;ammo types
AvailableAmmoTypes=class'ShockAI.BotRailGunAmmo'
DefaultAmmoSelection=class'ShockAI.BotRailGunAmmo'
UsesAmmunition=false

;weapon stats
BaseMagazineSize=10000
BaseAccuracy=1.0
BaseReloadRate=1.0
; BaseFireRate value is a multiple of the base fire rate
BaseFireRate=1.0

;Accuracy
AccuracyRangeVsPlayer=(Min=0.75,Max=4.0)
AccuracyChangeTimeRangeVsPlayer=(Min=7.0,Max=12.0)
AccuracyRangeVsAI=(Min=0.5,Max=0.5)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.1)

; Animation Info
AttackAnimationInfos=(AttackAnimation=SecBot_MGFire,Weight=1.0)

;animations
IdlingAnim=SecBot_MGHover
EquippingAnim=Equip
UnEquippingAnim=Unequip
FiringAnim=(AnimationName=SecBot_MGFire,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotAnim=(AnimationName=FireLast,minAnimRate=0.0,maxAnimRate=100.0)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BotMiniGun
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BotMiniGun]
;weapon model
WeaponModel=SkeletalMesh'SecBot_MG.SecBot_MG'

; Bone to which AI's attach weapon
;AttachBone=Weapon
AttachBone=MGattach

;FX
OnFiredEffects=(EmitterClass=class'FXClass.SecBotMG_MuzzleNEW', LightClass=class'FXClass.DynamicLight_MuzzleMGPulse', AttachmentBone=Dummy01, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.SecBot_ShellEject', AttachmentBone=Dummy01, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_SpawnParticle)

;Tracer
TracerEffects=(EmitterClass=class'FXClass.SecBotTracer_NEW')

;ammo types
UsesAmmunition=false

;weapon stats
BaseMagazineSize=10000
BaseReloadRate=1.0
; BaseFireRate value is a multiple of the base fire rate
;X06 change, value used to be 1.5
BaseFireRate=3.0

;Accuracy
bSetAccuracyAtTracerFired=true
; AccuracyRange is the angle in degrees for the firing cone.
; Accuracy goes from the higher value (wider cone, less accurate)
; down to the lower value over the time specified in AccuracyChangeTimeRange
AccuracyRangeVsPlayer=(Min=7.0,Max=15.0)
; AccuracyChangeTimeRange defines a range within which a random
; number of seconds is chosen, the time it takes to change the accuracy
; from less accurate to more accurate
AccuracyChangeTimeRangeVsPlayer=(Min=4.0,Max=4.0)
AccuracyRangeVsAI=(Min=0.5,Max=1.0)
AccuracyChangeTimeRangeVsAI=(Min=1.0,Max=1.0)

; Animation Info
AttackAnimationInfos=(AttackAnimation=SecBot_MGFire,Weight=1.0)

;animations
IdlingAnim=SecBot_MGHover
EquippingAnim=Equip
UnEquippingAnim=Unequip
FiringAnim=(AnimationName=SecBot_MGFire,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotAnim=(AnimationName=FireLast,minAnimRate=0.0,maxAnimRate=100.0)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Per-Deck bot mini gun config

[ShockAIClasses.Deck1BotMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck1BotMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck1BotMiniGunAmmo'

[ShockAIClasses.Deck2BotMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck2BotMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck2BotMiniGunAmmo'

[ShockAIClasses.Deck3BotMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck3BotMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck3BotMiniGunAmmo'

[ShockAIClasses.Deck4BotMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck4BotMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck4BotMiniGunAmmo'

[ShockAIClasses.Deck5BotMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck5BotMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck5BotMiniGunAmmo'

[ShockAIClasses.Deck6BotMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck6BotMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck6BotMiniGunAmmo'

[ShockAIClasses.Deck7BotMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck7BotMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck7BotMiniGunAmmo'



[ShockAIClasses.BotMiniGunWelcomeA]
; Override SpawnedMediumSecurityBotA weapon properties here.

AvailableAmmoTypes=class'ShockAIClasses.Deck1BotMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck1BotMiniGunAmmo'

AccuracyRangeVsAI=(Min=7.0,Max=15.0)
AccuracyChangeTimeRangeVsAI=(Min=2.0,Max=2.0)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BotMiniGunAmmo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BotMiniGunAmmo]
DamageStimuliSetName=MaxSecurityBotStimuliSet
ChanceToCrit=0.0
NumRoundsUsedPerShot=1
;X06 change, RandomBurstShots used to be 4/10
RandomRangeBurstShots=(Min=8,Max=20)
DamageModel=Class'ShockGame.TraceDamageFactory'
AttackRange=1500
TraceDistance=1500
NumTracesToFire=1
HitspangDelayRange=(Min=0.1,Max=0.3)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Per-Deck bot mini gun config

[ShockAIClasses.Deck1BotMiniGunAmmo]
DamageStimuliSetName=Deck1SecurityBotStimuliSet

[ShockAIClasses.Deck2BotMiniGunAmmo]
DamageStimuliSetName=Deck2SecurityBotStimuliSet

[ShockAIClasses.Deck3BotMiniGunAmmo]
DamageStimuliSetName=Deck3SecurityBotStimuliSet

[ShockAIClasses.Deck4BotMiniGunAmmo]
DamageStimuliSetName=Deck4SecurityBotStimuliSet

[ShockAIClasses.Deck5BotMiniGunAmmo]
DamageStimuliSetName=Deck5SecurityBotStimuliSet

[ShockAIClasses.Deck6BotMiniGunAmmo]
DamageStimuliSetName=Deck6SecurityBotStimuliSet

[ShockAIClasses.Deck7BotMiniGunAmmo]
DamageStimuliSetName=Deck7SecurityBotStimuliSet


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; BotShockGun
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BotShockGun]
;weapon model
; WeaponModel=SkeletalMesh'SecBot_Taser.SecBot_Taser'
; EffectClass=class'FXClass.SecurityBotBeamEffect'
; AttackEffectClass=class'FXClass.SecurityBotBeamEffect'

; Bone to which AI's attach weapon
AttachBone=MGattach

; Origin Bone of the beam effect (shock!)
BeamOriginBoneName=Fx

;ammo types
AvailableAmmoTypes=class'ShockAI.BotShockGunAmmo'
DefaultAmmoSelection=class'ShockAI.BotShockGunAmmo'
UsesAmmunition=false

;weapon stats
BaseMagazineSize=10000
BaseAccuracy=7.0
BaseReloadRate=1.0
; BaseFireRate value is a multiple of the base fire rate
BaseFireRate=1.5

; This range specifies how long each beam will 'sleep' for before it is retriggered
NewBeamDelay=(Min=2.0,Max=3.0)

; This specifies the minimum distance a new endpoint must be from all other endpoints
MinDistanceBetweenEndpoints=500

;animation info
AttackAnimationInfos=(AttackAnimation=NoAttackAnimation,Weight=1.0)

IdlingAnim=SecBot_MGHover
FiringAnim=(AnimationName=TASERfire,minAnimRate=0.0,maxAnimRate=100.0)
FiringFinalShotAnim=(AnimationName=TASERfire,minAnimRate=0.0,maxAnimRate=100.0)

BeamImpactEventName=SecBotArc

ChargeTime=3.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BotRailGunAmmo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BotRailGunAmmo]
DamageStimuliSetName=MaxSecurityBotStimuliSet
ChanceToCrit=0.0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
AttackRange=1500
TraceDistance=1500
NumTracesToFire=1
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BotShockGunAmmo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BotShockGunAmmo]
DamageStimuliSetName=BotShockStimuliSet
ChanceToCrit=0.0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockAI.BotShockGunDamageFactory'
AttackRange=400
TraceDistance=1500
NumTracesToFire=1
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MiniGun Turret
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.TurretMiniGun]
;weapon model
WeaponModel=SkeletalMesh'NullSkeletalMesh.NullSkeletalMesh'
DamageEmitterSocket=Barrel
bSetAccuracyAtTracerFired=true

; Bone to which AI's attach weapon
AttachBone=muzzle

;ammo types
AvailableAmmoTypes=class'ShockAI.TurretMiniGunAmmo'
DefaultAmmoSelection=class'ShockAI.TurretMiniGunAmmo'
UsesAmmunition=false

;FX
OnFiredEffects=(EmitterClass=class'FXClass.AI_MuzzleFlash', LightClass=class'FXClass.DynamicLight_MuzzleMGPulse', AttachmentBone=socket, LocationOffset=(x=0,y=0,z=0), EmitterAction=EA_Reset)
OnFiredEffects=(EmitterClass=class'FXClass.SecBot_ShellEject', AttachmentBone=socket, LocationOffset=(x=-68,y=0,z=0), EmitterAction=EA_SpawnParticle)

;Tracer
TracerEffects=(EmitterClass=class'FXClass.MG_Tracer')

;weapon stats
BaseMagazineSize=10000
BaseAccuracy=5.0
BaseReloadRate=1.0
; BaseFireRate value is a multiple of the base fire rate
BaseFireRate=3.0

;Accuracy
AccuracyRangeVsPlayer=(Min=5.0,Max=15.0)
AccuracyChangeTimeRangeVsPlayer=(Min=4.0,Max=4.0)
AccuracyRangeVsAI=(Min=4.0,Max=9.0)
AccuracyChangeTimeRangeVsAI=(Min=2.0,Max=2.0)

; Animation Info
AttackAnimationInfos=(AttackAnimation=NoAttackAnimation,Weight=1.0)
FiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)


[ShockAI.TurretMiniGunAmmo]
DamageStimuliSetName=TurretMinigunStimuliSet
ChanceToCrit=0.0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.TraceDamageFactory'
AttackRange=3000
TraceDistance=3000
NumTracesToFire=1
UseFullAuto=true
;SpreadOfFire=(Yaw=0, Pitch=0, Roll=0)
HitspangDelayRange=(Min=0.2,Max=0.4)


[ShockAIClasses.Deck1TurretMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck1TurretMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck1TurretMiniGunAmmo'

[ShockAIClasses.Deck1TurretMiniGunAmmo]
DamageStimuliSetName=Deck1TurretMinigunStimuliSet

[ShockAIClasses.Deck2TurretMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck2TurretMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck2TurretMiniGunAmmo'

[ShockAIClasses.Deck2TurretMiniGunAmmo]
DamageStimuliSetName=Deck2TurretMinigunStimuliSet

[ShockAIClasses.Deck3TurretMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck3TurretMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck3TurretMiniGunAmmo'

[ShockAIClasses.Deck3TurretMiniGunAmmo]
DamageStimuliSetName=Deck3TurretMinigunStimuliSet

[ShockAIClasses.Deck4TurretMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck4TurretMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck4TurretMiniGunAmmo'

[ShockAIClasses.Deck4TurretMiniGunAmmo]
DamageStimuliSetName=Deck4TurretMinigunStimuliSet

[ShockAIClasses.Deck5TurretMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck5TurretMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck5TurretMiniGunAmmo'

[ShockAIClasses.Deck5TurretMiniGunAmmo]
DamageStimuliSetName=Deck5TurretMinigunStimuliSet

[ShockAIClasses.Deck6TurretMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck6TurretMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck6TurretMiniGunAmmo'

[ShockAIClasses.Deck6TurretMiniGunAmmo]
DamageStimuliSetName=Deck6TurretMinigunStimuliSet

[ShockAIClasses.Deck7TurretMiniGun]
AvailableAmmoTypes=class'ShockAIClasses.Deck7TurretMiniGunAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck7TurretMiniGunAmmo'

[ShockAIClasses.Deck7TurretMiniGunAmmo]
DamageStimuliSetName=Deck7TurretMinigunStimuliSet


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Flamethrower Turret
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.TurretFlameThrower]
;weapon model
WeaponModel=SkeletalMesh'NullSkeletalMesh.NullSkeletalMesh'
DamageEmitterSocket=Socket

; Bone to which AI's attach weapon
AttachBone=muzzle

;ammo types
AvailableAmmoTypes=class'ShockAI.TurretFlamethrowerAmmo'
DefaultAmmoSelection=class'ShockAI.TurretFlamethrowerAmmo'
UsesAmmunition=false

;weapon stats
BaseMagazineSize=10000
BaseAccuracy=1.0
BaseReloadRate=1.0
; BaseFireRate value is a multiple of the base fire rate
BaseFireRate=1.0

;Accuracy
AccuracyRangeVsPlayer=(Min=0.75,Max=4.0)
AccuracyChangeTimeRangeVsPlayer=(Min=7.0,Max=12.0)
AccuracyRangeVsAI=(Min=0.5,Max=0.5)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.1)

; Animation Info
AttackAnimationInfos=(AttackAnimation=NoAttackAnimation,Weight=1.0)
FiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)


[ShockAIClasses.SpawnedTurretFlamethrowerAmmo]
DamageStimuliSetName=KeroseneStimuliSet
ChanceToCrit=0.0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.EmitterDamageFactory'
EmitterClass=Class'FXClass.FlameThrower_Turret'
HighPressureEmitterClass=Class'FXClass.FlameThrower_Turret'
AttackRange=1800
TraceDistance=1800
NumTracesToFire=1

[ShockAIClasses.Deck1TurretFlamethrower]
AvailableAmmoTypes=class'ShockAIClasses.Deck1TurretFlamethrowerAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck1TurretFlamethrowerAmmo'

[ShockAIClasses.Deck1TurretFlamethrowerAmmo]
DamageStimuliSetName=Deck1KeroseneStimuliSet

[ShockAIClasses.Deck2TurretFlamethrower]
AvailableAmmoTypes=class'ShockAIClasses.Deck2TurretFlamethrowerAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck2TurretFlamethrowerAmmo'

[ShockAIClasses.Deck2TurretFlamethrowerAmmo]
DamageStimuliSetName=Deck2KeroseneStimuliSet

[ShockAIClasses.Deck3TurretFlamethrower]
AvailableAmmoTypes=class'ShockAIClasses.Deck3TurretFlamethrowerAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck3TurretFlamethrowerAmmo'

[ShockAIClasses.Deck3TurretFlamethrowerAmmo]
DamageStimuliSetName=Deck3KeroseneStimuliSet

[ShockAIClasses.Deck4TurretFlamethrower]
AvailableAmmoTypes=class'ShockAIClasses.Deck4TurretFlamethrowerAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck4TurretFlamethrowerAmmo'

[ShockAIClasses.Deck4TurretFlamethrowerAmmo]
DamageStimuliSetName=Deck4KeroseneStimuliSet

[ShockAIClasses.Deck5TurretFlamethrower]
AvailableAmmoTypes=class'ShockAIClasses.Deck5TurretFlamethrowerAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck5TurretFlamethrowerAmmo'

[ShockAIClasses.Deck5TurretFlamethrowerAmmo]
DamageStimuliSetName=Deck5KeroseneStimuliSet

[ShockAIClasses.Deck6TurretFlamethrower]
AvailableAmmoTypes=class'ShockAIClasses.Deck6TurretFlamethrowerAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck6TurretFlamethrowerAmmo'

[ShockAIClasses.Deck6TurretFlamethrowerAmmo]
DamageStimuliSetName=Deck6KeroseneStimuliSet

[ShockAIClasses.Deck7TurretFlamethrower]
AvailableAmmoTypes=class'ShockAIClasses.Deck7TurretFlamethrowerAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck7TurretFlamethrowerAmmo'

[ShockAIClasses.Deck7TurretFlamethrowerAmmo]
DamageStimuliSetName=Deck7KeroseneStimuliSet


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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RPG Turret
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.TurretRPG]
;weapon model
;WeaponModel=SkeletalMesh'Pistol.Pistol'
;DamageEmitterSocket=Barrel
WeaponModel=SkeletalMesh'NullSkeletalMesh.NullSkeletalMesh'
DamageEmitterSocket=Socket

; Bone to which AI's attach weapon
AttachBone=muzzle

; setting this to true makes us use the time between usage multiplier for this weapon
bGetReadyToUseMultiplierFromHolder=true

;ammo types
AvailableAmmoTypes=class'ShockAI.TurretRPGAmmo'
DefaultAmmoSelection=class'ShockAI.TurretRPGAmmo'
UsesAmmunition=false

;weapon stats
BaseMagazineSize=10000
BaseAccuracy=1.0
BaseReloadRate=1.0
; BaseFireRate value is a multiple of the base fire rate
BaseFireRate=1.0

;Accuracy
AccuracyRangeVsPlayer=(Min=0.75,Max=4.0)
AccuracyChangeTimeRangeVsPlayer=(Min=7.0,Max=12.0)
AccuracyRangeVsAI=(Min=0.5,Max=0.5)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.1)

; Animation Info
AttackAnimationInfos=(AttackAnimation=NoAttackAnimation,Weight=1.0)
FiringAnim=(AnimationName=Fire,minAnimRate=0.0,maxAnimRate=100.0)

[ShockAI.TurretRPGAmmo]
FriendlyName=Heat-seeking RPG
VisualAmmoModel=StaticMesh'WP_GrenadeLauncher.Ammo_Pickup_RPG'
DamageStimuliSetName=RPGTurretStimuliSet
ChanceToCrit=0.0
NumRoundsUsedPerShot=1
NumBurstShots=1
DamageModel=Class'ShockGame.ProjectileDamageFactory'
ProjectileClass=Class'ShockDesignerClasses.SpawnedTurretRPGProjectile'
InitialVelocity=1400
NumProjectilesToFire=1
SpreadAngleOfFire=0
FuseTime=6
InnerDamageRadius=400
OuterDamageRadius=700
ExplodeOnImpact=True
ExplodeOnPawnImpact=True
MaximumStackSize=600
AttackRange=2500.0
bShouldHeatSeek=true


[ShockAIClasses.Deck1TurretRPG]
AvailableAmmoTypes=class'ShockAIClasses.Deck1TurretRPGAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck1TurretRPGAmmo'

[ShockAIClasses.Deck1TurretRPGAmmo]
DamageStimuliSetName=Deck1RPGTurretStimuliSet

[ShockAIClasses.Deck2TurretRPG]
AvailableAmmoTypes=class'ShockAIClasses.Deck2TurretRPGAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck2TurretRPGAmmo'

[ShockAIClasses.Deck2TurretRPGAmmo]
DamageStimuliSetName=Deck2RPGTurretStimuliSet

[ShockAIClasses.Deck3TurretRPG]
AvailableAmmoTypes=class'ShockAIClasses.Deck3TurretRPGAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck3TurretRPGAmmo'

[ShockAIClasses.Deck3TurretRPGAmmo]
DamageStimuliSetName=Deck3RPGTurretStimuliSet

[ShockAIClasses.Deck4TurretRPG]
AvailableAmmoTypes=class'ShockAIClasses.Deck4TurretRPGAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck4TurretRPGAmmo'

[ShockAIClasses.Deck4TurretRPGAmmo]
DamageStimuliSetName=Deck4RPGTurretStimuliSet

[ShockAIClasses.Deck5TurretRPG]
AvailableAmmoTypes=class'ShockAIClasses.Deck5TurretRPGAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck5TurretRPGAmmo'

[ShockAIClasses.Deck5TurretRPGAmmo]
DamageStimuliSetName=Deck5RPGTurretStimuliSet

[ShockAIClasses.Deck6TurretRPG]
AvailableAmmoTypes=class'ShockAIClasses.Deck6TurretRPGAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck6TurretRPGAmmo'

[ShockAIClasses.Deck6TurretRPGAmmo]
DamageStimuliSetName=Deck6RPGTurretStimuliSet

[ShockAIClasses.Deck7TurretRPG]
AvailableAmmoTypes=class'ShockAIClasses.Deck7TurretRPGAmmo'
DefaultAmmoSelection=class'ShockAIClasses.Deck7TurretRPGAmmo'

[ShockAIClasses.Deck7TurretRPGAmmo]
DamageStimuliSetName=Deck7RPGTurretStimuliSet



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Atlas
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AtlasRangedWeapons
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;Fireball
[ShockAI.AtlasRangedWeaponOne]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.AtlasRangedWeaponAmmoOne'
DefaultAmmoSelection=class'ShockAI.AtlasRangedWeaponAmmoOne'
UsesAmmunition=false
BaseMinTimeBetweenUsage=1.5
BaseMaxTimeBetweenUsage=2.0
; Animation Info
AttackAnimationInfos=(AttackAnimation=AT_AttackRanged_Flame,Weight=1.0,SourceSocketName=Bip01_R_Hand)

;WeaponFireStartOffset=(X=64.0,Z=47.0)
;BaseAnimationForSocketOffsets=ME_Fidget_A_agg

;Accuracy
AccuracyRangeVsPlayer=(Min=0.75,Max=4.0)
AccuracyChangeTimeRangeVsPlayer=(Min=7.0,Max=12.0)
AccuracyRangeVsAI=(Min=0.5,Max=0.5)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.0)

;Ice
[ShockAI.AtlasRangedWeaponTwo]
WeaponModel=None
AvailableAmmoTypes=Class'ShockAI.AtlasRangedWeaponAmmoTwo'
DefaultAmmoSelection=class'ShockAI.AtlasRangedWeaponAmmoTwo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=2.0
BaseMaxTimeBetweenUsage=2.5

; Animation Info
AttackAnimationInfos=(AttackAnimation=AT_AttackRanged_Ice,Weight=1.0,SourceSocketName=Bip01_Head)

;WeaponFireStartOffset=(X=64.0,Z=47.0)
;BaseAnimationForSocketOffsets=ME_Fidget_A_agg

;Accuracy
AccuracyRangeVsPlayer=(Min=0.75,Max=4.0)
AccuracyChangeTimeRangeVsPlayer=(Min=7.0,Max=12.0)
AccuracyRangeVsAI=(Min=0.5,Max=0.5)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.0)

;Electricity
[ShockAI.AtlasRangedWeaponThree]
WeaponModel=None
AvailableAmmoTypes=Class'ShockAI.AtlasRangedWeaponAmmoThree'
DefaultAmmoSelection=class'ShockAI.AtlasRangedWeaponAmmoThree'
UsesAmmunition=false
BaseMinTimeBetweenUsage=2.5
BaseMaxTimeBetweenUsage=3.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=AT_AttackRanged_Electric,Weight=1.0,SourceSocketName=Bip01_R_Hand)

;WeaponFireStartOffset=(X=64.0,Z=47.0)
;BaseAnimationForSocketOffsets=ME_Fidget_A_agg

;Accuracy
AccuracyRangeVsPlayer=(Min=0.75,Max=4.0)
AccuracyChangeTimeRangeVsPlayer=(Min=7.0,Max=12.0)
AccuracyRangeVsAI=(Min=0.5,Max=0.5)
AccuracyChangeTimeRangeVsAI=(Min=0.0,Max=0.0)

[ShockAI.AtlasRangedWeaponAmmoOne]
DamageStimuliSetName=AtlasRangedWeaponStimuliSetFire
ProjectileClass=class'FXClass.AtlasFireProjectile'
AttackRange=2000.0
AttackAngle=90.0
InitialVelocity=2200.0
FuseTime=1.5
InnerDamageRadius=500
OuterDamageRadius=800
ExplodeOnImpact=True
ExplodeOnPawnImpact=True
ExplodeNearOtherPawnsRadius=40
bShouldStartFuseOnImpact=True
TimeToArm=1

[ShockAI.AtlasRangedWeaponAmmoTwo]
DamageStimuliSetName=AtlasRangedWeaponStimuliSetFrost
ProjectileClass=class'FXClass.AtlasIceProjectile'
AttackRange=2000.0
AttackAngle=90.0
InitialVelocity=2200.0
FuseTime=1.5
InnerDamageRadius=500
OuterDamageRadius=800
ExplodeOnImpact=True
ExplodeOnPawnImpact=True
ExplodeNearOtherPawnsRadius=40
bShouldStartFuseOnImpact=True
TimeToArm=1

[ShockAI.AtlasRangedWeaponAmmoThree]
DamageStimuliSetName=AtlasRangedWeaponStimuliSetElectric
ProjectileClass=class'FXClass.AtlasElectricProjectile'
AttackRange=2000.0
AttackAngle=90.0
InitialVelocity=2800.0
FuseTime=1.5
InnerDamageRadius=500
OuterDamageRadius=800
ExplodeOnImpact=True
ExplodeOnPawnImpact=True
ExplodeNearOtherPawnsRadius=40
bShouldStartFuseOnImpact=True
TimeToArm=1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AtlasMeleeWeapon
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.AtlasMeleeWeapon]
WeaponModel=None
AvailableAmmoTypes=class'ShockAI.AtlasMeleeWeaponAmmo'
DefaultAmmoSelection=class'ShockAI.AtlasMeleeWeaponAmmo'
UsesAmmunition=false
BaseMinTimeBetweenUsage=0.5
BaseMaxTimeBetweenUsage=1.0
FireRate=2.0

; Animation Info
AttackAnimationInfos=(AttackAnimation=AT_AttackMeleePunch,Weight=1.0)
AttackAnimationInfos=(AttackAnimation=AT_AttackMeleeBackhand,Weight=1.0)

[ShockAI.AtlasMeleeWeaponAmmo]
DamageStimuliSetName=AtlasMeleeStimuliSet
AttackRange=400.0
AttackAngle=90.0





; DAMAGE STIMULI SETS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; DamageStimuliSets
;
;   Stimuli should be defined as follows:
; Stimulus=(Type=<stimulusType>,Amount=<amount>,Chance=<chance>)
;
;	<stimulusType>: a type of stimulus -which can be one of the following:
;
;	damage:
;		STIMULUS_GenericPiercing
;		STIMULUS_ArmorPiercing
;		STIMULUS_AntiPersonnel
;		STIMULUS_Bludgeoning
;		STIMULUS_Heat
;		STIMULUS_Cold
;		STIMULUS_Electric
;		STIMULUS_Explosive
;		STIMULUS_Falling
;   AI damage:
;		STIMULUS_AIGenericPiercing
;		STIMULUS_AIArmorPiercing
;		STIMULUS_AIAntiPersonnel
;		STIMULUS_AIBludgeoning
;		STIMULUS_AIHeat
;		STIMULUS_AICold
;		STIMULUS_AIElectric
;		STIMULUS_AIExplosive
;		STIMULUS_AIFalling
;	states:
;		STIMULUS_Shocked
;		STIMULUS_Frozen
;		STIMULUS_Burning
;		STIMULUS_Diseased
;		STIMULUS_Berserk
;		STIMULUS_LatentBerserk  (special disease-berserk state for deck 7 quest)
;	special:
;		STIMULUS_SecurityBeacon
;       STIMULUS_AggressorIrritant
;
;	<amount>: the damage or effectiveness of the stimulus
;		(ex. for STIMULUS_Heat, <amount> may be amount of damage applied,
;			for STIMULUS_Burning, <amount> can be duration of the burning effect )
;
;	<chance>: the chance for this stimulus to successfully be applied to the damagee
;
;   MomentumScale: This number defines how powerful an impulse the weapon imparts
;       on AI. The scale ranges from 1.0 (weak) to 10.0 (strong). 
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[DefaultStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=5.0,Chance=1.0)

[WrenchAmmoStimuliSet]
Stimulus=(Type=STIMULUS_Wrench,Amount=0.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=20.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_AICold,Amount=0.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_Frozen,Amount=1.0,Chance=0.0)
MomentumScale=3.0f
DamageType=Melee
DamageStrength=Light
bCausesInstantRagdollsToAIs=true

[StandardBulletStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=40.0,Chance=1.0)
MomentumScale=1.35f
DamageType=Ranged
DamageStrength=Light

[ArmorPiercingStimuliSet]
Stimulus=(Type=STIMULUS_AIArmorPiercing,Amount=40.0,Chance=1.0)
MomentumScale=1.35f
DamageType=Ranged
DamageStrength=Medium

[AntiPersonnelStimuliSet]
Stimulus=(Type=STIMULUS_AIAntiPersonnel,Amount=40.0,Chance=1.0)
MomentumScale=1.35f
DamageType=Ranged
DamageStrength=Medium

[Buck00StimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=35,Chance=1.0)
; Each projectile: .75 x 8 Possible projectiles = 6.0f
MomentumScale=6.0f
MomentumDuration=0.5f
DamageType=Ranged
DamageStrength=Medium
bCausesInstantRagdollsToAIs=true

[IonicBuckStimuliSet]
Stimulus=(Type=STIMULUS_AIElectric,Amount=35,Chance=1.0)
Stimulus=(Type=STIMULUS_Shocked,Amount=0.1,Chance=0.15)
Stimulus=(Type=STIMULUS_ElectricInWater,Amount=70,Chance=1.0)
Stimulus=(Type=STIMULUS_ShockedInWater,Amount=0.1,Chance=0.15)
; Each projectile: .75 x 8 Possible projectiles = 6.0f
MomentumScale=6.0f
MomentumDuration=0.8f
DamageType=Ranged
DamageStrength=Medium
bCausesInstantRagdollsToAIs=true

[HighExplosiveBuckStimuliSet]
Stimulus=(Type=STIMULUS_AIExplosive,Amount=49,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=1,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=6.0,Chance=0.15)
; Each projectile: .875 x 8 Possible projectiles = 7.0f
MomentumScale=7.0f
MomentumDuration=0.3f
DamageType=Ranged
DamageStrength=Medium
bCausesInstantRagdollsToAIs=true

[BoltStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=450.0,Chance=1.0)
MomentumScale=5.0f
MomentumDuration=0.6f
DamageType=Ranged
DamageStrength=Medium
bCausesInstantRagdollsToAIs=true

[TrapBoltWireStimuliSet]
Stimulus=(Type=STIMULUS_AIElectric,Amount=700.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Electric,Amount=175.0,Chance=1.0)
MomentumScale=5.0f
MomentumDuration=0.6f
DamageType=Ranged
DamageStrength=Medium
bCausesInstantRagdollsToAIs=true

;[ArmorPiercingBoltStimuliSet]
;Stimulus=(Type=STIMULUS_AIHeat,Amount=250.0,Chance=1.0)
;MomentumScale=3.5f
;DamageType=Ranged
;DamageStrength=Medium

[SuperHeatedBoltStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=600.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=1.0,Chance=0.01)
MomentumScale=6.0f
MomentumDuration=0.5f
DamageType=Ranged
DamageStrength=Medium
bCausesInstantRagdollsToAIs=true

[TrapBoltStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=300.0,Chance=1.0)
MomentumScale=3.0f
MomentumDuration=0.3f
DamageType=Ranged
DamageStrength=Medium
bCausesInstantRagdollsToAIs=true

;[DiseaseBoltStimuliSet]
;Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=80.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_Diseased,Amount=1.0,Chance=0.8)
;MomentumScale=3.0f
;DamageType=Ranged
;DamageStrength=Medium

[FragGrenadeStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=200.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIExplosive,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=30.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Explosive,Amount=30.0,Chance=1.0)
MomentumScale=10.0f
MomentumDuration=0.5f
DamageType=Explosive
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[TKFragGrenadeStimuliSet]
Stimulus=(Type=STIMULUS_AIArmorPiercing,Amount=120.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIExplosive,Amount=120.0,Chance=1.0)
Stimulus=(Type=STIMULUS_ArmorPiercing,Amount=30.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Explosive,Amount=30.0,Chance=1.0)
MomentumScale=10.0f
MomentumDuration=0.5f
DamageType=Explosive
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[LiquidNitrogenStimuliSet]
Stimulus=(Type=STIMULUS_AICold,Amount=200.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Frozen,Amount=8.0,Chance=0.5)
Stimulus=(Type=STIMULUS_Cold,Amount=200.0,Chance=1.0)
MomentumScale=8.0f
DamageType=Explosive
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[RPGStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=400.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIAntiPersonnel,Amount=75.0,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=1.0,Chance=0.01)
MomentumScale=8.0f
DamageType=Explosive
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[StickyProxStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=450.0,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=60.0,Chance=1.0)
MomentumScale=9.5f
DamageType=Explosive
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[KeroseneStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=30.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=1.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=1.2,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[Deck1KeroseneStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=1.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=1.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=2.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[Deck2KeroseneStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=1.3,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=1.15,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=2.5,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[Deck3KeroseneStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=1.6,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=1.3,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=3.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[Deck4KeroseneStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=1.9,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=1.45,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=3.5,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[Deck5KeroseneStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=2.2,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=1.6,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=4.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[Deck6KeroseneStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=2.5,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=1.75,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=4.5,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[Deck7KeroseneStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=3.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=1.9,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=6.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[ChemLiquidNitrogenStimuliSet]
;Stimulus=(Type=STIMULUS_AICold,Amount=15,Chance=1.0)
;Stimulus=(Type=STIMULUS_Cold,Amount=15,Chance=1.0)
Stimulus=(Type=STIMULUS_Frozen,Amount=0.6,Chance=1.0)
MomentumScale=0.0f
DamageType=Ranged
DamageStrength=Light

[IonicGelStimuliSet]
Stimulus=(Type=STIMULUS_AIElectric,Amount=25,Chance=1.0)
Stimulus=(Type=STIMULUS_Electric,Amount=25,Chance=1.0)
Stimulus=(Type=STIMULUS_Shocked,Amount=1.0,Chance=1.0)
Stimulus=(Type=STIMULUS_ElectricInWater,Amount=25.0,Chance=1)
Stimulus=(Type=STIMULUS_ShockedInWater,Amount=1.0,Chance=1)
MomentumScale=1.5f
DamageType=Ranged
DamageStrength=Light

[MachineGunStandardBulletStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=40,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[MachineGunArmorPiercingBulletStimuliSet]
Stimulus=(Type=STIMULUS_AIArmorPiercing,Amount=30,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[MachineGunAntipersonnelBulletStimuliSet]
Stimulus=(Type=STIMULUS_AIAntiPersonnel,Amount=18.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

;[MachineGunFrozenBulletStimuliSet]
;Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=12.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_AICold,Amount=16,Chance=1.0)
;Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=16,Chance=1.0)
;Stimulus=(Type=STIMULUS_Frozen,Amount=1.0,Chance=0.05)
;MomentumScale=2.0f
;DamageType=Ranged
;DamageStrength=Light

;[MachineGunRubberBulletStimuliSet]
;Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=3.0,Chance=1.0)
;MomentumScale=2.0f
;DamageType=Ranged
;DamageStrength=Medium

[LatentBerserkStimuliSet]
Stimulus=(Type=STIMULUS_LatentBerserk,Amount=1.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[HighExplosiveStimuliSet]
Stimulus=(Type=STIMULUS_AIExplosive,Amount=4.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=4.0,Chance=1.0)
DamageType=Explosive
DamageStrength=Medium

[SecurityBeaconStimuliSet]
Stimulus=(Type=STIMULUS_SecurityBeacon,Amount=1.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[AggressorIrritantStimuliSet]
Stimulus=(Type=STIMULUS_AggressorIrritant,Amount=1.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[IcicleAssaultStimuliSet]
Stimulus=(Type=STIMULUS_AICold,Amount=0.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Frozen,Amount=1.33,Chance=1.00)
; only one projectile
MomentumScale=6.0f
DamageType=Ranged
DamageStrength=Light

[IcicleAssaultTwoStimuliSet]
Stimulus=(Type=STIMULUS_AICold,Amount=0.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Frozen,Amount=2.66,Chance=1.00)
; only one projectile
MomentumScale=6.0f
DamageType=Ranged
DamageStrength=Light

[IcicleAssaultThreeStimuliSet]
Stimulus=(Type=STIMULUS_AICold,Amount=0.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Frozen,Amount=5.33,Chance=1.00)
; only one projectile
MomentumScale=6.0f
DamageType=Ranged
DamageStrength=Light

[BouncerMeleeHandStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=100.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=70.0,Chance=1.0)
MomentumScale=4.0f
DamageType=Melee
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[BouncerShoulderWeaponStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=140.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=100.0,Chance=1.0)
MomentumScale=5.0f
DamageType=Melee
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[BouncerEliteMeleeHandStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=240.0,Chance=1.0)
MomentumScale=4.0f
DamageType=Melee
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[BouncerEliteShoulderWeaponStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=200.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=240.0,Chance=1.0)
MomentumScale=5.0f
DamageType=Melee
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[RosieMeleeStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=120.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=120.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Melee
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[RosieRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_ArmorPiercing,Amount=35.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIArmorPiercing,Amount=35.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=35.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=35.0,Chance=1.0)
MomentumScale=6.0f
DamageType=Ranged
DamageStrength=Heavy

[RosieGrenadeWeaponStimuliSet]
Stimulus=(Type=STIMULUS_AntiPersonnel,Amount=120.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIAntiPersonnel,Amount=120.0,Chance=1.0)
MomentumScale=10.0f
DamageType=Explosive
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[RosieEliteMeleeStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=180.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=400.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Melee
DamageStrength=Medium
bCausesInstantRagdollsToAIs=true

[RosieEliteRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_ArmorPiercing,Amount=50.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIArmorPiercing,Amount=200.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=50.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=200.0,Chance=1.0)
MomentumScale=6.0f
DamageType=Ranged
DamageStrength=Heavy

[RosieEliteGrenadeWeaponStimuliSet]
Stimulus=(Type=STIMULUS_AntiPersonnel,Amount=180.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIAntiPersonnel,Amount=180.0,Chance=1.0)
MomentumScale=10.0f
DamageType=Explosive
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[SPFRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=120.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=120.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Shocked,Amount=3.0,Chance=0.25)
DamageType=Ranged
DamageStrength=Medium

[SPFMeleeStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=80.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=80.0,Chance=1.0)
DamageType=Melee
DamageStrength=Medium

[SPFEliteRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=180.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=180.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Shocked,Amount=3.0,Chance=0.25)
DamageType=Ranged
DamageStrength=Medium

[SPFEliteMeleeStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=120.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=120.0,Chance=1.0)
DamageType=Melee
DamageStrength=Medium


# [MutatedThugFistStimuliSet]
# Stimulus=(Type=STIMULUS_Bludgeoning,Amount=6.0,Chance=1.0)

[AssassinRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=40.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=40,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=60,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=2,Chance=0.1)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Medium

[AssassinMeleeWeaponStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=75.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=75.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Melee
DamageStrength=Light

[AssassinIcicleAssaultStimuliSet]
Stimulus=(Type=STIMULUS_Cold,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AICold,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Frozen,Amount=3.0,Chance=0.25)
; Each projectile: .75 x 8 Possible projectiles = 6.0f
MomentumScale=0.75f
DamageType=Ranged
DamageStrength=Medium

[AssassinFreezingTouchStimuliSet]
Stimulus=(Type=STIMULUS_Cold,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AICold,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Frozen,Amount=1.0,Chance=0.25)
DamageType=Melee
DamageStrength=Medium

# [MimicMeleeHandStimuliSet]
# Stimulus=(Type=STIMULUS_Bludgeoning,Amount=8.0,Chance=1.0)
# Stimulus=(Type=STIMULUS_Diseased,Amount=12.0,Chance=0.5)

[GrenadierRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=40.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_ArmorPiercing,Amount=40.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIArmorPiercing,Amount=20.0,Chance=1.0)
MomentumScale=10.0f
DamageType=Explosive
DamageStrength=Medium
bCausesInstantRagdollsToAIs=true

[MolotovGrenadierRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=90.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=1.0,Chance=0.01)
MomentumScale=8.0f
DamageType=Explosive
DamageStrength=Light
bCausesInstantRagdollsToAIs=true

[TKMolotovGrenadierRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=350.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=90.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=1.0,Chance=0.01)
MomentumScale=8.0f
DamageType=Explosive
DamageStrength=Light
bCausesInstantRagdollsToAIs=true

[GrenadierMeleeWeaponStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=75.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=75.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Melee
DamageStrength=Light


[MolotovGrenadierMeleeWeaponStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=80.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=80.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Melee
DamageStrength=Light

[GrenadierSuicideWeaponStimuliSet]
Stimulus=(Type=STIMULUS_AntiPersonnel,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIAntiPersonnel,Amount=150.0,Chance=1.0)
MomentumScale=6.0f
DamageType=Explosive
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

[GrenadierSmokeGrenadeWeaponStimuliSet]
;intentionally nothing


[CeilingCrawlerRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=35.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=35.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_Shocked,Amount=3.0,Chance=0.25)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Medium


[TKCeilingCrawlerRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=150.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_Shocked,Amount=3.0,Chance=0.25)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Medium


[LifeDrainCeilingCrawlerRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=100.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=100.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_Shocked,Amount=3.0,Chance=0.25)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Medium

[TKLifeDrainCeilingCrawlerRangedWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=200.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=200.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_Shocked,Amount=3.0,Chance=0.25)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Medium

[CeilingCrawlerLifeDrainWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=150.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Medium

# [RangedScavengerSloProRangedWeaponStimuliSet]
# Stimulus=(Type=STIMULUS_Cold,Amount=8.0,Chance=1.0)
# Stimulus=(Type=STIMULUS_Frozen,Amount=8.0,Chance=0.25)

# [HideousGrenadierClusterRangedWeaponStimuliSet]
# Stimulus=(Type=STIMULUS_AIAntiPersonnel,Amount=6.0,Chance=1.0)
# Stimulus=(Type=STIMULUS_Heat,Amount=6.0,Chance=1.0)
# Stimulus=(Type=STIMULUS_Burning,Amount=8.0,Chance=0.25)

# [RangedScavengerChemicalRangedWeaponStimuliSet]
# Stimulus=(Type=STIMULUS_Electric,Amount=0.001,Chance=1.0)

[RangedAggressorSMGWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=6.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=6.0,Chance=1.0)
MomentumScale=2.5f
DamageType=Ranged
DamageStrength=Light

[RangedAggressorSMGMeleeStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=60.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Melee
DamageStrength=Light

[RangedAggressorChargedBurstStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=50.0,Chance=0.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=50.0,Chance=0.0)
Stimulus=(Type=STIMULUS_Shocked,Amount=3.0,Chance=0.0)
MomentumScale=4.0f
DamageType=Ranged
DamageStrength=Medium

[RangedAggressorPistolWeaponStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=20.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=15.0,Chance=1.0)
MomentumScale=1.5f
DamageType=Ranged
DamageStrength=Medium

[RangedAggressorPistolMeleeStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=36.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=36.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Medium

; the damage stimuli set that all aggressors use when pushing another AI
[AggressorPushStimuliSet]
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=0.0,Chance=1.0)
MomentumScale=1.5f
DamageType=Melee
DamageStrength=Medium

; the damage stimuli set that all protectors use when pushing another AI
[ProtectorPushAIStimuliSet]
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=0.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Melee
DamageStrength=Heavy

; the damage stimuli set that the ceiling crawler uses when dropping on top of another AI
[CrushAIDamageStimuliSet]
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=0.0,Chance=1.0)
MomentumScale=5.0f
DamageType=Melee
DamageStrength=Medium

[CeilingCrawlerMeleeHandStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=60.0,Chance=1.0)
MomentumScale=2.5f
DamageType=Melee
DamageStrength=Light

[CeilingCrawlerMeleeSlashStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=80.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=80.0,Chance=1.0)
MomentumScale=2.5f
DamageType=Melee
DamageStrength=Light

[CeilingCrawlerMeleeFootStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=80.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=80.0,Chance=1.0)
MomentumScale=2.5f
DamageType=Melee
DamageStrength=Heavy

[MeleeThugClubStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=25.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=25.0,Chance=1.0)
MomentumScale=2.5f
DamageType=Melee
DamageStrength=Medium

[ElectrifiedMeleeThugClubStimuliSet]
Stimulus=(Type=STIMULUS_Electric,Amount=40.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIElectric,Amount=40.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=40.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=40.0,Chance=1.0)
MomentumScale=2.5f
DamageType=Melee
DamageStrength=Medium

[MaxSecurityBotStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=9.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=5.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Light

[Deck1SecurityBotStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=9.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=5.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Light

[Deck2SecurityBotStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=9.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=5.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Light

[Deck3SecurityBotStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=12.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=10.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Light

[Deck4SecurityBotStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=12.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=10.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Light

[Deck5SecurityBotStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=15.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=15.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Light

[Deck6SecurityBotStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=18.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=20.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Light

[Deck7SecurityBotStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=18.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=20.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Light

[BotColdSprayStimuliSet]
Stimulus=(Type=STIMULUS_AICold,Amount=6.00,Chance=1.0)
Stimulus=(Type=STIMULUS_Cold,Amount=6.00,Chance=1.0)
Stimulus=(Type=STIMULUS_Frozen,Amount=1.0,Chance=0.01)
DamageType=Ranged
DamageStrength=Light

[BotShockStimuliSet]
Stimulus=(Type=STIMULUS_AIElectric,Amount=12.5,Chance=1.0)
Stimulus=(Type=STIMULUS_Electric,Amount=12.5,Chance=1.0)
Stimulus=(Type=STIMULUS_Shocked,Amount=2.5,Chance=0.25)
DamageType=Ranged
DamageStrength=Medium

[SecurityBotExplosionStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=60.0,Chance=1.0)
MomentumScale=8.0f
DamageType=Explosive
DamageStrength=Medium

[TurretExplosionStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=60.0,Chance=1.0)
MomentumScale=8.0f
DamageType=Explosive
DamageStrength=Medium

[TurretMinigunStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=6.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=6.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[Deck1TurretMinigunStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=6.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=6.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[Deck2TurretMinigunStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=7.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=8.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[Deck3TurretMinigunStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=8.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=10.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[Deck4TurretMinigunStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=9.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=12.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[Deck5TurretMinigunStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=10.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=14.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[Deck6TurretMinigunStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=11.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=16.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[Deck7TurretMinigunStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=12.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=18.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[FallingDamageStimuliSet]
Stimulus=(Type=STIMULUS_Falling,Amount=0.30,Chance=1.0)
DamageType=Melee
DamageStrength=Heavy

;This one is for things like the molotov cocktail and Incinerate
[FireStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=6.00,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=6.00,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=1.0,Chance=1.0)
DamageType=Melee
DamageStrength=Light

[MiscFireStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=3.00,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=3.00,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=1.0,Chance=1.0)
DamageType=Melee
DamageStrength=Light

[BerserkRageStimuliSet]
Stimulus=(Type=STIMULUS_Berserk,Amount=1.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[ElectricBoltStimuliSet]
;Electric stimulus configured in ModEffects.ini
Stimulus=(Type=STIMULUS_Shocked,Amount=1.0,Chance=1)
Stimulus=(Type=STIMULUS_ElectricInWater,Amount=400.0,Chance=1)
Stimulus=(Type=STIMULUS_ShockedInWater,Amount=1.0,Chance=1.0)
MomentumScale=2.0f
DamageType=Ranged
DamageStrength=Light

[ElectricBoltTwoStimuliSet]
;Electric stimulus configured in ModEffects.ini
Stimulus=(Type=STIMULUS_Shocked,Amount=2.0,Chance=1)
Stimulus=(Type=STIMULUS_ElectricInWater,Amount=1600.0,Chance=1)
Stimulus=(Type=STIMULUS_ShockedInWater,Amount=8.0,Chance=1.0)
MomentumScale=2.5f
DamageType=Ranged
DamageStrength=Light

[ElectricBoltThreeStimuliSet]
;Electric stimulus configured in ModEffects.ini
Stimulus=(Type=STIMULUS_Shocked,Amount=4.0,Chance=1)
Stimulus=(Type=STIMULUS_ElectricInWater,Amount=8000.0,Chance=1)
Stimulus=(Type=STIMULUS_ShockedInWater,Amount=48.0,Chance=1.0)
MomentumScale=3.0f
DamageType=Ranged
DamageStrength=Light

[IncinerationStimuliSet]
;Burning amount = damage per second
Stimulus=(Type=STIMULUS_Burning,Amount=12.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=12.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=1.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_AIHeat,Amount=0.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[IncinerationTwoStimuliSet]
;Burning amount = damage per second
Stimulus=(Type=STIMULUS_Burning,Amount=24.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=18.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=1.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_AIHeat,Amount=0.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[IncinerationThreeStimuliSet]
;Burning amount = damage per second
Stimulus=(Type=STIMULUS_Burning,Amount=48.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=24.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=1.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_AIHeat,Amount=0.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[IncinerationExplosiveStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=6.0,Chance=1.0)
DamageType=Explosive
DamageStrength=Medium

[FreezingTouchStimuliSet]
;Frozen stimulus configured in ModEffects.ini

[AirBlastStimuliSet]
;Air blast has no damage to deal, only an impulse is imparted
;Momentum configured in ModEffects.ini
Stimulus=(Type=STIMULUS_AirBlast,Amount=0.0,Chance=1.0)
MomentumScale=0.5
DamageType=Ranged
DamageStrength=Heavy

[SpringBoardTrapStimuliSet]
;The springboard trap does no direct damage
Stimulus=(Type=STIMULUS_SpringBoardTrap,Amount=0.0,Chance=1.0)
MomentumDuration=0.3
DamageType=Explosive
DamageStrength=Heavy

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; In Water Propagation Stimulus
;
; Note: Do not add additional stimulus in these sets without talking
; to a programmer
; 

[ElectricInWaterStimuliSet]
Stimulus=(Type=STIMULUS_ElectricInWater,Amount=1000.0,Chance=1.0)
Stimulus=(Type=STIMULUS_ShockedInWater,Amount=1.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[FreezeInWaterStimuliSet]
Stimulus=(Type=STIMULUS_FrozenInWater,Amount=1.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

;[IcicleAssaultStimuliSet]
;Stimulus=(Type=STIMULUS_AICold,Amount=0.0,Chance=1.0)
;Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=0.0,Chance=1.0)
;MomentumScale=0.5f
;DamageType=Ranged
;DamageStrength=Heavy

[RPGTurretStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=100.00,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=20.00,Chance=1.0)
MomentumScale=4.0f
DamageType=Explosive
DamageStrength=Heavy

[Deck1RPGTurretStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=100.00,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=20.00,Chance=1.0)
MomentumScale=4.0f
DamageType=Explosive
DamageStrength=Heavy

[Deck2RPGTurretStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=150.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=100.00,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=72.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=24.00,Chance=1.0)
MomentumScale=4.0f
DamageType=Explosive
DamageStrength=Heavy

[Deck3RPGTurretStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=200.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=100.00,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=84.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=28.00,Chance=1.0)
MomentumScale=4.0f
DamageType=Explosive
DamageStrength=Heavy

[Deck4RPGTurretStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=200.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=100.00,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=96.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=32.00,Chance=1.0)
MomentumScale=4.0f
DamageType=Explosive
DamageStrength=Heavy

[Deck5RPGTurretStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=250.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=100.00,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=108.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=36.00,Chance=1.0)
MomentumScale=4.0f
DamageType=Explosive
DamageStrength=Heavy

[Deck6RPGTurretStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=250.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=100.00,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=120.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=40.00,Chance=1.0)
MomentumScale=4.0f
DamageType=Explosive
DamageStrength=Heavy

[Deck7RPGTurretStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=300.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=100.00,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=140.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=45.00,Chance=1.0)
MomentumScale=4.0f
DamageType=Explosive
DamageStrength=Heavy

[TKRPGTurretStimuliSet]
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=250.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=200.00,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=60.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=20.00,Chance=1.0)
MomentumScale=4.0f
DamageType=Explosive
DamageStrength=Heavy

[LifeDrainStimuliSet]
Stimulus=(Type=STIMULUS_LifeDrain,Amount=6,Chance=1.0)
DamageType=Ranged
DamageStrength=Medium

[DiseasedExcretionStimuliSet]
Stimulus=(Type=STIMULUS_Diseased,Amount=1,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[ChargedBurstStimuliSet]
Stimulus=(Type=STIMULUS_AIElectric,Amount=0.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Shocked,Amount=1.0,Chance=0.0)
DamageType=Melee
DamageStrength=Light

[ThrownObjectStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=5,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=5,Chance=1.0)
DamageType=Ranged
DamageStrength=Light
bCausesInstantRagdollsToAIs=true

[FlameJetStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=2.5,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=2.5,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=1.0,Chance=1.0)
DamageType=Melee
DamageStrength=Light

[GathererSaveStimuliSet]
Stimulus=(Type=STIMULUS_GathererSave,Amount=1.0,Chance=1.0)

[SummonProtectorStimuliSet]
Stimulus=(Type=STIMULUS_SummonProtector,Amount=1.0,Chance=1.0)

[DistractingShotStimuliSet]
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=1.0,Chance=1.0)

[AtlasRangedWeaponStimuliSetFire]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=30.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=12.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=30,Chance=1.0)
Stimulus=(Type=STIMULUS_AIHeat,Amount=12,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=8,Chance=0.3)
DamageType=Ranged
DamageStrength=Medium

[AtlasRangedWeaponStimuliSetFrost]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=30.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=12.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Cold,Amount=30,Chance=1.0)
Stimulus=(Type=STIMULUS_AICold,Amount=12,Chance=1.0)
Stimulus=(Type=STIMULUS_Frozen,Amount=8,Chance=0.3)
DamageType=Ranged
DamageStrength=Medium

[AtlasRangedWeaponStimuliSetElectric]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=30.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=12.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Electric,Amount=30,Chance=1.0)
Stimulus=(Type=STIMULUS_AIElectric,Amount=12,Chance=1.0)
Stimulus=(Type=STIMULUS_Shocked,Amount=8,Chance=0.3)
DamageType=Ranged
DamageStrength=Medium

[AtlasMeleeStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=80.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=80.0,Chance=1.0)
MomentumScale=4.0f
DamageType=Melee
DamageStrength=Medium

[AtlasChargeStimuliSet]
Stimulus=(Type=STIMULUS_Bludgeoning,Amount=100.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIBludgeoning,Amount=100.0,Chance=1.0)
MomentumScale=4.0f
DamageType=Melee
DamageStrength=Medium

[InsectSwarmStimuliSet]
; The amount of damage that this stimulus does is set at runtime based on config values set for the InsectSwarm.
Stimulus=(Type=STIMULUS_AIGenericPiercing,Amount=0.0,Chance=1.0)
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=0.0,Chance=1.0)
MomentumImparted=0.0

[BurningOilStimuliSet]
Stimulus=(Type=STIMULUS_AIHeat,Amount=3.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Heat,Amount=3.0,Chance=1.0)
Stimulus=(Type=STIMULUS_Burning,Amount=20.0,Chance=1.0)
DamageType=Ranged
DamageStrength=Light

[ExplodingBarrelStimuliSet]
Stimulus=(Type=STIMULUS_GenericPiercing,Amount=50.0,Chance=1.0)
Stimulus=(Type=STIMULUS_AIExplosive,Amount=600.0,Chance=1.0)
MomentumScale=10.0f
MomentumDuration=0.5f
DamageType=Explosive
DamageStrength=Heavy
bCausesInstantRagdollsToAIs=true

; DAMAGE RESISTANCE SETS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; DamageResistances
;
;   Resistances should be defined as follows:
; Resistance=(Type=<stimulusType>,AmountModification=<amount>,ChanceModification=<chance>)
;
;	<stimulusType>: a type of stimulus -which can be one of the following:
;
;	damage:
;		STIMULUS_GenericPiercing
;		STIMULUS_ArmorPiercing
;		STIMULUS_AntiPersonnel
;		STIMULUS_Bludgeoning
;		STIMULUS_Heat
;		STIMULUS_Cold
;		STIMULUS_Electric
;		STIMULUS_Explosive
;		STIMULUS_Falling
;   AI damage:
;		STIMULUS_AIGenericPiercing
;		STIMULUS_AIArmorPiercing
;		STIMULUS_AIAntiPersonnel
;		STIMULUS_AIBludgeoning
;		STIMULUS_AIHeat
;		STIMULUS_AICold
;		STIMULUS_AIElectric
;		STIMULUS_AIExplosive
;		STIMULUS_AIFalling
;	states:
;		STIMULUS_Shocked
;		STIMULUS_Frozen
;		STIMULUS_Burning
;		STIMULUS_Diseased
;		STIMULUS_Berserk
;		STIMULUS_LatentBerserk  (special disease-berserk state for deck 7 quest)
;	special:
;		STIMULUS_SecurityBeacon
;       STIMULUS_AggressorIrritant
;
;	<amount>: modification on the amount of a stimulus, typically used to modify the 
;		amount of a damage stimulus
;
;	<chance>: modification on the chance of a stimulus to succeed, typically used to modify the 
;		chance of a state-inflicting stimulus
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[DefaultResistanceSet]
;player damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=0.0)

[PlayerResistanceSet]
;player damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.04,ChanceModification=1.0)

;SourceModifier=(SourceClass=class'ShockAI.ShockAI',AmountModification=3.0)
;SourceModifier=(SourceClass=class'ShockAI.Bouncer',AmountModification=0.0)

[RangedAggressorResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=1.0,ChanceModification=1.0)

[MedicalRangedAggressorResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=1.0,ChanceModification=1.0)

[FisheriesRangedAggressorResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.8333,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.50,ChanceModification=1.0)

[ArcadiaRangedAggressorResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.666,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.75,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.125,ChanceModification=1.0)


[RangedAggressorSMGResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.4,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0105,ChanceModification=1.0)


[SteinmanResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.4,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.75,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=1.0,ChanceModification=1.0)


[EngineeringRangedAggressorSMGResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.333,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.375,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.4,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0105,ChanceModification=1.0)


[ResidentialRangedAggressorSMGResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.15,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0156,ChanceModification=1.0)

[ScienceRangedAggressorSMGResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.216,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.1875,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.075,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0105,ChanceModification=1.0)


[MeleeThugResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=1.0,ChanceModification=1.0)

[MedicalMeleeThugResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=1.0,ChanceModification=1.0)

[ArcadiaMeleeThugResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.666,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.75,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.1,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.125,ChanceModification=1.0)


[RecreationMeleeThugResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.1,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.08333,ChanceModification=1.0)

[ElectricMeleeThugResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)

;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0208333,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0,ChanceModification=0.0)

;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=0.0)


[EngineeringElectricMeleeThugResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)

;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.05,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.375,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0,ChanceModification=0.0)

;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=0.0)



[ResidentialElectricMeleeThugResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)

;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0,ChanceModification=0.0)

;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=0.0)


[ScienceElectricMeleeThugResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)

;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.2166,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.1875,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0,ChanceModification=0.0)

;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=0.0)



[CeilingCrawlerResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.1666,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.1666,ChanceModification=1.0)

[FisheriesCeilingCrawlerResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.833,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.1666,ChanceModification=1.0)


[RecreationCeilingCrawlerResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.1,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.08333,ChanceModification=1.0)


[EngineeringCeilingCrawlerResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.333,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.375,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.1,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0208333,ChanceModification=1.0)

[LifeDrainCeilingCrawlerResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0105,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.16,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.075,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0105,ChanceModification=1.0)

[ScienceLifeDrainCeilingCrawlerResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.2166,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.1875,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.075,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0105,ChanceModification=1.0)

[GrenadierResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.33,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=1.00,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.33,ChanceModification=1.0)


[MedicalGrenadierResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.5,ChanceModification=1.0)

[FisheriesGrenadierResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.833,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.33,ChanceModification=1.0)


[MolotovGrenadierResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0041666,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.05,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.004166,ChanceModification=1.0)

[RecreationMolotovGrenadierResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.004166,ChanceModification=1.0)

[ResidentialMolotovGrenadierResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.2,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.007833,ChanceModification=1.0)


[GauntletMolotovGrenadierResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.4,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.75,ChanceModification=2.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)


[AssassinResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.08333,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0833,ChanceModification=1.0)

[ArcadiaAssassinResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.666,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.75,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0833,ChanceModification=1.0)

[RecreationAssassinResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.10,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0833,ChanceModification=1.0)

[EngineeringAssassinResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.333,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.375,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.1,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.020833,ChanceModification=1.0)

[MagicAssassinResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0105,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.16,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.10,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0105,ChanceModification=1.0)

[ScienceMagicAssassinResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.2166,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.1875,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.10,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0105,ChanceModification=1.0)


[BouncerResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=2.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.50,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.50,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.50,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.30,ChanceModification=1.0)

[EliteBouncerResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=2.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.03,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.10,ChanceModification=1.0)


[RosieResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=2.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.50,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.06,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.10,ChanceModification=1.0)


[EliteRosieResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=2.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.166,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.125,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.005,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.05,ChanceModification=1.0)


;[SloProFumResistanceSet]
;damage resistances
;Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
;Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=3.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AIElectric,AmountModification=2.5,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
;Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.5)
;Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
;Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
;Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
;Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)





[SecurityBotResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.8,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)


[Deck1SecurityBotResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)


[Deck2SecurityBotResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.833,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck3SecurityBotResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.666,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.75,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck4SecurityBotResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck5SecurityBotResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.33,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck6SecurityBotResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.1875,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck7SecurityBotResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.216,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.1875,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[TurretResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck1TurretResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.166,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck2TurretResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.833,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck3TurretResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.5833,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.75,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck4TurretResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.4166,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck5TurretResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.333,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.375,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck6TurretResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck7TurretResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.1875,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)



[Deck1CameraResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.166,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck2CameraResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.833,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck3CameraResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.5833,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.75,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck4CameraResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.4166,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck5CameraResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.333,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.375,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)


[Deck6CameraResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[Deck7CameraResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.1875,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.25,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)



[GathererResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=5.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=0.0)


[GathererScavengerResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=5.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=0.0)


[IceWallResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=0.0)

[WelcomeLockResistanceSet]
;player damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=0.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=0.0)

[GenericLockResistanceSet]
;player damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=0.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=0.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=0.0)

[DemoBotResistanceSet]
;player damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=0.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=0.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=0.0)

[MedicalFireAlarmResistanceSet]
;player damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=0.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=0.0)

[GeneratorResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=1.0)

[WelcomeCircuitBreakerResistanceSet]
;player damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=0.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=0.0)

[WelcomeDebrisResistanceSet]
;player damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=0.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=0.0)

[InvulnerableResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=1.0)

[NoShockResistanceSet]
;player damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)


[ExtinguishableResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.25.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=1.0)



[FlammableResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=30.0,ChanceModification=1000.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=1.0)



[AtlasResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.4,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=2.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.4,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=2.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.5,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.4,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.4,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0105,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.16,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.05,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0105,ChanceModification=1.0)

[DecoyResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=0.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_ShockedInWater,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_FrozenInWater,AmountModification=0.0,ChanceModification=0.0)


[MedicalGrenadeBlockageResistanceSet]
;;;; This set is for a Reactive actor in Medical that must be destroyed with grenades
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=0.5)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=1.0)

[MedicalGrenadeBlockageResistanceSetTwo]
;;;; This set is for a Reactive actor in Medical that must be destroyed with grenades
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=0.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=0.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=0.0,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Frozen,AmountModification=0.0,ChanceModification=0.5)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=0.0,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Berserk,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=0.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ElectricInWater,AmountModification=0.0,ChanceModification=1.0)


[LongerShockedResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=4.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.5,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[ReactiveActorResistanceSet]
; DO NOT CHANGE THIS STIMULI SET FOR ANY REASON WITHOUT TALKING TO CROMBIE!
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[ExplosiveBarrelResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=3.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)

[ImmuneToHeatResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Scripted,AmountModification=0.0,ChanceModification=0.0)


[HeatResistantMeleeThugResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=6.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.5,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Burning,AmountModification=1.0,ChanceModification=1.5)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)


[NoBurnResistanceSet]
;damage resistances
Resistance=(Type=STIMULUS_GenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_ArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Bludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Heat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Cold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Electric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Explosive,AmountModification=0.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Falling,AmountModification=1.0,ChanceModification=1.0)
;AI damage resistances
Resistance=(Type=STIMULUS_AIGenericPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIArmorPiercing,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIAntiPersonnel,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIBludgeoning,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIHeat,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AICold,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIElectric,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIExplosive,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AIFalling,AmountModification=1.0,ChanceModification=1.0)
;state resistances
Resistance=(Type=STIMULUS_Shocked,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Frozen,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Burning,AmountModification=0.0,ChanceModification=0.0)
Resistance=(Type=STIMULUS_Diseased,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_Berserk,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_LatentBerserk,AmountModification=1.0,ChanceModification=1.0)
;special resistances
Resistance=(Type=STIMULUS_SecurityBeacon,AmountModification=1.0,ChanceModification=1.0)
Resistance=(Type=STIMULUS_AggressorIrritant,AmountModification=1.0,ChanceModification=1.0)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Weapon Bases
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



[ShockGame.Weapon]
;weapon model
WeaponModel=None

; Bone to which to attach weapon
AttachBone=R_Grip

;weapon stats
BaseMagazineSize=10
BaseAccuracy=1.0
BaseReloadRate=1.0
BaseFireRate=1.0

;attachments (weapon Mods)
;AltFireModAttachmentClass=<classOfAttachment>
;StrictlySuperiorModAttachmentClass=<classOfAttachment>

;attachment locations for the weapon mods
;AltFireModAttachmentSocket=<socketName>
;StrictlySuperiorModAttachmentSocket=<socketName>

;animations

DefaultUseAbilityAnimation=PlasmidFireWrench
;PerAbilityAnimation=(AbilityName=Fireball,UseAbilityAnimation=XXXXX)
;PerAbilityAnimation=(AbilityName=TelekinesisGrab,UseAbilityAnimation=YYYYY)
;PerAbilityAnimation=(AbilityName=TelekinesisThrow,UseAbilityAnimation=ZZZZZ)

;IdlingHandsAnim=<animationName>
;IdlingAnim=<animationName>
;IdlingUnProminentHandsAnim=<animationName>
;IdlingUnProminentAnim=<animationName>

;EquippingHolderAnim=<animationName>
;EquippingHandsAnim=<animationName>
;EquippingAnim=<animationName>

;UnEquippingHolderAnim=<animationName>
;UnEquippingHandsAnim=<animationName>
;UnEquippingAnim=<animationName>

;ReloadingEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingEmptyWeaponAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;ReloadingNotEmptyWeaponAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ReloadingNotEmptyWeaponAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;FiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;FiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;FiringFinalShotAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;ZoomedFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;ZoomedFiringFinalShotAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;AltFiringFinalShotAltFireAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotStrictlySuperiorAttachmentAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHolderAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotHandsAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)
;AltFiringFinalShotAnim=(AnimationName=<animationName>,minAnimRate=0.0,maxAnimRate=100.0)

;time used to tween animations in
HandTweenTime=0.0
TweenTime=0.0


; These are the effects that are run when the weapon is fired.  Each emitter/light is created when the weapon is
; spawned rather than every time the effect is run.  This offers a substantial increase in performance.
; EmitterClass: The class of the emitter that should be used.  Can be omitted.
; LightClass: The class of light that should be used.  Can be omitted.
; AttachmentBone: The emitter and light will be attached to this bone.  A valid bone must be specified.
; LocationOffset, RotationOffset: The offset from the bone.
; AmmoType: The effect will only be run when the ammo type being fired matches this.  Can be omitted to fire the effect regardless of ammo type.
; UpgradeType: The effect will only be run when the weapon's upgrade status fits what's specified here.  Omit to fire on all upgrade types.
;   US_All: All upgrade states.
;   US_NoUpgrade: No upgrades are present
;   US_StrictlySuperior: Only strictly superior is present.
;   US_AltFire: Only alt fire is present.
;   US_BothUpgrades: Both alt fire and strictly superior upgrades are present.
; EmitterAction: This defines what the emitter does when it's fired.  
;   EA_Reset causes the emitter to reset and re-run.  
;   EA_SpawnParticle causes the emitter to spawn an additional particle.

; Example:
; OnFiredEffects=(EmitterClass=class'IanTestClasses.TurretMuzzleFX', LightClass=class'FXClass.DynamicLightSpark', AttachmentBone=socket, LocationOffset=(x=100,y=100,z=100), AmmoType=TurretMiniGunAmmo, UpgradeType=US_AltFire, EmitterAction=EA_Reset)
; OnFiredEffects=(EmitterClass=class'IanTestClasses.TurretShellEject', AttachmentBone=socket, LocationOffset=(x=100,y=100,z=100), AmmoType=TurretMiniGunAmmo, EmitterAction=EA_SpawnParticle)


; These are effects that are run whenever a tracer is fired.  Each emitter is created when the weapon is spawned
; rather than every time the effect is run.  Each time a tracer is fired the emitter will spawn a single particle.
; EmitterClass: The class of the emitter that should be used.
; AmmoType: The effect will only be run when the ammo type being fired matches this.  Can be omitted to fire the effect regardless of ammo type.

; Example:
; TracerEffects=(EmitterClass=class'IanTestClasses.TurretTracer', AmmoType=TurretMiniGunAmmo)
; TracerEffects=(EmitterClass=class'IanTestClasses.TurretTracer2', AmmoType=TurretMiniGunFrostAmmo)


[ShockAI.AIMeleeWeapon]
; Set the weapon model to be nothing by default, subclasses should override
WeaponModel=None

[ShockAI.AIRangedWeapon]
; Set the weapon model to be nothing by default, subclasses should override
WeaponModel=None


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Ammunition bases
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                   Ammunition Hierarchy
;    
;   -Ammunition
;       -MeleeAmmo
;           +WrenchAmmo
;           *BouncerMeleeHandWeaponAmmo
;           *RangedScavengerMeleeHandWeaponAmmo
;           *CeilingCrawlerMeleeHandWeaponAmmo
;           *CeilingCrawlerMeleeSlashWeaponAmmo
;           *CeilingCrawlerMeleeFootWeaponAmmo
;       -TraceAmmo
;           +Pistol_AntiPersonnel
;           +Pistol_ArmorPiercing
;           *RangedScavengerRangedWeaponAmmo
;           *RosieRangedWeaponAmmo
;       -ProjectileAmmo
;           -ExplosiveProjectileAmmo
;               -StickyProjectileAmmo
;                   +GrenadeLauncher_StickyGrenade
;               +GrenadeLauncher_LiquidNitrogen
;
;
; '-' : Base Class
; '+' : Player Ammo
; '*' : AI Ammo
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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[ShockGame.Ammunition]
;the damage factory this ammunition uses as the model for dealing damage
;DamageModel=class'ShockGame.<SomeDamageFactory>'

;name of the DamageStimuliSet damage done by this ammunition will deal
DamageStimuliSetName=DefaultStimuliSet

;chance of this ammunition to crit
ChanceToCrit=0.1

;the number of required slots invested in the weapons track for this ammo to 
;		be able to be chosen
RequiredNumSlotsToBeUnlocked=0

;number of rounds depleted per shot
NumRoundsUsedPerShot=1

;number of times to fire when depressing the trigger
NumBurstShots=1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MeleeAmmo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.MeleeAmmo]
DamageModel=class'ShockGame.MeleeDamageFactory'

;range of attack for this ammunition
AttackRange=200

;Angle of attack for this ammunition - in degrees
AttackAngle=30

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RadialAmmo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.RadialAmmo]
DamageModel=class'ShockGame.RadialDamageFactory'

;range of attack for this ammunition
AttackRange=200

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TraceAmmo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.TraceAmmo]
DamageModel=class'ShockGame.TraceDamageFactory'

;range of attack for this ammunition - in unreal units
AttackRange=99999

;length of trace for this ammunition - in unreal units
TraceDistance=99999

;number of traces to fire (default = 1)
NumTracesToFire=1

;rotator that specifies how to spread multiple traces randomly (defaults to no rotation)
SpreadOfFire=(Yaw=0,Pitch=0,Roll=0)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ProjectileAmmo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.ProjectileAmmo]
DamageModel=class'ShockGame.ProjectileDamageFactory'

;class of shockProjectile to use
ProjectileClass=class'ShockGame.ShockProjectile'

;initial velocity of projectiles for this ammunition
InitialVelocity=2500

;number of projectiles to fire
NumProjectilesToFire=1

;angle, in degrees, for the spread of multiple projectiles
SpreadAngleOfFire=0.0

;range of angles we use to do ballistic CanHit tests (default should be 0 for both values)
AngleRangeOfFire=(Min=0.0,Max=0.0)

;number of tests we do for the angle increments (default: 1)
NumAngleIncrementsToTest=1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ExplosiveProjectileAmmo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.ExplosiveProjectileAmmo]
ProjectileClass=class'ShockGame.ExplosiveProjectile'

;FuseTime of projectiles for this Ammo, after this expires, 
;		the projectile will explode
FuseTime=1200

;DamageRadius of projectiles for this Ammo
InnerDamageRadius=100
OuterDamageRadius=500

;true if projectiles for this Ammo should explode on their first impact
ExplodeOnImpact=true

;true if projectiles for this ammo should explode on their first pawn impact
ExplodeOnPawnImpact=True

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; StickyProjectileAmmo
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.StickyProjectileAmmo]
ProjectileClass=class'ShockGame.StickyProjectile'

;TimeToArm of projectiles for this Ammo, after this expires, 
;		the projectile will be active for detonation (begins when sticks)
TimeToArm=2.0

;radius at which approaching ais will cause this armed grenade to explode
TriggerRadius=200


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; Projectiles
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                   Projectile Hierarchy
;    
;   -ShockProjectile
;       -ExplosiveProjectile
;           -StickyProjectile
;           -CeilingCrawlerRangedWeaponProjectile
;           -GrenadierGrenadeWeaponProjectile
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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[ShockGame.ShockProjectile]
;modification to normal gravity (-1.0 = no gravity, 0.0 = normal gravity, 1.0 = double gravity)
GravityModifier=0.0

;if true, will cancel the gravity modifier (return to normal gravity) after the first impact
bApplyNormalGravityAfterImpact=false

;initial rotation of this projectile
RotationPerSecond=(Yaw=0,Pitch=0)

[FxClass.BeaconProjectile]
bCanBeCaughtByTelekinesis=false
DontHeatSeekToSecurity=true

[ShockAI.AssassinRangedWeaponProjectile]
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)

[ShockAIClasses.SpawnedAssassinRangedWeaponProjectile]
StaticProjectileModel=StaticMesh'FX_tex.FireBallShell'

[ShockAI.AssassinFireBlastWeaponProjectile]
GravityModifier=0.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)

[ShockAI.AssassinIcicleAssaultProjectile]
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)

[ShockAI.AtlasRangedWeaponProjectileOne]
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)

[ShockAI.AtlasRangedWeaponProjectileTwo]
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)

[ShockAI.AtlasRangedWeaponProjectileThree]
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)

[ShockAI.SPFRangedWeaponProjectile]
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)

[ShockAI.CeilingCrawlerRangedWeaponProjectile]
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)
StimuliSetToBeAppliedWhenCaughtByTelekinesis=TKCeilingCrawlerRangedWeaponStimuliSet

[FXClass.CeilingCrawlerHookProjectile]
StaticProjectileModel=StaticMesh'WP_AI_CChook.WP_AI_CChook'

[ShockAI.LifeDrainCeilingCrawlerRangedWeaponProjectile]
StaticProjectileModel=StaticMesh'WP_AI_CChook.WP_AI_CChook'
StimuliSetToBeAppliedWhenCaughtByTelekinesis=TKLifeDrainCeilingCrawlerRangedWeaponStimuliSet

[ShockAI.GrenadierGrenadeWeaponProjectile]
GravityModifier=0.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)
; How long the dud will stay around after it tried to explode
DudLifeSpan=100
StimuliSetToBeAppliedWhenCaughtByTelekinesis=TKFragGrenadeStimuliSet

[ShockAI.GrenadierSmokeGrenadeWeaponProjectile]
GravityModifier=0.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)
ShouldUseBallisticsTesting=false

[ShockAIClasses.SpawnedGrenadierMolotovWeaponProjectile]
StaticProjectileModel=StaticMesh'WP_AI_MolotovGrenade.MolotovGrenade'
GravityModifier=0.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)
; How long the dud will stay around after it tried to explode
DudLifeSpan=100
StimuliSetToBeAppliedWhenCaughtByTelekinesis=TKMolotovGrenadierRangedWeaponStimuliSet
bPropogateDamagerWhenExploding=true

[ShockAI.RosieGrenadeWeaponProjectile]
GravityModifier=0.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)
bExplodeWhenNearDamager=false
bOnlyStickToFloors=true
StimuliSetToBeAppliedWhenCaughtByTelekinesis=StickyProxStimuliSet

[ShockDesignerClasses.FireBallProjectile]
;GravityModifier=0.0

[ShockDesignerClasses.TurretFragGrenadeProjectile]
; grenades are only semi-affected by gravity (disabled currently for bug jp is going to enter)
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
RotationPerSecond=(Yaw=720,Pitch=1080)

[ShockDesignerClasses.SpawnedTurretRPGProjectile]
GravityModifier=0
bApplyNormalGravityAfterImpact=False
RotationPerSecond=(Yaw=0,Pitch=0,Roll=0)
TargettingSlerpModifier=0.035
StimuliSetToBeAppliedWhenCaughtByTelekinesis=TKRPGTurretStimuliSet

[ShockDesignerClasses.FragGrenadeProjectile]
GravityModifier=0
bApplyNormalGravityAfterImpact=False
RotationPerSecond=(Yaw=720,Pitch=1080)

[ShockDesignerClasses.RPGGrenadeProjectile]
GravityModifier=0
bApplyNormalGravityAfterImpact=False
RotationPerSecond=(Yaw=0,Pitch=0,Roll=0)
bCanBeCaughtByTelekinesis=false

[ShockDesignerClasses.ProximityProjectile]
GravityModifier=0
bApplyNormalGravityAfterImpact=False
RotationPerSecond=(Yaw=720,Pitch=1080)
bExplodeWhenNearDamager=False
;How many proximity grenade can exist in the level
MaxNumberInLevel=10

[ShockDesignerClasses.SummonGathererDartProjectile]
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
;RotationPerSecond=(roll=2048)

;Maximum angle for the bolt to have a chance to deflect if it doesn't break
MaxAngleOfDeflection=0.0

;chance for the bolt to break when it hits
ChanceToBreak=0

IsAPickup=false

OnlyHeatSeekToProtectors=true
bCanBeCaughtByTelekinesis=false


[ShockDesignerClasses.CrossbowSearingBoltProjectile]
ChanceToBreak=0.75

;How many bolts of a particular type can exist in the level
MaxNumberInLevel=20

[ShockDesignerClasses.CrossbowBoltProjectile]
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true
;RotationPerSecond=(roll=2048)

;Maximum angle for the bolt to have a chance to deflect if it doesn't break
MaxAngleOfDeflection=0.0

;chance for the bolt to break when it hits
ChanceToBreak=0.75

;How many bolts of a particular type can exist in the level
MaxNumberInLevel=20

; If the crossbow bolt reaches this percentage of it's original speed before hitting anything it will lose it's anti-gravity
; and begin to act normal again.
MinAntiGravitySpeedPercentage=0.5

; If the crossbow bolt is going this slow when it hits something it will not break or penetrate but will bounce off.
MinimumBreakSpeed=400.0

[ShockGame.TrapBoltProjectile]
;These are the basic settings for any kind of trap bolt, placed or fired.
GravityModifier=-1.0
bApplyNormalGravityAfterImpact=true

;Maximum angle for the bolt to have a chance to deflect if it doesn't break
MaxAngleOfDeflection=0.0

;chance for the bolt to break when it hits
ChanceToBreak=0.0

; This is the chance that the bolt will break after it has already been armed once.  This will only be applied
; when you arm a trap bolt, set it off, then use telekinesis to pick it up and throw it.  This will not apply while
; the bolt is still armed or has yet to be armed (it bounced off of glass and didn't arm).
ChanceToBreakAfterTriggered=0.5

; The amount of damage that's required to trigger this.  The damage must come in one hit.
MinimumDamageToTrigger=10.0

; This is the speed of the hook when it's arming.
WireHookSpeed=3000.0

;The length of time after impact before the trap bolt is armed.
PrimingTime=1.5

;Instead of spawning from the center of the trap bolt, the fired bolts and
;the laser effect will spawn using this offset along the axis of the bolt.
SpawnOffset=-28
HookEffectOffset=7

; This is the damage stimuli set that will be used when the wire is tripped.
WireTriggeredStimuliSetName=TrapBoltWireStimuliSet

; The maximum distance away from the wire an actor can be and still be damaged when the wire is triggered.
MaxWireDamageDistance=15.0

; The class we're using for a wire hook.
WireHookClass=class'ShockDesignerClasses.DefaultTrapBoltWireHook'

;The effect class used for the beam.
BeamEffectClass=class'FXClass.TrapBoltBeam'

;The amount of time between ticks.  Lower numbers will result in nicer beam effects, but decreased performance.
;0.0333 = 30 times per second, 0.1 = 10 times per second, etc.
TickDelta=0.05
LowLODTickDelta=0.3

; This sets the interval properties for the electricity.
ElectricityOnIntervalRange=(Min=0.1,Max=0.2)
ElectricityOffIntervalRange=(Min=0.5,Max=3.5)

; When an AI crosses the beam it the shock beam will stay on for this long.
TriggeredShockTime=0.7

;The name shown when the player looks at the trap bolt when it's armed.
ArmedFriendlyName=Trap Bolt (Armed)
;The name shown when the player looks at the trap bolt and it isn't armed.  This usually happens
;when the trap bolt deflects off of something and never ends up penetrating.
UnarmedFriendlyName=Trap Bolt (Unarmed)

[ShockDesignerClasses.CrossbowTrapBoltProjectile]
;Uses the default trap bolt values.
;Player can only place 10 trap bolts
MaxNumberInLevel=10

[ShockDesignerClasses.PlaceableCrossbowTrapBoltProjectile]
;The length of time after impact before the trap bolt is armed.
PrimingTime=0
;The item that will be given with the bolt is picked up.  Set this to none if it shouldn't be able to be picked up.
ItemClass=class'ShockGame.Crossbow_TrapBolt'

; This is the damage factory class that should be used when the bolt is picked up and thrown.  It should match the normal 
; trap bolt damage factory class.
SpecifiedDamageFactoryClass=class'ShockGame.ProjectileDamageFactory'

;Designer can place as many as they want
MaxNumberInLevel=0

[FxClass.EnrageProjectile]
GravityModifier=-1
bApplyNormalGravityAfterImpact=false
bCanBeCaughtByTelekinesis=false
DontHeatSeekToSecurity=true

; ShockGame.Hands ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.Hands]
PlayerViewOffset=(X=0.0,Y=0.0,Z=0.0)
PlayerViewOffsetWidescreen=(X=0.0,Y=0.0,Z=0.0)

;modifies controller sensitivity when zoomed
ZoomedLookModifier=0.5

;if true, this will clear the effects on the hands related to the current ability when transitioning to weapons mode
ShouldClearAbilityEffectsInWeaponsMode=true

HandsOffscreenAnimationName=HandsDown
GenericEquippingAbilityAnimationName=NoEve_Equip
GenericUnEquippingAbilityAnimationName=NoEve_UnEquip
GenericIdlingAbilityAnimationName=NoEve_Fidget
InjectingEveAnimationName=Eve_ArmJab
UsingGathererToolEquipAnimationName=StartGatherGun
UsingGathererToolLoopAnimationName=LoopGatherGun
UsingGathererToolUnEquipAnimationName=EndGatherGun
ExorcisingGathererAnimationName=GathererSave_Heal
ExorcisingPseudoGathererAnimationName=GA_GathererSave_Heal
PacifyingGathererAnimationName=GathererHarvest
PacifyingPseudoGathererAnimationName=GA_GathererHarvest

HarvestingAdamCollectionTime=5.0

DamageEmitterSocket=Bip01_R_Hand

PseudoGathererSocket=GathererAttach
GathererToolSocket=Pistol
BioAmmoHypoToolSocket=Pistol

PacifyingSeaSlugClass=class'PlayerAttachments.PLAYER_HarvestSlug'
PacifyingSeaSlugSocket=Pistol
PacifyingSeaSlugAnimationName=HarvestSlugFish_Thrash
PacifyingSeaSlugHandAnimationName=Slug_HarvestHold

SavingSeaSlugClass=None
SavingSeaSlugSocket=None
SavingSeaSlugAnimationName=None
SavingSeaSlugHandAnimationName=None

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Upgradeable weapon stats
;
;    MinSlotRequirement - the minimum number of weapon track slots are required to begin 
;                             allocating points in this stat
;    
;    MaxUpgradePoints - how many total upgrade points can be spent on this stat
;
;    CreditCost       - How many credits it costs to upgrade this stat
;
;    HackCostModifier - Modifier for CreditCost for when the weapon upgrade machine is hacked, 0.5 is half cost
;
;    PointsAllocated - How many points are allocated by default into this stat
;
;    StatName - The name of this stat, 
;                   also serves as the effect Tag for the <WeaponName> "AllocatedWeaponStat" effect event
;
;    FriendlyName - the friendly (display) name for this stat
;
;    Description - What this stat effects - text description per slot
;
;
;
; NOTE: weapon upgrades are applied as mods in response to the "AllocatedWeaponStat" effect event on the weapon,
;           the context "Slot_X" is applied for the effect event (where X = the slot being unlocked)
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PistolUpgrade_MagazineSize]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=MagazineSize
FriendlyName="Pistol Clip Size"
Description="An auto-loading clip effectively quadruples the clip size of the pistol."
Description="Pistol clip size has already been upgraded."

[PistolUpgrade_Damage]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=Damage
FriendlyName="Pistol Damage Increase"
Description="An ammunition accelerator increases the damage done by the pistol."
Description="Pistol damage has already been upgraded."


;***********************
;  SHOTGUN UPGRADE STATS
;***********************

[ShotgunUpgrade_RateOfFire]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=RateOfFire
FriendlyName="Shotgun Rate of Fire"
Description="A steel gear accelerator increases the shotgun's rate of fire"
Description="Shotgun fire rate already upgraded"

[ShotgunUpgrade_Damage]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=Damage
FriendlyName="Shotgun Damage Increase"
Description="A gas-assisted firing mechanism increases the shotgun's damage"
Description="Shotgun damage already upgraded"



;***********************
;  CROSSBOW UPGRADE STATS
;***********************

[CrossbowUpgrade_BreakageChance]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=BreakageChance
FriendlyName="Crossbow Breakage Chance"
Description="An automatic tension adjuster greatly reduces the chance of bolts breaking on impact."
Description="Crossbow bolt breakage chance has already been upgraded."

[CrossbowUpgrade_Damage]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=Damage
FriendlyName="Crossbow Damage Increase"
Description="A high-tensile bow increases the damage done by crossbow bolts."
Description="Crossbow bolt damage has already been upgraded."


;********************************
;  GRENADE LAUNCHER UPGRADE STATS
;********************************

[GrenadeLauncherUpgrade_Damage]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=Damage
FriendlyName="Grenade Launcher Damage Increase"
Description="Incendiary injectors increase the damage of the grenade launcher."
Description="Grenade Launcher damage already upgraded."

[GrenadeLauncherUpgrade_Immunity]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=Immunity
FriendlyName="Grenade Launcher Damage Immunity"
Description="Autogenerated shaped charges make you immune to the damage from your own grenades."
Description="Grenade Launcher Damage Immunity has already been applied."


;********************************
;  CHEMICAL THROWER UPGRADE STATS
;********************************

[ChemicalThrowerUpgrade_ConsumptionRate]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=ConsumptionRate
FriendlyName="Chemical Thrower Consupmtion Rate"
Description="A tapered nozzle reduces the ammunition consumption rate of the Chemical Thrower."
Description="Chemical Thrower consumption rate has already been upgraded."

[ChemicalThrowerUpgrade_Range]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=Range
FriendlyName="Chemical Thrower Range"
Description="A pressure-calibration hose increases the range of the Chemical Thrower."
Description="Chemical Thrower range has already been upgraded."

;[ChemicalThrowerUpgrade_IonicGelAmmoUpgrade]
;MinSlotRequirement=5
;MaxUpgradePoints=5
;PointsAllocated=4
;CreditCost=50
;HackCostModifier=0.75
;StatName=IonicGelAmmoUpgrade
;FriendlyName="Unlock Ionic Gel Ammo"
;Description="Modifies the Chemical Thrower so it is capable of firing Ionic Gel."
;Description="Modifies the Chemical Thrower so it is capable of firing Ionic Gel."
;Description="Modifies the Chemical Thrower so it is capable of firing Ionic Gel."
;Description="Modifies the Chemical Thrower so it is capable of firing Ionic Gel."
;Description="Modifies the Chemical Thrower so it is capable of firing Ionic Gel."
;Description="Modifies the Chemical Thrower so it is capable of firing Ionic Gel."
;Description="Modifies the Chemical Thrower so it is capable of firing Ionic Gel."


;[ChemicalThrowerUpgrade_LiquidNitrogenAmmoUpgrade]
;MinSlotRequirement=3
;MaxUpgradePoints=3
;PointsAllocated=2
;CreditCost=50
;HackCostModifier=0.75
;StatName=LiquidNitrogenAmmoUpgrade
;FriendlyName="Unlock Liquid Nitrogen Ammo"
;Description="Modifies the Chemical Thrower so it is capable of firing Liquid Nitrogen."
;Description="Modifies the Chemical Thrower so it is capable of firing Liquid Nitrogen."
;Description="Modifies the Chemical Thrower so it is capable of firing Liquid Nitrogen."
;Description="Modifies the Chemical Thrower so it is capable of firing Liquid Nitrogen."
;Description="Modifies the Chemical Thrower so it is capable of firing Liquid Nitrogen."
;Description="Modifies the Chemical Thrower so it is capable of firing Liquid Nitrogen."
;Description="Modifies the Chemical Thrower so it is capable of firing Liquid Nitrogen."


;**************************
;  MachineGun UPGRADE STATS
;**************************

;[MachineGunUpgrade_MagazineSize]
;MinSlotRequirement=1
;MaxUpgradePoints=6
;CreditCost=10
;HackCostModifier=0.75
;StatName=MagazineSize
;FriendlyName="Magazine Size"
;Description="Increases the Magazine Size of the machine gun to 48"
;Description="Increases the Magazine Size of the machine gun to 56"
;Description="Increases the Magazine Size of the machine gun to 64"
;Description="Increases the Magazine Size of the machine gun to 72"
;Description="Increases the Magazine Size of the machine gun to 84"
;Description="Increases the Magazine Size of the machine gun to 100"
;Description="Machine Gun magazine size at max: 100"

[MachineGunUpgrade_Damage]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=Damage
FriendlyName="Machine Gun Damage Increase"
Description="An acceleration framework increases the damage of the machine gun."
Description="Machine gun damage has already been upgraded."

[MachineGunUpgrade_Kickback]
MinSlotRequirement=1
MaxUpgradePoints=1
CreditCost=0
HackCostModifier=0.75
StatName=Kickback
FriendlyName="Machine Gun Kickback Reduction"
Description="A stabilization cylinder reduces the kickback of the machine gun."
Description="Machine gun kickback has already been upgraded."

;[MachineGunUpgrade_ReloadTime]
;MinSlotRequirement=1
;MaxUpgradePoints=6
;CreditCost=10
;HackCostModifier=0.75
;StatName=ReloadTime
;FriendlyName="Reload Time"
;Description="The reload time of the machine gun is reduced by 0.4s"
;Description="The reload time of the machine gun is reduced by 0.8s"
;Description="The reload time of the machine gun is reduced by 1.4s"
;Description="The reload time of the machine gun is reduced by 2.0s"
;Description="The reload time of the machine gun is reduced by 2.6s"
;Description="The reload time of the machine gun is reduced by 3.4s"
;Description="Machine Gun reload time at max: reduced by 3.4s"

;[MachineGunUpgrade_FrozenBulletAmmoUpgrade]
;MinSlotRequirement=4
;MaxUpgradePoints=4
;PointsAllocated=3
;CreditCost=50
;HackCostModifier=0.75
;StatName=FrozenBulletAmmoUpgrade
;FriendlyName="Unlock Frozen Bullet Ammo"
;Description="Modifies the Machine Gun so it is capable of firing Frozen Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Frozen Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Frozen Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Frozen Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Frozen Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Frozen Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Frozen Bullets."

;[MachineGunUpgrade_RubberBulletAmmoUpgrade]
;MinSlotRequirement=3
;MaxUpgradePoints=3
;PointsAllocated=2
;CreditCost=50
;HackCostModifier=0.75
;StatName=RubberBulletAmmoUpgrade
;FriendlyName="Unlock Rubber Bullet Ammo"
;Description="Modifies the Machine Gun so it is capable of firing Rubber Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Rubber Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Rubber Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Rubber Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Rubber Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Rubber Bullets."
;Description="Modifies the Machine Gun so it is capable of firing Rubber Bullets."



;*******************************
;  RESEARCH CAMERA UPGRADE STATS
;*******************************

;[ResearchCameraUpgrade_MagazineSize]
;MinSlotRequirement=1
;MaxUpgradePoints=6
;CreditCost=10
;HackCostModifier=0.75
;StatName=MagazineSize
;FriendlyName="Magazine Size"
;Description="Increases the Magazine Size of the research camera to 8"
;Description="Increases the Magazine Size of the research camera to 10"
;Description="Increases the Magazine Size of the research camera to 12"
;Description="Increases the Magazine Size of the research camera to 15"
;Description="Increases the Magazine Size of the research camera to 20"
;Description="Increases the Magazine Size of the research camera to 30"
;Description="Research camera magazine size at max: 30"

;[ResearchCameraUpgrade_RateOfFire]
;MinSlotRequirement=1
;MaxUpgradePoints=6
;CreditCost=10
;HackCostModifier=0.75
;StatName=RateOfFire
;FriendlyName="Rate of Fire"
;Description="The rate of fire of the research camera is increased by 11%"
;Description="The rate of fire of the research camera is increased by 25%"
;Description="The rate of fire of the research camera is increased by 43%"
;Description="The rate of fire of the research camera is increased by 67%"
;Description="The rate of fire of the research camera is increased by 122%"
;Description="The rate of fire of the research camera is increased by 300%"
;Description="Research camera rate of fire at max: reduced by 300%"

;[ResearchCameraUpgrade_ReloadTime]
;MinSlotRequirement=1
;MaxUpgradePoints=6
;CreditCost=10
;HackCostModifier=0.75
;StatName=ReloadTime
;FriendlyName="Reload Time"
;Description="The reload time of the research camera is reduced by 0.4s"
;Description="The reload time of the research camera is reduced by 0.8s"
;Description="The reload time of the research camera is reduced by 1.4s"
;Description="The reload time of the research camera is reduced by 2.0s"
;Description="The reload time of the research camera is reduced by 2.6s"
;Description="The reload time of the research camera is reduced by 3.4s"
;Description="Research camera reload time at max: reduced by 3.4s"S p e e c h . i n i   3Š  ;
; Speech.ini
;

[ShockGame.SpeechManager]

; maximum number of concurrent speech events (on different AI's)
MaxSimultaneousEvents=3

; delay between queued speech events (in seconds)
QueueDelay=5.0

; percentage health at which low health events are used (currently only available for "Challenge" speech events)
; 0.25 = 25%
LowHealthThreshold=0.0

; A list of all the AI speech events, when you add a new speech event be sure and put it here so the
; speech manager is aware of it

; misc
SpeechEventNames=Idling
SpeechEventNames=Panicked
SpeechEventNames=MimicWokeUp
SpeechEventNames=HitVendingMachineSpeech
SpeechEventNames=SummonedProtector
SpeechEventNames=ThankedProtector
SpeechEventNames=SummonedGatherer
SpeechEventNames=SummonedGathererAnnoyed
SpeechEventNames=RespondedToGatherer
SpeechEventNames=Annoyed
SpeechEventNames=BeganRespondingToAlarm
;SpeechEventNames=FinishedRespondingToAlarm
SpeechEventNames=BeganInvestigating
SpeechEventNames=CurrentlyInvestigating
SpeechEventNames=FinishedInvestigating
SpeechEventNames=FinishedSearching
SpeechEventNames=TargetLost
SpeechEventNames=FoundADAM
;SpeechEventNames=Curious
SpeechEventNames=Drinking
SpeechEventNames=VOgathererDrinking
SpeechEventNames=Cough
;SpeechEventNames=Hungry
SpeechEventNames=Suicide
;SpeechEventNames=Snarl
SpeechEventNames=Weep
SpeechEventNames=ProtectorWeep
SpeechEventNames=ProtectorShrug
SpeechEventNames=GathererCurious
SpeechEventNames=GathererFrustrated
SpeechEventNames=Surprised
SpeechEventNames=Scream
SpeechEventNames=GathererBreathing
SpeechEventNames=PickedUpByProtector
;SpeechEventNames=BodyIdleVO
SpeechEventNames=DoorSpeech
SpeechEventNames=GroundSpeech
SpeechEventNames=GathererPukeEnd
SpeechEventNames=GathererFallDown
SpeechEventNames=GathererPukeA
SpeechEventNames=GathererPukeB
SpeechEventNames=GathererPukeC
SpeechEventNames=GathererStunned
SpeechEventNames=GathererCrySpeech
SpeechEventNames=GathererThankedPlayerSpeech
SpeechEventNames=HarvestADAMSpeech
SpeechEventNames=ExitVentSpeech
SpeechEventNames=PeekABooSpeech
SpeechEventNames=EntersVentSpeech
;SpeechEventNames=GathererSaveHealA
;SpeechEventNames=GathererSaveHealB
;SpeechEventNames=GathererSaveHealC
SpeechEventNames=GathererSaveRecoverA
SpeechEventNames=PlayerDied
SpeechEventNames=GathererNoSpeech
SpeechEventNames=KilledTarget
SpeechEventNames=SawAttackTarget
SpeechEventNames=EscortDied
SpeechEventNames=FriendlySpeech
SpeechEventNames=AlarmEnded
SpeechEventNames=Recover
SpeechEventNames=HeadSpeech
SpeechEventNames=GathererGaveTeddyBearA
SpeechEventNames=GathererGaveTeddyBearB
SpeechEventNames=GathererGaveTeddyBearC
SpeechEventNames=GathererGaveTeddyBearD
SpeechEventNames=GathererGaveTeddyBearE

; AttachmentWasStolen is triggered when the player rips an attachment (like a mask or goggles) off of an AI using telekinesis
SpeechEventNames=AttachmentWasStolen

; damage
SpeechEventNames=Damaged
SpeechEventNames=DamagedCritical
SpeechEventNames=Died
SpeechEventNames=Healed
;SpeechEventNames=DamagedSpeech
SpeechEventNames=Poisoned

; movement
SpeechEventNames=Landed
SpeechEventNames=Jumped
SpeechEventNames=GotUp
SpeechEventNames=WentToHealthStation
;SpeechEventNames=InvestigatedItem
SpeechEventNames=HeadedToBody
SpeechEventNames=HeadedToVent
;SpeechEventNames=TransportStart
;SpeechEventNames=TransportEnd
;SpeechEventNames=PickedUp
SpeechEventNames=RunningToWater
SpeechEventNames=JumpingIntoWater

; fighting
SpeechEventNames=Melee
SpeechEventNames=ProtectorMelee
SpeechEventNames=Alerted
SpeechEventNames=Attacking
SpeechEventNames=Threaten
SpeechEventNames=ChallengedPlayer
SpeechEventNames=ChallengedProtector
SpeechEventNames=ChallengedGatherer
SpeechEventNames=ChallengedAggressor
SpeechEventNames=ChallengedMachine
;SpeechEventNames=ChallengedGeneric
;SpeechEventNames=ChallengedPlayerLowHealth
;SpeechEventNames=ChallengedProtectorLowHealth
;SpeechEventNames=ChallengedGathererLowHealth
;SpeechEventNames=ChallengedAggressorLowHealth
;SpeechEventNames=TauntedPlayer
;SpeechEventNames=CombatTaunt
;SpeechEventNames=CantAttack 
;SpeechEventNames=ExitedCombat
SpeechEventNames=TargetFled
SpeechEventNames=LostLOS
SpeechEventNames=UsedHealthStationSpeech
;SpeechEventNames=SeeTargetDie - why is this not in?
SpeechEventNames=ScreamSpeech
SpeechEventNames=AtlasTeleportOut
SpeechEventNames=AtlasCharge
SpeechEventNames=AtlasScream
SpeechEventNames=FledSpeech
SpeechEventNames=Terrified
SpeechEventNames=FledDuringAttackSpeech
SpeechEventNames=CeilingAttackSpeech
SpeechEventNames=badAss_speech

; states
SpeechEventNames=Diseased
;this state has been cut

SpeechEventNames=Burning
SpeechEventNames=Frozen
SpeechEventNames=Shocked
SpeechEventNames=Berserk
SpeechEventNames=BeedUp


; scripted_1
SpeechEventNames=1_Ch_Brenda
SpeechEventNames=1_Ch_DoneIt
SpeechEventNames=1_Ch_LastTime
SpeechEventNames=1_Ch_OpenUp
SpeechEventNames=1_Ch_OpenDoor
SpeechEventNames=1_Br_Charley
SpeechEventNames=1_Br_MyMoney
SpeechEventNames=1_Br_NawCharley
SpeechEventNames=1_Br_WhereYouGone
SpeechEventNames=1_Lf_BreathingHeavy
SpeechEventNames=1_Lf_CeilingCrawlerExA
SpeechEventNames=1_Lf_Climbing
SpeechEventNames=1_Lf_EnFrancais
SpeechEventNames=1_Lf_Exertion
SpeechEventNames=1_Lf_Frustration
SpeechEventNames=1_Lf_MyRose
SpeechEventNames=1_Lf_RageShriek
SpeechEventNames=1_Lf_VieEnRose
SpeechEventNames=1_Lf_WrapYou
SpeechEventNames=1_Lm_PoorDear
SpeechEventNames=1_Lm_Weak
SpeechEventNames=1_Lm_Yellow
SpeechEventNames=1_Ps_QuarantineActive
SpeechEventNames=1_Sw_LetsBug
SpeechEventNames=1_Sw_ToeingIt
SpeechEventNames=1_Bc_Lullaby
SpeechEventNames=1_Jy_PleaseMister
SpeechEventNames=1_Jy_Death
SpeechEventNames=1_Jy_LetMeGo
SpeechEventNames=1_Br_BigIdea
SpeechEventNames=1_Eg_WontChange
SpeechEventNames=1_CryingVO
SpeechEventNames=1_Ladysmith_SeesTargetDie_06a
SpeechEventNames=1_Drgrossman_Challenge_Common_16a
SpeechEventNames=1_ScriptedSteinmanChallenge
SpeechEventNames=1BabyJaneTauntMedical
SpeechEventNames=1_DrGrosman_SeesTargetDieMedical_B
SpeechEventNames=1_ThreatenTenenbaumGatherer
SpeechEventNames=1_CasketGrunt
SpeechEventNames=1_SteinmanDestroysSign
SpeechEventNames=1_GuyInChair
SpeechEventNames=1_SteinmanWhyTwo
SpeechEventNames=1_Ls_LikeLean
SpeechEventNames=1_DG_IncinerateTaunts
SpeechEventNames=1_BJ_IncinerateTaunts
SpeechEventNames=1_LS_IncinerateTaunts
SpeechEventNames=1_LS_TiredInChair

; scripted_2

SpeechEventNames=2_WadersSettingUpTurret
SpeechEventNames=2_DuckyAtCamera
SpeechEventNames=2_WadersIdle



; scripted_3
SpeechEventNames=3_Lm_AssIntroA
SpeechEventNames=3_Lm_AssIntroB
SpeechEventNames=3_Lm_AssIntroC
SpeechEventNames=3_Lm_AssIntroD
SpeechEventNames=3_Lm_AssIntroE
SpeechEventNames=3_Lm_AssIntroF
SpeechEventNames=3_Lm_AssIntroG
SpeechEventNames=DoctorCough
SpeechEventNames=DoctorTaunt
SpeechEventNames=LadyScream
SpeechEventNames=3_La_SatRuin
SpeechEventNames=3_La_RunSatB
SpeechEventNames=3_La_RunSatShit
SpeechEventNames=3_La_RunSatFanatics
SpeechEventNames=3_La_SatStrangers
SpeechEventNames=3_La_YouArePoison
SpeechEventNames=3_La_PoisonedEarth
SpeechEventNames=3_La_IsThePoison
SpeechEventNames=3_La_BroughtPoison
SpeechEventNames=3_La_Ready
SpeechEventNames=3_La_Now
SpeechEventNames=3_Dg_Toxic
SpeechEventNames=3_Dg_OurPlace
SpeechEventNames=3_Dg_Tangled
SpeechEventNames=3_Dg_Defile
SpeechEventNames=3_Dg_Trifle
SpeechEventNames=3_Dg_RunSatB
SpeechEventNames=3_Dg_SatFilthy
SpeechEventNames=3_Dg_OurHome
SpeechEventNames=3_Dg_KillPoison
SpeechEventNames=3_Dg_CutOutPoison
SpeechEventNames=3_Dg_BroughtPoison
SpeechEventNames=3_Dg_Now
SpeechEventNames=3_Dg_Crush
SpeechEventNames=3_Dg_DieHere
SpeechEventNames=3_Bw_Sacred
SpeechEventNames=3_Bw_SmellBlood
SpeechEventNames=3_Bw_RunSatShit
SpeechEventNames=3_Bw_RunSatFanatics
SpeechEventNames=3_Bw_KillPoison
SpeechEventNames=3_Bw_YouArePoison
SpeechEventNames=3_Bw_IsThePoison
SpeechEventNames=3_Bw_PoisonedTrees
SpeechEventNames=3_Bw_CmonAlready
SpeechEventNames=3_Bw_TakingSoLong
SpeechEventNames=3_Bw_DoIt
SpeechEventNames=3_Bw_Crush
SpeechEventNames=3_Bw_FixEmGood

; scripted_4
SpeechEventNames=4_Co_Go
SpeechEventNames=4_Co_Done
SpeechEventNames=4_Co_LetMeSee
SpeechEventNames=4_Co_MyGod
SpeechEventNames=4_Co_PathClear
SpeechEventNames=4_Co_WhatYourself

; scripted_5
SpeechEventNames=5_Ga_SavePlayerA
SpeechEventNames=5_Ga_SavePlayerB
SpeechEventNames=5_Ga_SavePlayerC

; Scripted_6
SpeechEventNames=6_Ga_GathColor
SpeechEventNames=6_Sw_TimeForTasty
SpeechEventNames=6_Ga_SafeHouseA
SpeechEventNames=6_Ga_SafeHouseB
SpeechEventNames=6_Ga_SafeHouseBadA
SpeechEventNames=6_Ga_SafeHouseBadB
SpeechEventNames=6_Ga_SafeHouseBadC
SpeechEventNames=6_Ga_SafeHouseBadD
SpeechEventNames=6_Ga_SafeHouseC
SpeechEventNames=6_Ga_SafeHouseGoodA
SpeechEventNames=6_Ga_SafeHouseGoodB
SpeechEventNames=6_Ga_SafeHouseGoodC
SpeechEventNames=6_Ga_SafeHouseGoodD
SpeechEventNames=6_Ga_SafeHouseGoodE
SpeechEventNames=6_Bw_Squatter

; scripted_7
SpeechEventNames=7_GauntletTaunt1a
SpeechEventNames=7_Flee1a
SpeechEventNames=7_Ft_PreFightTaunt1a
SpeechEventNames=7_Ft_PreFightTaunt2a
SpeechEventNames=7_Ft_PreFightTaunt3a
SpeechEventNames=7_Ft_PreFightTaunt4a
SpeechEventNames=7_Ft_PreFightTaunt5a
SpeechEventNames=7_Ft_PreFightTaunt6a
SpeechEventNames=7_Ft_PreFightTaunt7a
SpeechEventNames=7_Ft_Laughing
SpeechEventNames=7_AggProcSpeech
SpeechEventNames=7_JokerLaugh
SpeechEventNames=7_Ft_Recharge
SpeechEventNames=7_GauntletPlayerLostGatherer
SpeechEventNames=AtlasStabWithNeedle

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Speech Events
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;; USAGE:
;
; Required Parameters:
; - EffectEvent: name of the effect event that starts the speech you want for this speech event
;
; Optional Parameters:
; - bQueue: when true, this peech event can be queued (default is false)
; - Priority: the important of this speech event (lower: more important; default is 3)
; - TriggerChance: the chance of the event playing, expressed as a number between 0 and 1 (default is 1.0 - always play)
; - MinTimeBetweenEvents: time that must elapse between events of the same type on a given AI (default is 0, which means "no limit")
; - LowHealthCutoff: percentage of max health value below which the AI will not play the speech event (default is 0 - always play, values should be expressed as a number between 0.0 and 1.0)
; - HighHealthCutoff: percentage of max health value above which the AI will not play the speech event (default is 1.0 - always play, values should be expressed as a number between 0.0 and 1.0)
; - bTriggerOnce: if set to true, the AI will only ever trigger this event one time, and then it will never be triggered again (default is false)
; - bIgnoreQueueDelay: if set to true, this speech event will ignore the queue delay

;;;;;;; scripted_1

[1_Ch_Brenda]
EffectEvent=1_Ch_Brenda
bQueue=False
Priority=1

[1_Ch_DoneIt]
EffectEvent=1_Ch_DoneIt
bQueue=False
Priority=1

[1_Ch_LastTime]
EffectEvent=1_Ch_LastTime
bQueue=False
Priority=1

[1_Ch_OpenUp]
EffectEvent=1_Ch_OpenUp
bQueue=False
Priority=1

[1_Ch_OpenDoor]
EffectEvent=1_Ch_OpenDoor
bQueue=False
Priority=1

[1_Br_Charley]
EffectEvent=1_Br_Charley
bQueue=False
Priority=4

[1_Br_MyMoney]
EffectEvent=1_Br_MyMoney
bQueue=False
Priority=4

[1_Br_NawCharley]
EffectEvent=1_Br_NawCharley
bQueue=False
Priority=4

[1_Br_WhereYouGone]
EffectEvent=1_Br_WhereYouGone
bQueue=False
Priority=4

[1_Lf_BreathingHeavy]
EffectEvent=1_Lf_BreathingHeavy
bQueue=False
Priority=4

[1_Lf_CeilingCrawlerExA]
EffectEvent=1_Lf_CeilingCrawlerExA
bQueue=False
Priority=4

[1_Lf_Climbing]
EffectEvent=1_Lf_Climbing
bQueue=False
Priority=4

[1_Lf_EnFrancais]
EffectEvent=1_Lf_EnFrancais
bQueue=False
Priority=4

[1_Lf_Exertion]
EffectEvent=1_Lf_Exertion
bQueue=False
Priority=4

[1_Lf_Frustration]
EffectEvent=1_Lf_Frustration
bQueue=False
Priority=4

[1_Lf_MyRose]
EffectEvent=1_Lf_MyRose
bQueue=False
Priority=4

[1_Lf_RageShriek]
EffectEvent=1_Lf_RageShriek
bQueue=False
Priority=4

[1_Lf_VieEnRose]
EffectEvent=1_Lf_VieEnRose
bQueue=False
Priority=4

[1_Lf_WrapYou]
EffectEvent=1_Lf_WrapYou
bQueue=False
Priority=4

[1_Lm_PoorDear]
EffectEvent=1_Lm_PoorDear
bQueue=False
Priority=4

[1_Lm_Weak]
EffectEvent=1_Lm_Weak
bQueue=False
Priority=4

[1_Lm_Yellow]
EffectEvent=1_Lm_Yellow
bQueue=False
Priority=4

[1_Ps_QuarantineActive]
EffectEvent=1_Ps_QuarantineActive
bQueue=False
Priority=4

[1_Sw_LetsBug]
EffectEvent=1_Sw_LetsBug
bQueue=False
Priority=4

[1_Sw_ToeingIt]
EffectEvent=1_Sw_ToeingIt
bQueue=False
Priority=4

[1_Bc_Lullaby]
EffectEvent=1_Bc_Lullaby
bQueue=False
Priority=4

[1_Br_BigIdea]
EffectEvent=1_Br_BigIdea
bQueue=False
Priority=4

[1_Eg_WontChange]
EffectEvent=1_Eg_WontChange
bQueue=False
Priority=4

[1_CryingVO]
EffectEvent=1_CryingVO
bQueue=False
Priority=4
LoopTimeRange=(Min=1,Max=1)
bIgnoreQueueDelay=True

[1_Jy_PleaseMister]
EffectEvent=1_Jy_PleaseMister
bQueue=False
Priority=4

[1_Jy_Death]
EffectEvent=1_Jy_Death
bQueue=False
Priority=4

[1_Jy_LetMeGo]
EffectEvent=1_Jy_LetMeGo
bQueue=False
Priority=4

[1_Ladysmith_SeesTargetDie_06a]
EffectEvent=1_Ladysmith_SeesTargetDie_06a
bQueue=False
Priority=1

[1_Drgrossman_Challenge_Common_16a]
EffectEvent=1_Drgrossman_Challenge_Common_16a
bQueue=False
Priority=1

[1_ScriptedSteinmanChallenge]
EffectEvent=1_ScriptedSteinmanChallenge
bQueue=False
Priority=1

[1BabyJaneTauntMedical]
EffectEvent=1BabyJaneTauntMedical
bQueue=False
Priority=1
LoopTimeRange=(Min=3.0,Max=5.0)
bIgnoreQueueDelay=True

[1_DrGrosman_SeesTargetDieMedical_B]
EffectEvent=1_DrGrosman_SeesTargetDieMedical_B
bQueue=False
Priority=1

[1_ThreatenTenenbaumGatherer]
EffectEvent=1_ThreatenTenenbaumGatherer
bQueue=False
Priority=1

[1_CasketGrunt]
EffectEvent=1_CasketGrunt
bQueue=False
Priority=1

[1_SteinmanDestroysSign]
EffectEvent=1_SteinmanDestroysSign
bQueue=False
Priority=1

[1_GuyInChair]
EffectEvent=1_GuyInChair
bQueue=False
Priority=1

[1_SteinmanWhyTwo]
EffectEvent=1_SteinmanWhyTwo
bQueue=False
Priority=2

[1_Ls_LikeLean]
EffectEvent=1_Ls_LikeLean
bQueue=False
Priority=2
LoopTimeRange=(Min=4.0,Max=6.0)
bIgnoreQueueDelay=True

[1_DG_IncinerateTaunts]
EffectEvent=1_DG_IncinerateTaunts
bQueue=False
Priority=2
LoopTimeRange=(Min=4.0,Max=6.0)
bIgnoreQueueDelay=True

[1_BJ_IncinerateTaunts]
EffectEvent=1_BJ_IncinerateTaunts
bQueue=False
Priority=2
LoopTimeRange=(Min=4.0,Max=6.0)
bIgnoreQueueDelay=True

[1_LS_IncinerateTaunts]
EffectEvent=1_LS_IncinerateTaunts
bQueue=False
Priority=2
LoopTimeRange=(Min=4.0,Max=6.0)
bIgnoreQueueDelay=True

[1_LS_TiredInChair]
EffectEvent=1_LS_TiredInChair
bQueue=False
Priority=2

[2_WadersSettingUpTurret]
EffectEvent=2_WadersSettingUpTurret
bQueue=False
Priority=2
LoopTimeRange=(Min=7.0,Max=10.0)
bIgnoreQueueDelay=True

[2_DuckyAtCamera]
EffectEvent=2_DuckyAtCamera
bQueue=False
Priority=2
LoopTimeRange=(Min=7.0,Max=10.0)
bIgnoreQueueDelay=True

[2_WadersIdle]
EffectEvent=2_WadersIdle
bQueue=False
Priority=2
LoopTimeRange=(Min=15.0,Max=16.0)
bIgnoreQueueDelay=True



;;;;;;; scripted_3
[3_Lm_AssIntroA]
EffectEvent=3_Lm_AssIntroA
bQueue=False
Priority=1

[3_Lm_AssIntroB]
EffectEvent=3_Lm_AssIntroB
bQueue=False
Priority=1

[3_Lm_AssIntroC]
EffectEvent=3_Lm_AssIntroC
bQueue=False
Priority=1

[3_Lm_AssIntroD]
EffectEvent=3_Lm_AssIntroD
bQueue=False
Priority=1

[3_Lm_AssIntroE]
EffectEvent=3_Lm_AssIntroE
bQueue=False
Priority=1

[3_Lm_AssIntroF]
EffectEvent=3_Lm_AssIntroF
bQueue=False
Priority=1

[3_Lm_AssIntroG]
EffectEvent=3_Lm_AssIntroG
bQueue=False
Priority=1

[DoctorCough]
EffectEvent=DoctorCough
bQueue=False
Priority=1

[DoctorTaunt]
EffectEvent=DoctorTaunt
bQueue=False
Priority=1

[LadyScream]
EffectEvent=LadyScream
bQueue=False
Priority=1

[3_La_SatRuin]
EffectEvent=3_La_SatRuin
bQueue=False
Priority=1

[3_La_RunSatB]
EffectEvent=3_La_RunSatB
bQueue=False
Priority=1

[3_La_RunSatShit]
EffectEvent=3_La_RunSatShit
bQueue=False
Priority=1

[3_La_RunSatFanatics]
EffectEvent=3_La_RunSatFanatics
bQueue=False
Priority=1

[3_La_SatStrangers]
EffectEvent=3_La_SatStrangers
bQueue=False
Priority=1

[3_La_YouArePoison]
EffectEvent=3_La_YouArePoison
bQueue=False
Priority=1

[3_La_PoisonedEarth]
EffectEvent=3_La_PoisonedEarth
bQueue=False
Priority=1

[3_La_IsThePoison]
EffectEvent=3_La_IsThePoison
bQueue=False
Priority=1

[3_La_BroughtPoison]
EffectEvent=3_La_BroughtPoison
bQueue=False
Priority=1

[3_La_Ready]
EffectEvent=3_La_Ready
bQueue=False
Priority=1

[3_La_Now]
EffectEvent=3_La_Now
bQueue=False
Priority=1

[3_Dg_Toxic]
EffectEvent=3_Dg_Toxic
bQueue=False
Priority=1

[3_Dg_OurPlace]
EffectEvent=3_Dg_OurPlace
bQueue=False
Priority=1

[3_Dg_Tangled]
EffectEvent=3_Dg_Tangled
bQueue=False
Priority=1

[3_Dg_Defile]
EffectEvent=3_Dg_Defile
bQueue=False
Priority=1

[3_Dg_Trifle]
EffectEvent=3_Dg_Trifle
bQueue=False
Priority=1

[3_Dg_RunSatB]
EffectEvent=3_Dg_RunSatB
bQueue=False
Priority=1

[3_Dg_SatFilthy]
EffectEvent=3_Dg_SatFilthy
bQueue=False
Priority=1

[3_Dg_OurHome]
EffectEvent=3_Dg_OurHome
bQueue=False
Priority=1

[3_Dg_KillPoison]
EffectEvent=3_Dg_KillPoison
bQueue=False
Priority=1

[3_Dg_CutOutPoison]
EffectEvent=3_Dg_CutOutPoison
bQueue=False
Priority=1

[3_Dg_BroughtPoison]
EffectEvent=3_Dg_BroughtPoison
bQueue=False
Priority=1

[3_Dg_Now]
EffectEvent=3_Dg_Now
bQueue=False
Priority=1

[3_Dg_Crush]
EffectEvent=3_Dg_Crush
bQueue=False
Priority=1

[3_Dg_DieHere]
EffectEvent=3_Dg_DieHere
bQueue=False
Priority=1

[3_Bw_Sacred]
EffectEvent=3_Bw_Sacred
bQueue=False
Priority=1

[3_Bw_SmellBlood]
EffectEvent=3_Bw_SmellBlood
bQueue=False
Priority=1

[3_Bw_RunSatShit]
EffectEvent=3_Bw_RunSatShit
bQueue=False
Priority=1

[3_Bw_RunSatFanatics]
EffectEvent=3_Bw_RunSatFanatics
bQueue=False
Priority=1

[3_Bw_KillPoison]
EffectEvent=3_Bw_KillPoison
bQueue=False
Priority=1

[3_Bw_YouArePoison]
EffectEvent=3_Bw_YouArePoison
bQueue=False
Priority=1

[3_Bw_IsThePoison]
EffectEvent=3_Bw_IsThePoison
bQueue=False
Priority=1

[3_Bw_PoisonedTrees]
EffectEvent=3_Bw_PoisonedTrees
bQueue=False
Priority=1

[3_Bw_CmonAlready]
EffectEvent=3_Bw_CmonAlready
bQueue=False
Priority=1

[3_Bw_TakingSoLong]
EffectEvent=3_Bw_TakingSoLong
bQueue=False
Priority=1

[3_Bw_DoIt]
EffectEvent=3_Bw_DoIt
bQueue=False
Priority=1

[3_Bw_Crush]
EffectEvent=3_Bw_Crush
bQueue=False
Priority=1

[3_Bw_FixEmGood]
EffectEvent=3_Bw_FixEmGood
bQueue=False
Priority=1

;;;;;;; scripted_4

[4_Co_Done]
EffectEvent=4_Co_Done
bQueue=False
Priority=1

[4_Co_LetMeSee]
EffectEvent=4_Co_LetMeSee
bQueue=False
Priority=1

[4_Co_MyGod]
EffectEvent=4_Co_MyGod
bQueue=False
Priority=1

[4_Co_PathClear]
EffectEvent=4_Co_PathClear
bQueue=False
Priority=1

[4_Co_Go]
EffectEvent=4_Co_Go
bQueue=False
Priority=1

[4_Co_WhatYourself]
EffectEvent=4_Co_WhatYourself
bQueue=False
Priority=1

;;;;;;; scripted_5

[5_Ga_SavePlayerA]
EffectEvent=5_Ga_SavePlayerA
bQueue=False
Priority=1

[5_Ga_SavePlayerB]
EffectEvent=5_Ga_SavePlayerB
bQueue=False
Priority=1

[5_Ga_SavePlayerC]
EffectEvent=5_Ga_SavePlayerC
bQueue=False
Priority=1


;;;;;;; scripted_6

[6_Sw_TimeForTasty]
EffectEvent=6_Sw_TimeForTasty
bQueue=False
Priority=1

[6_Ga_GathColor]
EffectEvent=6_Ga_GathColor
bQueue=False
Priority=1

[6_Ga_Lillipop]
EffectEvent=6_Ga_Lillipop
bQueue=False
Priority=1

[6_Ga_SafeHouseA]
EffectEvent=6_Ga_SafeHouseA
bQueue=False
Priority=1

[6_Ga_SafeHouseB]
EffectEvent=6_Ga_SafeHouseB
bQueue=False
Priority=1

[6_Ga_SafeHouseBadA]
EffectEvent=6_Ga_SafeHouseBadA
bQueue=False
Priority=1

[6_Ga_SafeHouseBadB]
EffectEvent=6_Ga_SafeHouseBadB
bQueue=False
Priority=1

[6_Ga_SafeHouseBadC]
EffectEvent=6_Ga_SafeHouseBadC
bQueue=False
Priority=1

[6_Ga_SafeHouseBadD]
EffectEvent=6_Ga_SafeHouseBadD
bQueue=False
Priority=1

[6_Ga_SafeHouseC]
EffectEvent=6_Ga_SafeHouseC
bQueue=False
Priority=1

[6_Ga_SafeHouseGoodA]
EffectEvent=6_Ga_SafeHouseGoodA
bQueue=False
Priority=1

[6_Ga_SafeHouseGoodB]
EffectEvent=6_Ga_SafeHouseGoodB
bQueue=False
Priority=1

[6_Ga_SafeHouseGoodC]
EffectEvent=6_Ga_SafeHouseGoodC
bQueue=False
Priority=1

[6_Ga_SafeHouseGoodD]
EffectEvent=6_Ga_SafeHouseGoodD
bQueue=False
Priority=1

[6_Ga_SafeHouseGoodE]
EffectEvent=6_Ga_SafeHouseGoodE
bQueue=False
Priority=1

[6_Bw_Squatter]
EffectEvent=6_Bw_Squatter
bQueue=False
Priority=1

;;;;;;; deck 7

[7_GauntletTaunt1a]
EffectEvent=GauntletTaunt1aSpeech
bQueue=False
Priority=1

[7_Flee1a]
EffectEvent=Flee1aSpeech
bQueue=False
Priority=1

[7_Ft_PreFightTaunt1a]
EffectEvent=7_Ft_PreFightTaunt1a
bQueue=False
Priority=1

[7_Ft_PreFightTaunt2a]
EffectEvent=7_Ft_PreFightTaunt2a
bQueue=False
Priority=1

[7_Ft_PreFightTaunt3a]
EffectEvent=7_Ft_PreFightTaunt3a
bQueue=False
Priority=1

[7_Ft_PreFightTaunt4a]
EffectEvent=7_Ft_PreFightTaunt4a
bQueue=False
Priority=1

[7_Ft_PreFightTaunt5a]
EffectEvent=7_Ft_PreFightTaun5a
bQueue=False
Priority=1

[7_Ft_PreFightTaunt6a]
EffectEvent=7_Ft_PreFightTaunt6a
bQueue=False
Priority=1

[7_Ft_PreFightTaunt7a]
EffectEvent=7_Ft_PreFightTaunt7a
bQueue=False
Priority=1

[7_Ft_Laughing]
EffectEvent=7_Ft_Laughing
bQueue=False
Priority=1

[7_AggProcSpeech]
EffectEvent=7_AggProcSpeech
bQueue=False
Priority=1

[7_JokerLaugh]
EffectEvent=7_JokerLaugh
bQueue=False
Priority=1

[7_Ft_Recharge]
EffectEvent=7_Ft_Recharge
bQueue=False
Priority=1

[7_GauntletPlayerLostGatherer]
EffectEvent=7_GauntletPlayerLostGathererSpeech
bQueue=False
Priority=2
LoopTimeRange=(Min=7,Max=10)
bIgnoreQueueDelay=True

[AtlasStabWithNeedle]
EffectEvent=AtlasStabWithNeedle
bQueue=False
Priority=1
bIgnoreQueueDelay=True

;;;;;;; misc

[Idling]
EffectEvent=BeganIdlingSpeech
bQueue=false
Priority=16
LoopTimeRange=(Min=5,Max=10)

[Panicked]
EffectEvent=PanickedSpeech
Priority=6
bQueue=false
LoopTimeRange=(Min=5,Max=10)
;Gatherers only

[MimicWokeUp]
EffectEvent=WokeUpSpeech
Priority=2
;animation based

[HitVendingMachineSpeech]
EffectEvent=HitVendingMachineSpeech
Priority=15
bQueue=false
MinTimeBetweenEvents=15
;animation based

[SummonedProtector]
EffectEvent=SummonedProtectorSpeech
Priority=10
bQueue=false
MinTimeBetweenEvents=10
;animation based
;gatherer only

[ThankedProtector]
EffectEvent=ThankedProtectorSpeech
Priority=8
bQueue=false
;animation based
;gatherer only

[SummonedGatherer]
EffectEvent=SummonedGathererSpeech
;bQueue=true
Priority=13
MinTimeBetweenEvents=10
;protector only

[SummonedGathererAnnoyed]
EffectEvent=SummonedGathererAnnoyedSpeech
bQueue=false
Priority=12
;protector only

[RespondedToGatherer]
EffectEvent=RespondedToGathererSpeech
Priority=8
;protector only

[Annoyed]
EffectEvent=AnnoyedSpeech
Priority=9
bQueue=false
MinTimeBetweenEvents=10
;animation based
;gatherer only

[BeganRespondingToAlarm]
EffectEvent=BeganRespondingToAlarmSpeech
Priority=6
;description needed
;protector only

;[FinishedRespondingToAlarm]
;EffectEvent=FinishedRespondingToAlarmSpeech
;bQueue=true
;Priority=6
;description needed

[BeganInvestigating]
EffectEvent=BeganInvestigatingSpeech
bQueue=false
Priority=12
;LoopTimeRange=(Min=5,Max=12.0)

[CurrentlyInvestigating]
EffectEvent=CurrentlyInvestigatingSpeech
bQueue=false
Priority=12
LoopTimeRange=(Min=5,Max=12.0)

[FinishedInvestigating]
EffectEvent=CompletedInvestigatingSpeech
;bQueue=true
Priority=8

[FinishedSearching]
EffectEvent=CompletedSearchingSpeech
;bQueue=true
Priority=7

[TargetLost]
EffectEvent=TargetLostSpeech
;bQueue=true
Priority=9
LoopTimeRange=(Min=5,Max=12.0)

[FoundADAM]
EffectEvent=VOgathererADAM
bQueue=false
Priority=7
;animation based
;gatherer only

;[Curious]
;EffectEvent=VOgathererCurious
;bQueue=false
;Priority=8
;gatherer only
;animation based?

[Drinking]
EffectEvent=VOgathererDrinking
bQueue=false
Priority=8
;animation based
;gatherer only

[VOgathererDrinking]
EffectEvent=VOgathererDrinking
bQueue=false
Priority=1
;animation based
;gatherer only

[PeekABooSpeech]
EffectEvent=PeekABooSpeech
bQueue=false
Priority=1

[Cough]
EffectEvent=Cough
bQueue=false
Priority=8
;animation based
;gatherer only

;[Hungry]
;EffectEvent=Hungry
;bQueue=false
;Priority=8
;animation based

[Suicide]
EffectEvent=Suicide
bQueue=false
Priority=8
;animation based
;grenadier only

;[Snarl]
;EffectEvent=Snarl
;bQueue=false
;Priority=8
;animation based

[Weep]
EffectEvent=Weep
bQueue=false
Priority=8
;animation based

[ProtectorWeep]
EffectEvent=ProtectorWeepSpeech
bQueue=false
Priority=8
;protector only

[ProtectorShrug]
EffectEvent=ProtectorShrugSpeech
bQueue=false
Priority=8
;animation based
;protector only

[GathererCurious]
EffectEvent=GathererCuriousSpeech
bQueue=false
Priority=8
;animation based
;gatherer only

[GathererFrustrated]
EffectEvent=GathererFrustratedSpeech
bQueue=false
Priority=8
MinTimeBetweenEvents=5
;gatherer only
;animationbased

;[Surprised]
;EffectEvent=SurprisedSpeech
;bQueue=false
;Priority=2

[Scream]
EffectEvent=ScreamSpeech
bQueue=false
Priority=1
;animation based
;gatherer only

[GathererBreathing]
EffectEvent=GathererBreathingSpeech
bQueue=false
Priority=3
;Gatherer only
;animtaion for 1-medical

[PickedUpByProtector]
EffectEvent=PickedUpByProtectorSpeech
bQueue=false
Priority=8
;animation based
;gatherer only

;[BodyIdleVO]
;EffectEvent=BodyIdleVOSpeech
;bQueue=true
;Priority=15
;animation based

[DoorSpeech]
EffectEvent=DoorSpeech
bQueue=false
Priority=15
MinTimeBetweenEvents=15
;animation based

[GroundSpeech]
EffectEvent=GroundSpeech
bQueue=false
Priority=15
MinTimeBetweenEvents=15
;animation based

[GathererPukeEnd]
EffectEvent=GathererPukeEnd
Priority=3
;animation based
;gatherer only

[GathererFallDown]
EffectEvent=GathererFallDown
Priority=8
;animation based
;gatherer only

[GathererPukeA]
EffectEvent=GathererPukeA
Priority=3
;animation based
;gatherer only

[GathererPukeB]
EffectEvent=GathererPukeB
Priority=3
;animation based
;gatherer only

[GathererPukeC]
EffectEvent=GathererPukeC
Priority=3
;animation based
;gatherer only

[GathererStunned]
EffectEvent=GathererStunned
Priority=3
;animation based
;gatherer only

[GathererCrySpeech]
EffectEvent=GathererCrySpeech
Priority=3
MinTimeBetweenEvents=7
;gatherer only
;animation based

[GathererThankedPlayerSpeech]
EffectEvent=GathererThankedPlayerSpeech
Priority=2
;gatherer only	
;animation based

[HarvestADAMSpeech]
EffectEvent=HarvestADAMSpeech
Priority=7
;gatherer only	
;animation based

[ExitVentSpeech]
EffectEvent=ExitVentSpeech
Priority=8
;gatherer only	
;animation based

[EntersVentSpeech]
EffectEvent=EntersVentSpeech
Priority=8
;gatherer only	
;animation based

;[GathererSaveHealA]
;EffectEvent=GathererSaveHealA
;Priority=3
;animation based
;gatherer only

;[GathererSaveHealB]
;EffectEvent=GathererSaveHealB
;Priority=3
;animation based

;[GathererSaveHealC]
;EffectEvent=GathererSaveHealC
;Priority=3
;animation based

[GathererSaveRecoverA]
EffectEvent=GathererSaveRecoverA
Priority=3
;animation based
;gatherer only

[AttachmentWasStolen]
EffectEvent=AttachmentWasStolenSpeech
Priority=11

[GathererNoSpeech]
EffectEvent=GathererNoSpeech
Priority=3
;gatherer only
;animation for 1-medical


[KilledTarget]
EffectEvent=KilledTargetSpeech
Priority=1
; security bot speech event, gets triggered when security bot kills a target

[SawAttackTarget]
EffectEvent=SawAttackTarget
Priority=2
;security bot speech event, gets triggered when security bot sees attack target

[FriendlySpeech]
EffectEvent=FriendlySpeechSpeech
Priority=3
;security bot speech event, gets triggered when player is standing still, and bot turns to look at the player for a couple seconds

[AlarmEnded]
EffectEvent=AlarmEndedSpeech
Priority=3
;security bot speech event, gets triggered when security ends and the bot returns home

[Recover]
EffectEvent=RecoverSpeech
Priority=5
bQueue=true
;gatherer only speech event, synced to animation ga_endCower

[HeadSpeech]
EffectEvent=HeadSpeechSpeech
Priority=6
bQueue=false
;For when AI grabs head in frustrated/insane manner

[GathererGaveTeddyBearA]
EffectEvent=GathererGaveTeddyBearA
Priority=6
;For when Gatherer Gives Player Teddy Bear

[GathererGaveTeddyBearB]
EffectEvent=GathererGaveTeddyBearB
Priority=6
;For when Gatherer Gives Player Teddy Bear

[GathererGaveTeddyBearC]
EffectEvent=GathererGaveTeddyBearC
Priority=6
;For when Gatherer Gives Player Teddy Bear

[GathererGaveTeddyBearD]
EffectEvent=GathererGaveTeddyBearD
Priority=6
;For when Gatherer Gives Player Teddy Bear

[GathererGaveTeddyBearE]
EffectEvent=GathererGaveTeddyBearE
Priority=6
;For when Gatherer Gives Player Teddy Bear


;;;;;;; damage

[Damaged]
EffectEvent=DamagedSpeech
MinTimeBetweenEvents=1.0
Priority=3
;TriggerChance=0.90
bQueue=false

;[DamagedSpeech]
;EffectEvent=DamagedSpeech
;MinTimeBetweenEvents=1.0
;TriggerChance=0.90
;Priority=3
;bQueue=false

[DamagedCritical]
EffectEvent=DamagedCriticalSpeech
MinTimeBetweenEvents=1.0
Priority=5
;gatherer only 

[Died]
EffectEvent=DiedSpeech
Priority=1

[Healed]
EffectEvent=HealedSpeech
;bQueue=true
Priority=8

[Poisoned]
EffectEvent=PoisonedSpeech
bQueue=false
Priority=1
;for when an AI dies interacting with a hacked health station

;;;;;;; movement

[Landed]
EffectEvent=LandedSpeech
Priority=5
MinTimeBetweenEvents=2.0

[Jumped]
EffectEvent=JumpedSpeech
Priority=14
MinTimeBetweenEvents=2.0

[GotUp]
EffectEvent=GotUpSpeech
Priority=14
;animation based

[WentToHealthStation]
EffectEvent=WentToHealthStationSpeech
Priority=4
bQueue=false

;[InvestigatedItem]
;EffectEvent=InvestigatedItemSpeech
;bQueue=true
;Priority=6
;animation based??
;gatherer only

[HeadedToBody]
EffectEvent=HeadedToBodySpeech
bQueue=false
Priority=11
LoopTimeRange=(Min=5,Max=10.0)
;gatherer only

[HeadedToVent]
EffectEvent=HeadedToVentSpeech
bQueue=false
Priority=11
LoopTimeRange=(Min=5,Max=10.0)
;gatherer only

;[TransportStart]
;EffectEvent=TransportStart
;Priority=8
;animation based

;[TransportEnd]
;EffectEvent=TransportEnd
;Priority=8
;animation based

;[PickedUp]
;EffectEvent=PickedUpSpeech
;Priority=2
;animation based, Gatherer Picked up event?
;gatherer only

[RunningToWater]
EffectEvent=RunningToWaterSpeech
bQueue=false
Priority=4

[JumpingIntoWater]
EffectEvent=JumpingIntoWaterSpeech
bQueue=false
Priority=4

[EscortDied]
EffectEvent=EscortDied
bQueue=false
Priority=3
;gatherer only


;;;;;;; fighting

[Melee]
EffectEvent=VOMelee
MinTimeBetweenEvents=1.0
Priority=14
;animation based

[ProtectorMelee]
EffectEvent=VOprotectorMelee
MinTimeBetweenEvents=2.0
Priority=2
;animation based
;protector only

[Alerted]
EffectEvent=AlertedSpeech
Priority=4
;more detail needed. what does this do?
;protector only

[Attacking]
EffectEvent=BeganAttackingSpeech
bQueue=false
Priority=12
LoopTimeRange=(Min=8.0,Max=14.0)
;intermittant combat taunts


[Threaten]
EffectEvent=ThreatenSpeech
Priority=2
;animation based: currently only hooked up to protectors
;protector only

[ChallengedPlayer]
EffectEvent=SawPlayerSpeech
Priority=3
bQueue=false
;MinTimeBetweenEvents=4.0

[ChallengedProtector]
EffectEvent=ChallengedProtectorSpeech
Priority=3
bQueue=false
;MinTimeBetweenEvents=4.0

[ChallengedGatherer]
EffectEvent=ChallengedGathererSpeech
Priority=3
bQueue=false
;MinTimeBetweenEvents=4.0

[ChallengedMachine]
EffectEvent=ChallengedMachineSpeech
Priority=3
bQueue=false
;MinTimeBetweenEvents=4.0

[ChallengedAggressor]
EffectEvent=ChallengedAggressorSpeech
Priority=3
bQueue=false
;MinTimeBetweenEvents=4.0

;[ChallengedGeneric]
;EffectEvent=ChallengeGenericSpeech
;Priority=3
;bQueue=false
;MinTimeBetweenEvents=4.0


;[ChallengedPlayerLowHealth]
;EffectEvent=ChallengedPlayerLowHealthSpeech
;Priority=2
;bQueue=true
;MinTimeBetweenEvents=4.0

;[ChallengedProtectorLowHealth]
;EffectEvent=ChallengedProtectorLowHealthSpeech
;Priority=2
;bQueue=true
;MinTimeBetweenEvents=4.0

;[ChallengedGathererLowHealth]
;EffectEvent=ChallengedGathererLowHealthSpeech
;Priority=2
;bQueue=true
;MinTimeBetweenEvents=4.0

;[ChallengedAggressorLowHealth]
;EffectEvent=ChallengedAggressorLowHealthSpeech
;Priority=2
;bQueue=true
;MinTimeBetweenEvents=4.0

[PlayerDied]
EffectEvent=TauntedPlayerSpeech
Priority=2

;[TauntedPlayer]
;EffectEvent=TauntedPlayerSpeech
;Priority=6

;[CombatTaunt]
;EffectEvent=TauntedSpeech
;bQueue=true
;Priority=3
;how is this different to Taunt? more detail needed

;[ExitedCombat]
;EffectEvent=ExitedCombatSpeech
;Priority=2
;bQueue=true
;MinTimeBetweenEvents=2.0

[TargetFled]
EffectEvent=TargetFleedSpeech
Priority=10
bQueue=false
MinTimeBetweenEvents=5.0
;Is this for when the Ai sees their target flee?

[LostLOS]
EffectEvent=LostLOSSpeech
bQueue=false
Priority=11
MinTimeBetweenEvents=8.0

[UsedHealthStationSpeech]
EffectEvent=UsedHealthStationSpeech
Priority=2
;animation based

[ScreamSpeech]
EffectEvent=ScreamSpeech
bQueue=false
Priority=5
MinTimeBetweenEvents=5.0

[AtlasTeleportOut]
EffectEvent=AtlasTeleportOutSpeech
bQueue=false
Priority=1

[AtlasCharge]
EffectEvent=AtlasChargeSpeech
bQueue=false
Priority=5

[AtlasScream]
EffectEvent=AtlasScreamSpeech
bQueue=false
Priority=5

[FledSpeech]
EffectEvent=FledSpeechSpeech
bQueue=false
Priority=6
;AI heards a hitspang and starts to get spooked

[Terrified]
EffectEvent=TerrifiedSpeech
bQueue=true
Priority=6
LoopTimeRange=(Min=5.0,Max=10.0)
;AI scared from hitspang

[CeilingAttackSpeech]
EffectEvent=CeilingAttackSpeech
bQueue=true
Priority=6
;animation based, ceiling crawler on ceiling throws a ninja star 

[FledDuringAttackSpeech]
EffectEvent=FledDuringAttackSpeechSpeech
bQueue=false
Priority=6

[badAss_speech]
EffectEvent=badAssSpeech
bQueue=false
Priority=6

;;;;;;; states

[Diseased]
EffectEvent=GotDiseasedSpeech
Priority=8
;Protectors only
;gatherers only

[ProtectorDiseased]
EffectEvent=VOprotectorDiseasedSpeech
Priority=8
;protectors only

[Frozen]
EffectEvent=GotFrozenSpeech
Priority=2

[Burning]
EffectEvent=GotBurningSpeech
Priority=2

[Shocked]
EffectEvent=GotShockedSpeech
Priority=2

[Berserk]
EffectEvent=GotBerserkedSpeech
Priority=2
MinTimeBetweenEvents=5.0

[BeedUp]
EffectEvent=GotBeedUpSpeech
Priority=2
S p a w n i n g . i n i   áÏ ;
; Spawning.ini
;

[ShockAI.SpawningManager]
; The range of distance used to Spawn Security Bots
; When an alarm spawn goes off, we will attempt to spawn a Security Bot at a NavigationPoint (or subclass)
; that cannot be seen by the player and can be spawned within this range

; this value is for when the player is the target of the security system
PlayerSecurityBotSpawnRange=(Min=3000.0,Max=6000.0)

; this value is for when an AI is the target of the security system
AISecurityBotSpawnRange=(Min=1500.0,Max=4000.0)

; distance that causes nearby aggressors to attack the same target as another aggressor that started attacking
DistanceForAggressorsToNoticeAttacks=1000.0

; distance that causes nearby aggressors to investigate the same interesting event as another aggressor
DistanceForAggressorsToJoinInvestigation=1000.0

; distance that causes nearby protectors to attack the same target as another protector that started attacking
DistanceForProtectorsToNoticeAttacks=1000.0

; The maximum number of insect swarms that can be spawned in a level at any given time.
MaxNumberOfInsectSwarmsInWorld=2

; The maximum number of dormant bots that can be in the world at any time.  This includes bots that 
; were deactivated by the player, but does not include placed bots.
MaxNumberOfDormantSecurityBotsInWorld=7

; When we hit the limit specified by MaxNumberOfDormantSecurityBotsInWorld we don't kill the bot
; immediately.  Instead we shorten the amount of time before it explodes just in case it happens to
; be around the player.
BotForcedDestroyTime=10.0

; A list of all the AI archetypes, when you add a new archetype be sure and put it here so it can be 
; selected in the Spawning Manager

; gatherer
ArchetypeNames=Gatherer
ArchetypeNames=GathererRobot
ArchetypeNames=TheaterGatherer
ArchetypeNames=PlayerEscortedGatherer
ArchetypeNames=PlayingGatherer
ArchetypeNames=GathererHoldDoor
ArchetypeNames=GathererMedical
ArchetypeNames=ScriptedGathererMedical
ArchetypeNames=GathererMarket
ArchetypeNames=ScriptedGathererRYAN
ArchetypeNames=GathererStuckUnderRosie
ArchetypeNames=InvisibleGatherer
 
 
; ghost archetype
ArchetypeNames=Ghost

; protector archetypes
ArchetypeNames=Bouncer
ArchetypeNames=BouncerElite
ArchetypeNames=Rosie
ArchetypeNames=RosieElite
ArchetypeNames=UnderwaterRosie
ArchetypeNames=SPF
ArchetypeNames=SPFElite
ArchetypeNames=TheaterBouncer
ArchetypeNames=MedicalBouncer
ArchetypeNames=MedicalBouncerTennenbaum
ArchetypeNames=SPFHoldDoor
ArchetypeNames=GauntletBouncer
ArchetypeNames=BouncerEliteEngineering

; ceiling crawler archetypes
ArchetypeNames=BabyJaneCeilingCrawler
ArchetypeNames=ToastyCeilingCrawler
ArchetypeNames=WadersCeilingCrawler
ArchetypeNames=RosebudCeilingCrawler
ArchetypeNames=BreadwinnerCeilingCrawler
ArchetypeNames=WadersLifeDrainCeilingCrawler
ArchetypeNames=ToastyLifeDrainCeilingCrawler
ArchetypeNames=BabyJaneLifeDrainCeilingCrawler
ArchetypeNames=RosebudLifeDrainCeilingCrawler
ArchetypeNames=ScienceToastyLifeDrainCeilingCrawler
ArchetypeNames=ScienceRosebudLifeDrainCeilingCrawler
ArchetypeNames=GauntletToastyLifeDrainCeilingCrawler
ArchetypeNames=GauntletBabyJaneLifeDrainCeilingCrawler
ArchetypeNames=TheArtist
ArchetypeNames=BabyJaneSubbayCeilingCrawler
ArchetypeNames=BabyJaneWelcomeCeilingCrawler
ArchetypeNames=WelcomeRosebudCeilingCrawler
ArchetypeNames=CrispyCeilingCrawler
ArchetypeNames=FisheriesBabyJaneCeilingCrawler
ArchetypeNames=FisheriesRosebudCeilingCrawler
ArchetypeNames=FisheriesAmbushRosebudCeilingCrawler
ArchetypeNames=FisheriesUberAmbushRosebudCeilingCrawler
ArchetypeNames=FisheriesWadersCeilingCrawler
ArchetypeNames=RecreationToastyCeilingCrawler
ArchetypeNames=RecreationToastyCeilingCrawlerSPIDER
ArchetypeNames=RecreationToastyCeilingCrawlerBUNNY
ArchetypeNames=RecreationBabyJaneCeilingCrawler
ArchetypeNames=RecreationBabyJaneCeilingCrawlerBUNNY
ArchetypeNames=RecreationBabyJaneCeilingCrawlerSPIDER
ArchetypeNames=RecreationBabyJaneCeilingCrawlerKITTEN
ArchetypeNames=RecreationBabyJaneCeilingCrawlerBUTTERFLY
ArchetypeNames=RecreationBreadwinnerCeilingCrawler
ArchetypeNames=RecreationBreadwinnerCeilingCrawlerBUTTERFLY
ArchetypeNames=EngineeringWadersCeilingCrawler
ArchetypeNames=EngineeringRosebudCeilingCrawler
ArchetypeNames=TestToastyCeilingCrawler
ArchetypeNames=EbonyCeilingCrawler
ArchetypeNames=IvoryCeilingCrawler


; melee thug archetypes
ArchetypeNames=ToastyMelee
ArchetypeNames=WadersMelee
ArchetypeNames=PigskinMelee
ArchetypeNames=DoctorMelee
ArchetypeNames=DuckyMelee
ArchetypeNames=BreadwinnerMelee
ArchetypeNames=BabyJaneMelee
ArchetypeNames=LadySmithMelee
ArchetypeNames=RosebudMelee
ArchetypeNames=WelcomeToastyMelee
ArchetypeNames=WelcomeLadySmithMelee
ArchetypeNames=WelcomeHiddenThug
ArchetypeNames=WelcomeRosebudMelee
ArchetypeNames=WelcomeBurningMelee
ArchetypeNames=ToastyElectrifiedMelee
ArchetypeNames=FatToastyElectrifiedMelee
ArchetypeNames=WadersElectrifiedMelee
ArchetypeNames=PigskinElectrifiedMelee
ArchetypeNames=DoctorElectrifiedMelee
ArchetypeNames=DuckyElectrifiedMelee
ArchetypeNames=BreadwinnerElectrifiedMelee
ArchetypeNames=RosebudElectrifiedMelee
ArchetypeNames=BabyJaneElectrifiedMelee
ArchetypeNames=LadySmithElectrifiedMelee
ArchetypeNames=ResidentialLadySmithElectrifiedMelee
ArchetypeNames=ResidentialDuckyElectrifiedMelee
ArchetypeNames=ResidentialBreadwinnerElectrifiedMelee
ArchetypeNames=SlumsToastyElectrifiedMeleeBUFF
ArchetypeNames=SlumsWadersElectrifiedMelee
ArchetypeNames=SlumsBabyJaneElectrifiedMelee
ArchetypeNames=SlumsDuckyElectrifiedMelee
ArchetypeNames=SlumsDuckyElectrifiedMelee
ArchetypeNames=BabyJaneHarlequinMelee
ArchetypeNames=LadySmithNurseMelee
ArchetypeNames=ToastyWelcomeMelee
ArchetypeNames=MedicalDoctorMelee
ArchetypeNames=MedicalMeleeForTennenbaum
ArchetypeNames=ToastyMedicalMelee
ArchetypeNames=MedicalBabyJaneMelee
ArchetypeNames=TheaterToasty
ArchetypeNames=WelcomeShockedGuy
ArchetypeNames=MedicalLadySmithMelee
ArchetypeNames=MedicalLadySmithNurseMelee
ArchetypeNames=ArcadiaLadySmithMelee
ArchetypeNames=ArcadiaDoctorMelee
ArchetypeNames=ArcadiaBreadwinnerMelee
ArchetypeNames=ArcadiaDoctorWeldMaskMelee
ArchetypeNames=ArcadiaLadySmithWeldMaskMelee
ArchetypeNames=ArcadiaBreadwinnerWeldMaskMelee
ArchetypeNames=MarketPigskinMelee
ArchetypeNames=MarketWadersMelee
ArchetypeNames=MarketBabyJaneMelee
ArchetypeNames=DEMOFisheriesRosebudMelee
ArchetypeNames=DEMOFisheriesWadersMelee
ArchetypeNames=DEMOFisheriesDuckyMelee
ArchetypeNames=RecreationToastyMelee
ArchetypeNames=RecreationToastyMeleeBUNNY
ArchetypeNames=RecreationBabyJaneMelee
ArchetypeNames=RecreationBabyJaneMeleeBUNNY
ArchetypeNames=RecreationBreadwinnerMelee
ArchetypeNames=Charley
ArchetypeNames=Brenda
ArchetypeNames=BabyCarriage
ArchetypeNames=EngineeringWadersElectrifiedMelee
ArchetypeNames=EngineeringRosebudElectrifiedMelee
ArchetypeNames=EngineeringDuckyElectrifiedMelee
ArchetypeNames=ScienceToastyElectrifiedMelee
ArchetypeNames=ScienceRosebudElectrifiedMelee
ArchetypeNames=ScienceDoctorElectrifiedMelee
ArchetypeNames=GauntletBabyJaneElectrifiedMelee
ArchetypeNames=GauntletDoctorElectrifiedMelee
ArchetypeNames=GauntletToastyElectrifiedMelee

; grenadier archetypes
ArchetypeNames=ToastyGrenadier
ArchetypeNames=DoctorGrenadier
ArchetypeNames=DoctorSteinmanGrenadier
ArchetypeNames=DuckyGrenadier
ArchetypeNames=WadersGrenadier
ArchetypeNames=PigskinGrenadier
ArchetypeNames=BreadwinnerGrenadier
ArchetypeNames=RosebudGrenadier
ArchetypeNames=BabyJaneGrenadier
ArchetypeNames=LadySmithGrenadier
ArchetypeNames=ToastyMolotov
ArchetypeNames=DoctorMolotov
ArchetypeNames=WadersMolotov
ArchetypeNames=PigskinMolotov
ArchetypeNames=DuckyMolotov
ArchetypeNames=RosebudMolotov
ArchetypeNames=BabyJaneMolotov
ArchetypeNames=LadySmithMolotov
ArchetypeNames=BreadwinnerMolotov
ArchetypeNames=CrispyMolotov
ArchetypeNames=MedicalDoctorGrenadier
ArchetypeNames=MedicalDoctorGrenadier_NoBurningAnims
ArchetypeNames=FisheriesRosebudGrenadier
ArchetypeNames=DEMOFisheriesRosebudGrenadier
ArchetypeNames=FisheriesWadersGrenadier
ArchetypeNames=DEMOFisheriesWadersGrenadier
ArchetypeNames=FisheriesDuckyGrenadier
ArchetypeNames=DEMOFisheriesDuckyGrenadier
ArchetypeNames=RecreationToastyMolotov
ArchetypeNames=RecreationBabyJaneMolotov
ArchetypeNames=RecreationBreadwinnerMolotov
ArchetypeNames=RecreationBreadwinnerMolotovSPIDER
ArchetypeNames=ResidentialLadySmithMolotov
ArchetypeNames=ResidentialDuckyMolotov
ArchetypeNames=ResidentialBreadwinnerMolotov
ArchetypeNames=SlumsToastyMolotov
ArchetypeNames=SlumsWadersMolotov
ArchetypeNames=SlumsBabyJaneMolotov
ArchetypeNames=SlumsDuckyMolotov
ArchetypeNames=GauntletBabyJaneMolotov
ArchetypeNames=GauntletDoctorMolotov
ArchetypeNames=GauntletToastyMolotov
ArchetypeNames=Peaches

; smg archetypes
ArchetypeNames=ToastySMG
ArchetypeNames=DoctorSMG
ArchetypeNames=WadersSMG
ArchetypeNames=PigskinSMG
ArchetypeNames=DuckySMG
ArchetypeNames=DuckyGreenSMG
ArchetypeNames=DuckyRedSMG
ArchetypeNames=DuckyWhiteSMG
ArchetypeNames=BreadwinnerSMG
ArchetypeNames=BabyJaneSMG
ArchetypeNames=LadySmithSMG
ArchetypeNames=RosebudSMG
ArchetypeNames=DoctorSteinman
ArchetypeNames=SteinmanPatient
ArchetypeNames=MedicalToastySMG
ArchetypeNames=EngineeringWadersSMG
ArchetypeNames=EngineeringRosebudSMG
ArchetypeNames=EngineeringDuckySMG
ArchetypeNames=EngineeringDuckyGreenSMG
ArchetypeNames=EngineeringDuckyRedSMG
ArchetypeNames=EngineeringDuckyWhiteSMG
ArchetypeNames=ResidentialLadySmithSMG
ArchetypeNames=ResidentialDuckySMG
ArchetypeNames=ResidentialDuckyGreenSMG
ArchetypeNames=ResidentialDuckyRedSMG
ArchetypeNames=ResidentialDuckyWhiteSMG
ArchetypeNames=ResidentialBreadwinnerSMG
ArchetypeNames=SlumsToastySMG
ArchetypeNames=SlumsBabyJaneSMG
ArchetypeNames=SlumsWadersSMG
ArchetypeNames=SlumsWadersSMGBUFF
ArchetypeNames=SlumsDuckySMG
ArchetypeNames=SlumsDuckySMGBUFF
ArchetypeNames=SlumsDuckyGreenSMG
ArchetypeNames=SlumsDuckyRedSMG
ArchetypeNames=SlumsDuckyWhiteSMG
ArchetypeNames=ScienceToastySMG
ArchetypeNames=ScienceRosebudSMG
ArchetypeNames=ScienceDoctorSMG
ArchetypeNames=GauntletToastySMG
ArchetypeNames=GauntletDoctorSMG
ArchetypeNames=GauntletBabyJaneSMG


; pistol archetypes
ArchetypeNames=ToastyPISTOL
ArchetypeNames=DoctorPISTOL
ArchetypeNames=DuckyPISTOL
ArchetypeNames=WadersPISTOL
ArchetypeNames=PigskinPISTOL
ArchetypeNames=BreadwinnerPISTOL
ArchetypeNames=BabyJanePISTOL
ArchetypeNames=LadySmithPISTOL
ArchetypeNames=RosebudPISTOL
ArchetypeNames=HumanAtlas
ArchetypeNames=HumanAtlasScience
ArchetypeNames=MedicalDoctorPISTOL
ArchetypeNames=MedicalBabyJanePISTOL
ArchetypeNames=MedicalLadySmithPISTOL
ArchetypeNames=MedicalLadySmithNursePISTOL
ArchetypeNames=FisheriesRosebudPISTOL
ArchetypeNames=DEMOFisheriesRosebudPISTOL
ArchetypeNames=FisheriesWadersPISTOL
ArchetypeNames=DEMOFisheriesWadersPISTOL
ArchetypeNames=FisheriesDuckyPISTOL
ArchetypeNames=DEMOFisheriesDuckyPISTOL
ArchetypeNames=ArcadiaLadySmithPISTOL
ArchetypeNames=ArcadiaDoctorPISTOL
ArchetypeNames=ArcadiaBreadwinnerPISTOL
ArchetypeNames=MarketPigskinPISTOL
ArchetypeNames=MarketWadersPISTOL
ArchetypeNames=MarketBabyJanePISTOL
ArchetypeNames=BrendaPISTOL


; Teleporting Assassin archetypes
ArchetypeNames=ToastyTeleport
ArchetypeNames=DoctorTeleport
ArchetypeNames=DuckyTeleport
ArchetypeNames=WadersTeleport
ArchetypeNames=PigskinTeleport
ArchetypeNames=BreadwinnerTELEPORT
ArchetypeNames=BreadwinnerArcadiaIntroTeleport
ArchetypeNames=BreadwinnerArcadiaIntroTeleportWithMASK
ArchetypeNames=RosebudTeleport
ArchetypeNames=LadySmithTeleport
ArchetypeNames=BabyJaneTeleport
ArchetypeNames=RecHiddenTeleport
ArchetypeNames=ToastyMagicTeleport
ArchetypeNames=DoctorMagicTeleport
ArchetypeNames=DuckyMagicTeleport
ArchetypeNames=WadersMagicTeleport
ArchetypeNames=PigskinMagicTeleport
ArchetypeNames=RosebudMagicTeleport
ArchetypeNames=LadySmithMagicTeleport
ArchetypeNames=BabyJaneMagicTeleport
ArchetypeNames=ScienceToastyMagicTeleport
ArchetypeNames=ScienceRosebudMagicTeleport
ArchetypeNames=ScienceDoctorMagicTeleport
ArchetypeNames=GauntletToastyMagicTeleport
ArchetypeNames=GauntletBabyJaneMagicTeleport
ArchetypeNames=GauntletDoctorMagicTeleport
ArchetypeNames=LadySmithResidentialTeleport
ArchetypeNames=LadySmithResidentialTeleportNOMASK
ArchetypeNames=ToastyResidentialTeleport
ArchetypeNames=ToastyResidentialTeleportNOMASK
ArchetypeNames=CrispyTeleport
ArchetypeNames=CrispyMagicTeleport
ArchetypeNames=ArcadiaLadySmithTeleport
ArchetypeNames=ArcadiaDoctorTeleport
ArchetypeNames=ArcadiaBreadwinnerTELEPORT
ArchetypeNames=MarketPigskinTeleport
ArchetypeNames=MarketWadersTeleport
ArchetypeNames=MarketBabyJaneTeleport
ArchetypeNames=RecreationToastyTeleport
ArchetypeNames=RecreationBabyJaneTeleport
ArchetypeNames=RecreationBabyJaneTeleportBIRD
ArchetypeNames=RecreationBreadwinnerTELEPORT
ArchetypeNames=RecreationBreadwinnerTELEPORTBIRD
ArchetypeNames=EngineeringWadersTeleport
ArchetypeNames=EngineeringRosebudTeleport
ArchetypeNames=EngineeringDuckyTeleport

; Boss Archetypes
ArchetypeNames=Atlas


;Recreation Archetypes

;Cohen Friend 1 archetypes
ArchetypeNames=CohenFriend1

;Cohen Friend 2 archetypes
ArchetypeNames=CohenFriend2

;Cohen Friend 3 archetypes
ArchetypeNames=CohenFriend3

;Cohen Friend 4 archetypes
ArchetypeNames=CohenFriend4

;Cohen archetypes
ArchetypeNames=Cohen
ArchetypeNames=UltimateCohen
ArchetypeNames=CohenResidential

;Scripted archetypes
ArchetypeNames=ToastyPiano
ArchetypeNames=TenenbaumMedical

;
; Animation Categories (used for specifying animations for different meshes for but all the meshes use the same patrol)
; 

AnimationCategoryNames=LookOverLedge
AnimationCategoryNames=LookOverLedgeLoop
AnimationCategoryNames=BangDoorTurnAround
AnimationCategoryNames=BangOnMidMachine
AnimationCategoryNames=DoorPushLoop
AnimationCategoryNames=SteppedInShit
AnimationCategoryNames=KickingAtGround
AnimationCategoryNames=KneelDownInspect
AnimationCategoryNames=InspectingObjectAtFeet
AnimationCategoryNames=LootingBodyLoop
AnimationCategoryNames=PullMachineTurnAround
AnimationCategoryNames=SwingingAtAir
AnimationCategoryNames=BangOnHighMachineGeneric
AnimationCategoryNames=BangOnMidMachineGeneric
AnimationCategoryNames=BangOnLowMachineGeneric
AnimationCategoryNames=LookingInRoomGeneric
AnimationCategoryNames=LookingUnderDeskGeneric
AnimationCategoryNames=ScratchingNeck
AnimationCategoryNames=WarmingAtFire

[ShockAI.SpawnZoneInfo]
; default values for spawn zones.  If you modify these values in a SpawnZoneInfo instance in
; UnrealEd, then changing these values will have no effect.  If you do not change these values
; in an instance, then these config values will automatically be updated in the SpawnZoneInfo's 
; properties.  Contact Crombie if you have any further questions about this.

; The default min and max time range (in seconds) to repopulate Aggressors in any unmodified SpawnZone
AggressorRepopulationTimeDelta=(Min=30.0,Max=60.0)

; The default min and max time range (in seconds) to repopulate Protectors in any unmodified SpawnZone
ProtectorRepopulationTimeDelta=(Min=30.0,Max=60.0)

[ShockAI.SpawnerBase]
; if the player's looking the other way, and at least this distance away,
; then we can spawn a repopulation AI right now
MinDistanceToSpawnRepopulationAIIfPlayerLookingOtherWay=1000.0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Turret Spawner
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.TurretSpawner]
;;
;; Hacking game defaults
;;
HackingGameSetupInfo=(InitSpeed=15,SlowSpeed=15,NormalSpeed=10,FastSpeed=4,TradeSpeed=1,TotalPieces=16,CheckPointCount=1,StraightHCount=1,StraightVCount=1,ElbowTRCount=2,ElbowBRCount=2,ElbowTLCount=2,ElbowBLCount=2,AlarmCount=1,ResistorVCount=1,ResistorHCount=1,ShortCircuitCount=1,AcceleratorHCount=1,AcceleratorVCount=1,HackingHandSize=1,CanRotate=0)


[ShockAI.SecurityCameraSpawner]
// Orientation
; Left and right yaw limits in degrees from the default rotation.  This is the absolte maximum rotation that the camera can achieve to the left.  The solid red line is the maximum rotation of the camera while tracking, the dashed red line is the maximum view extent of the camera while tracking.
LeftYawLimit=-30.0
RightYawLimit=30.0

; The FOV and sight distance.
FOV=60.0
SightDistance=1000.0

; Panning limits.  This is how far to the left and right the camera goes while panning.
PanningLeftYawLimit=-30.0
PanningRightYawLimit=30.0

; Pitch limits.
UpperPitchLimit=0.0
LowerPitchLimit=-65.0
DefaultPitchDegrees=-20.0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Archetypes
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Gatherer]
AIType=class'ShockAIClasses.SpawnedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=UnsavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.GathererRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_B_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_C_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_D_rimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpawnedGathererGun')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[GathererRobot]
AIType=class'ShockAIClasses.SpawnedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererRobot_Mesh'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=UnsavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.GathererRobotRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpawnedGathererGun')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[TheaterGatherer]
AIType=class'ShockAIClasses.SpawnedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=UnsavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.GathererRimShader',Chance=100)

RequiredAnimationGroups=SCRIPTED_Welcome
RequiredAnimationGroups=Default
bShouldBeHarvested=True

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpawnedGathererGun')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[PlayerEscortedGatherer]
AIType=class'ShockAIClasses.SpawnedPlayerEscortedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=SavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.HealthyGathererRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.HealthyGatherer_B_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.HealthyGatherer_C_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.HealthyGatherer_D_rimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpawnedGathererGun')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[PlayingGatherer]
AIType=class'ShockAIClasses.SpawnedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=SavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.HealthyGathererRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.HealthyGatherer_B_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.HealthyGatherer_C_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.HealthyGatherer_D_rimShader',Chance=100)

RequiredAnimationGroups=SCRIPTED_Residential
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[GathererHoldDoor]
AIType=class'ShockAIClasses.SpawnedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=UnsavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.GathererRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_B_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_C_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_D_rimShader',Chance=100)

RequiredAnimationGroups=SCRIPTED_Engineering
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[GathererMedical]
AIType=class'ShockAIClasses.SpawnedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=UnsavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.GathererRimShader',Chance=100)

RequiredAnimationGroups=SCRIPTED_Medical
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ScriptedGathererMedical]
AIType=class'ShockAIClasses.SpawnedPlayerEscortedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=UnsavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.GathererRimShader',Chance=100)

RequiredAnimationGroups=SCRIPTED_Medical
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[GathererMarket]
AIType=class'ShockAIClasses.SpawnedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=UnsavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.GathererRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_B_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_C_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_D_rimShader',Chance=100)

RequiredAnimationGroups=SCRIPTED_Market
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpawnedGathererGun')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ScriptedGathererRYAN]
AIType=class'ShockAIClasses.SpawnedPlayerEscortedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=SavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.GathererRimShader',Chance=100)

RequiredAnimationGroups=SCRIPTED_Engineering
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[GathererStuckUnderRosie]
AIType=class'ShockAIClasses.SpawnedPlayerEscortedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24

VoiceTypes=UnsavedGatherer

MaterialSlot=(AIMaterial=FacingShader'GathererGirl.GathererRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_B_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_C_rimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'GathererGirl.Gatherer_D_rimShader',Chance=100)

RequiredAnimationGroups=SCRIPTED_StuckUnderRosie
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


;; used only as a scripted AI; TODO: create "SpawnedGhost" and set the mesh
[Ghost]
;AIType=class'ShockAIClasses.SpawnedGhost'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[InvisibleGatherer]
AIType=class'ShockAIClasses.SpawnedScriptedGatherer'
Mesh=SkeletalMesh'GathererGirl.GathererGirl'
CollisionHeight=45
CollisionRadius=24
Health=5000
FrozenHealth=2500
MaterialSlot=(AIMaterial=Shader'FX_Tex.HiddenInvisible_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PROTECTORS

[Bouncer]
AIType=class'ShockAIClasses.SpawnedBouncer'
Mesh=SkeletalMesh'NewProtectorBouncer.ProtectorBouncerMESH'
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Drill_Cone')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_DrillCage_Cone')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Backpack')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

MaxBurningEfficacy=30

[BouncerElite]
AIType=class'ShockAIClasses.SpawnedBouncerElite'
Mesh=SkeletalMesh'NewProtectorBouncer.ProtectorBouncerMESH'
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

MaterialSlot=(AIMaterial=FacingShader'NewProtectorBouncer.EliteBouncerRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_EliteDrill')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_EliteDrillCage')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_EliteBackpack')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_EliteGear')

MaxBurningEfficacy=60

[BouncerEliteEngineering]
AIType=class'ShockAIClasses.SpawnedBouncerElite'
Mesh=SkeletalMesh'NewProtectorBouncer.ProtectorBouncerMESH'
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

RequiredAnimationGroups=SCRIPTED_Engineering

MaterialSlot=(AIMaterial=FacingShader'NewProtectorBouncer.EliteBouncerRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_EliteDrill')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_EliteDrillCage')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_EliteBackpack')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_EliteGear')

[Rosie]
AIType=class'ShockAIClasses.SpawnedRosie'
Mesh=SkeletalMesh'ProtectorRosie.ProtectorRosie'
DefaultPteLinkedBonesSetupName=RivetgunWeapon
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

MaterialSlot=(AIMaterial=FacingShader'ProtectorRosie.ProtectorRosie_RimShader',Chance=100)

MaxBurningEfficacy=48


[RosieElite]
AIType=class'ShockAIClasses.SpawnedRosieElite'
Mesh=SkeletalMesh'ProtectorRosie.ProtectorRosie'
DefaultPteLinkedBonesSetupName=RivetgunWeapon
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

MaterialSlot=(AIMaterial=FacingShader'ProtectorRosie.ProtectorRosie_EliteRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RosieHeadGear')

MaxBurningEfficacy=100

[UnderwaterRosie]
AIType=class'ShockAIClasses.SpawnedUnderwaterRosie'
Mesh=SkeletalMesh'ProtectorRosie.ProtectorRosie'
DefaultPteLinkedBonesSetupName=RivetgunWeapon
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

MaterialSlot=(AIMaterial=FacingShader'ProtectorRosie.ProtectorRosie_RimShader',Chance=100)


[SPF]
AIType=class'ShockAIClasses.SpawnedSPF'
Mesh=SkeletalMesh'ProtectorSPF.ProtectorSPF'

[SPFElite]
AIType=class'ShockAIClasses.SpawnedSPFElite'
Mesh=SkeletalMesh'ProtectorSPF.ProtectorSPF'

[TheaterBouncer]
AIType=class'ShockAIClasses.SpawnedBouncer'
Mesh=SkeletalMesh'NewProtectorBouncer.ProtectorBouncerMESH'
CollisionHeight=81
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

RequiredAnimationGroups=SCRIPTED_Welcome
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Drill_Cone')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_DrillCage_Cone')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Backpack')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)
Health=2800
FrozenHealth=1400

[MedicalBouncer]
AIType=class'ShockAIClasses.SpawnedBouncer'
Mesh=SkeletalMesh'NewProtectorBouncer.ProtectorBouncerMESH'
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

RequiredAnimationGroups=SCRIPTED_Medical
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Drill_Cone')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_DrillCage_Cone')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Backpack')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[MedicalBouncerTennenbaum]
AIType=class'ShockAIClasses.SpawnedBouncer'
Mesh=SkeletalMesh'NewProtectorBouncer.ProtectorBouncerMESH'
bShouldGoRagdollOnDeath=false
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

RequiredAnimationGroups=SCRIPTED_Medical
RequiredAnimationGroups=Default


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Drill_Cone')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_DrillCage_Cone')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Backpack')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[GauntletBouncer]
AIType=class'ShockAIClasses.SpawnedBouncerElite'
Mesh=SkeletalMesh'NewProtectorBouncer.ProtectorBouncerMESH'
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

RequiredAnimationGroups=SCRIPTED_Gauntlet
RequiredAnimationGroups=Default

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Drill_Cone')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_DrillCage_Cone')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.Bouncer_Backpack')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

MaxBurningEfficacy=60

[SPFHoldDoor]
AIType=class'ShockAIClasses.SpawnedSPF'
Mesh=SkeletalMesh'ProtectorSPF.ProtectorSPF'
;CollisionHeight=
CollisionRadius=48

RequiredAnimationGroups=SCRIPTED_Engineering

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CEILING CRAWLERS

[BabyJaneCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')


[RecreationBabyJaneCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')


[RecreationBabyJaneCeilingCrawlerSPIDER]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet


MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')



[RecreationBabyJaneCeilingCrawlerBUNNY]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet


MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')



[RecreationBabyJaneCeilingCrawlerBUTTERFLY]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet


MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')



[RecreationBabyJaneCeilingCrawlerKITTEN]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

Health=600
FrozenHealth=300
BurningTimeOut=999.0

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet


MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')



[BabyJaneCeilingCrawlerRed]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawlerRed
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')

[ToastyCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[TestToastyCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=TestToastyCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[RecreationToastyCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet

VoiceTypes=ToastyCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[RecreationToastyCeilingCrawlerSPIDER]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet

VoiceTypes=ToastyCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')


[RecreationToastyCeilingCrawlerBUNNY]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet

VoiceTypes=ToastyCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')


[BreadwinnerCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

;;; CHANGE THIS!  TALK TO PAT
VoiceTypes=BreadwinnerMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[RecreationBreadwinnerCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet

;;; CHANGE THIS!  TALK TO PAT
VoiceTypes=BreadwinnerMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[RecreationBreadwinnerCeilingCrawlerBUTTERFLY]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationCeilingCrawlerResistanceSet

;;; CHANGE THIS!  TALK TO PAT
VoiceTypes=BreadwinnerMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)




[WadersCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

VoiceTypes=WadersCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[FisheriesWadersCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=600
FrozenHealth=300

MaxBurningEfficacy=48

bCannotBeShattered=True
ShatteredDamageAmount=600

DamageResistanceSetName=FisheriesCeilingCrawlerResistanceSet

VoiceTypes=WadersCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[FisheriesBabyJaneCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

Health=600
FrozenHealth=300

MaxBurningEfficacy=48

bCannotBeShattered=True
ShatteredDamageAmount=600

DamageResistanceSetName=FisheriesCeilingCrawlerResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')

[EngineeringWadersCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

MaxBurningEfficacy=48

DamageResistanceSetName=EngineeringCeilingCrawlerResistanceSet

VoiceTypes=WadersCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Down')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Up')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[RosebudCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

VoiceTypes=RosebudCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[FisheriesRosebudCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=600
FrozenHealth=300

MaxBurningEfficacy=48

bCannotBeShattered=True
ShatteredDamageAmount=600

DamageResistanceSetName=FisheriesCeilingCrawlerResistanceSet

VoiceTypes=RosebudCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[FisheriesAmbushRosebudCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=600
FrozenHealth=300

MaxBurningEfficacy=48

bCannotBeShattered=True
ShatteredDamageAmount=600

VoiceTypes=Rose
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.rosebudred_rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[FisheriesUberAmbushRosebudCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=4500
FrozenHealth=4500

MaxBurningEfficacy=72

bCannotBeShattered=True
ShatteredDamageAmount=600

VoiceTypes=Rose
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.rosebudred_rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[EngineeringRosebudCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

MaxBurningEfficacy=48

DamageResistanceSetName=EngineeringCeilingCrawlerResistanceSet

VoiceTypes=RosebudCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[BabyJaneLifeDrainCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneLifeDrainCeilingCrawler

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')

[GauntletBabyJaneLifeDrainCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

Health=1200
FrozenHealth=600

MaxBurningEfficacy=150

DamageResistanceSetName=ScienceLifeDrainCeilingCrawlerResistanceSet

VoiceTypes=BabyJaneLifeDrainCeilingCrawler

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')


[ToastyLifeDrainCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyLifeDrainCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ScienceToastyLifeDrainCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=150

DamageResistanceSetName=ScienceLifeDrainCeilingCrawlerResistanceSet

VoiceTypes=ToastyLifeDrainCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')

[GauntletToastyLifeDrainCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=150

DamageResistanceSetName=ScienceLifeDrainCeilingCrawlerResistanceSet

VoiceTypes=ToastyLifeDrainCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')

[WadersLifeDrainCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

VoiceTypes=WadersLifeDrainCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[RosebudLifeDrainCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

VoiceTypes=RosebudLifeDrainCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ScienceRosebudLifeDrainCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=150

DamageResistanceSetName=ScienceLifeDrainCeilingCrawlerResistanceSet

VoiceTypes=RosebudLifeDrainCeilingCrawler
RequiredAnimationGroups=Ceiling

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[BabyJaneSubbayCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling
RequiredAnimationGroups=SCRIPTED_subbay

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')

[BabyJaneWelcomeCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling
RequiredAnimationGroups=SCRIPTED_welcome

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')

[WelcomeRosebudCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
MaterialSlot=(AIMaterial=Shader'AggressorRosebud.Rosebud_reddiffuse_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=1200
FrozenHealth=600

VoiceTypes=RosebudCeilingCrawler
RequiredAnimationGroups=Ceiling
RequiredAnimationGroups=SCRIPTED_welcome

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.rosebudred_rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[CrispyCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.CorpseCrispy'

Health=300
FrozenHealth=150

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')


[IvoryCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.CorpseFemale'
MaterialSlot=(AIMaterial=Shader'FX_tex.PlasterCast_Shader',Chance=100)
Health=600
FrozenHealth=150

MaxBurningEfficacy=48

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')


[EbonyCeilingCrawler]
AIType=class'ShockAIClasses.SpawnedCeilingCrawler'
Mesh=SkeletalMesh'AggressorBabyJane.CorpseFemale'
MaterialSlot=(AIMaterial=Shader'FX_tex.BlackPaint_Shader',Chance=100)
Health=600
FrozenHealth=150

MaxBurningEfficacy=48

VoiceTypes=BabyJaneCeilingCrawler
RequiredAnimationGroups=Ceiling

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerLeftHook')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.CeilingCrawlerRightHook')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BASE MELEE AGGRESSORS

[ToastyMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)

[RecreationToastyMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyMelee

Health=200
FrozenHealth=100

MaxBurningEfficacy=36

DamageResistanceSetName=RecreationMeleeThugResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)

[RecreationToastyMeleeBUNNY]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
bCanRunAway=False
VoiceTypes=ToastyMelee

Health=200
FrozenHealth=100

MaxBurningEfficacy=36

DamageResistanceSetName=RecreationMeleeThugResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')


WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[DoctorMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.DrHeadMagnifyGlass')
AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.DrHeadLamp')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[ArcadiaDoctorMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=150
FrozenHealth=75

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaMeleeThugResistanceSet

VoiceTypes=DoctorMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DrHeadMagnifyGlass')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DrHeadLamp')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugRake',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugShovel',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugHandcart',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=25)


[ArcadiaDoctorWeldMaskMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=150
FrozenHealth=75

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaMeleeThugResistanceSet

VoiceTypes=DoctorMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Up_Alt')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)


[WadersMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

VoiceTypes=WadersMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.EngineeringHat_White')
AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.EngineeringHat_Blue')
AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.WeldingMask_Down')
AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.WeldingMask_Up')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[MarketWadersMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=150
FrozenHealth=75

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaMeleeThugResistanceSet

VoiceTypes=WadersMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.EngineeringHat_White')
AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.EngineeringHat_Blue')
AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.WeldingMask_Down')
AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.WeldingMask_Up')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugRake',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugShovel',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugHandcart',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=25)


[DEMOFisheriesWadersMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

VoiceTypes=WadersMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.EngineeringHat_White')
AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.EngineeringHat_Blue')
AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.WeldingMask_Down')
AttachmentSlot1=(Chance=25,AIAttachmentClass=class'AIAttachments.WeldingMask_Up')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[PigskinMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

VoiceTypes=PigskinMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

Shader'AggressorPigSkin.pigskin02_DIFF_shader'

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[MarketPigskinMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

Health=150
FrozenHealth=75

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaMeleeThugResistanceSet

VoiceTypes=PigskinMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

Shader'AggressorPigSkin.pigskin02_DIFF_shader'

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugRake',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugShovel',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugHandcart',Chance=25)

[BabyJaneMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

VoiceTypes=BabyJaneMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[MarketBabyJaneMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=150
FrozenHealth=75

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaMeleeThugResistanceSet

VoiceTypes=BabyJaneMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugRake',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugShovel',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugHandcart',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=25)

[RecreationBabyJaneMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=200
FrozenHealth=100

MaxBurningEfficacy=36

DamageResistanceSetName=RecreationMeleeThugResistanceSet

VoiceTypes=BabyJaneMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[RecreationBabyJaneMeleeBUNNY]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76
bCanRunAway=False
Health=200
FrozenHealth=100

MaxBurningEfficacy=36

DamageResistanceSetName=RecreationMeleeThugResistanceSet

VoiceTypes=BabyJaneMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)



[BabyJaneHarlequinMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

VoiceTypes=BabyJaneMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[LadySmithMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

VoiceTypes=LadySmithMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlackHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[ArcadiaLadySmithMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=150
FrozenHealth=75

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaMeleeThugResistanceSet

VoiceTypes=LadySmithMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlackHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugRake',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugShovel',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugHandcart',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=25)


[ArcadiaLadySmithWeldMaskMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=150
FrozenHealth=75

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaMeleeThugResistanceSet

VoiceTypes=LadySmithMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Down_Alt')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)


[MedicalLadySmithMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76
Health=80
FrozenHealth=40

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=LadySmithMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlackHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[RosebudMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

VoiceTypes=RosebudMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[DEMOFisheriesRosebudMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

VoiceTypes=RosebudMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[DuckyMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

VoiceTypes=DuckyMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[DEMOFisheriesDuckyMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

MaxBurningEfficacy=36

VoiceTypes=DuckyMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)



[BreadwinnerMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

VoiceTypes=BreadwinnerMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[ArcadiaBreadwinnerMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=150
FrozenHealth=75

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaMeleeThugResistanceSet

VoiceTypes=BreadwinnerMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugRake',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugShovel',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugHandcart',Chance=25)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=25)


[ArcadiaBreadwinnerWeldMaskMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=150
FrozenHealth=75

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaMeleeThugResistanceSet

VoiceTypes=BreadwinnerMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Down_Alt')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)


[RecreationBreadwinnerMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=200
FrozenHealth=100

MaxBurningEfficacy=36

DamageResistanceSetName=RecreationMeleeThugResistanceSet

VoiceTypes=BreadwinnerMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[LadySmithNurseMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

VoiceTypes=LadySmithMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.nurse_rim_shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithNurseHat')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[MedicalLadySmithNurseMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=80
FrozenHealth=40

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=LadySmithMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.nurse_rim_shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithNurseHat')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[MedicalDoctorMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=80
FrozenHealth=40

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=DoctorMelee
RequiredAnimationGroups=SCRIPTED_Medical

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.DrHeadMagnifyGlass')
AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.DrHeadLamp')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[ToastyMedicalMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyMelee
RequiredAnimationGroups=SCRIPTED_Medical

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[MedicalMeleeForTennenbaum]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorMelee
RequiredAnimationGroups=SCRIPTED_Medical

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ScriptedAI_Pipe')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[ToastyWelcomeMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=50
FrozenHealth=25

MaxBurningEfficacy=36

VoiceTypes=ToastyMelee
RequiredAnimationGroups=SCRIPTED_Welcome

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[MedicalBabyJaneMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=80
FrozenHealth=40

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=BabyJaneMelee
RequiredAnimationGroups=SCRIPTED_Medical

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[WelcomeToastyMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=50
FrozenHealth=25

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=ToastyMelee

MaterialSlot=(AIMaterial=Shader'AggressorToasty.ToastyBlack_DIFF_shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.AggToasty_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.AggToasty02_shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.AggToasty03_shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)

[Charley]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=50
FrozenHealth=25

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=Charley

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[WelcomeHiddenThug]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=50
FrozenHealth=25

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=ToastyMelee

MaterialSlot=(AIMaterial=Shader'FX_Tex.HiddenInvisible_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[WelcomeLadySmithMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=50
FrozenHealth=25

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=LadySmithMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlackHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


[Brenda]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=50
FrozenHealth=25

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=Brenda

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlackHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[BabyCarriage]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=50
FrozenHealth=25

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=BabyCarriage

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlackHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[WelcomeRosebudMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

VoiceTypes=RosebudMelee

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugWrench',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugMachete',Chance=100)
WeaponSlot1=(CurrentAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub',ReplacementAIWeaponClass=class'ShockAIClasses.SpawnedMeleeThugFlashlight',Chance=100)


Health=50
FrozenHealth=25

DamageResistanceSetName=MedicalMeleeThugResistanceSet


[WelcomeBurningMelee]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
DamageResistanceSetName=HeatResistantMeleeThugResistanceSet
bCanRunAway=False

Health=90
FrozenHealth=60

VoiceTypes=ToastyMelee
RequiredAnimationGroups=SCRIPTED_Welcome




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ELECTRIC TOUCH MELEE AGGRESSORS

[ToastyElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToastyBlack_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty03_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty02_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)

[SlumsToastyElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=600
FrozenHealth=300

MaxBurningEfficacy=60

DamageResistanceSetName=ResidentialElectricMeleeThugResistanceSet

VoiceTypes=ToastyElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToastyBlack_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty03_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty02_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)

[SlumsToastyElectrifiedMeleeBUFF]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=1500
FrozenHealth=300

MaxBurningEfficacy=60

DamageResistanceSetName=ResidentialElectricMeleeThugResistanceSet

VoiceTypes=ToastyElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToastyBlack_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty03_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty02_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)

[ScienceToastyElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=800
FrozenHealth=400

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceElectricMeleeThugResistanceSet

VoiceTypes=ToastyElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToastyBlack_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty03_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty02_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)


[GauntletToastyElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceElectricMeleeThugResistanceSet

VoiceTypes=ToastyElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToastyBlack_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty03_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty02_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)



;fat toasty - aggressor with a rosie-sized collision cylinder for testing a collision bug
[FatToastyElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=85
CollisionRadius=70
VoiceTypes=ToastyElectrifiedMelee

[DoctorElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor2_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor3_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor4_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[ScienceDoctorElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=800
FrozenHealth=400

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceElectricMeleeThugResistanceSet

VoiceTypes=DoctorElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor2_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor3_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor4_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[GauntletDoctorElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceElectricMeleeThugResistanceSet

VoiceTypes=DoctorElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor2_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor3_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDoctor.ElectricDoctor4_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)



[BreadwinnerElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
; uncomment the following line once the breadwinner electric mask art is done:
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinner_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

VoiceTypes=BreadwinnerElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinner_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerB_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerC_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerD_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerE_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerF_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ResidentialBreadwinnerElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
; uncomment the following line once the breadwinner electric mask art is done:
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinner_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=600
FrozenHealth=300

MaxBurningEfficacy=60

DamageResistanceSetName=ResidentialElectricMeleeThugResistanceSet

VoiceTypes=BreadwinnerElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinner_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerB_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerC_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerD_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerE_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBreadwinner.ElectricBreadwinnerF_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)




[WadersElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectric',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

VoiceTypes=WadersElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectric',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricB',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricC',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricD',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricE',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricF',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricG',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[EngineeringWadersElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectric',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=700
FrozenHealth=350

MaxBurningEfficacy=60

DamageResistanceSetName=EngineeringElectricMeleeThugResistanceSet

VoiceTypes=WadersElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectric',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricB',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricC',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricD',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricE',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricF',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricG',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[SlumsWadersElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectric',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=600
FrozenHealth=300

MaxBurningEfficacy=60

DamageResistanceSetName=ResidentialElectricMeleeThugResistanceSet

VoiceTypes=WadersElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectric',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricB',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricC',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricD',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricE',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricF',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorWaders.AggressorWadersElectricG',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[PigskinElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
MaterialSlot=(AIMaterial=Shader'AggressorPigskin.Pigskinelectric_Shader',Chance=100)
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

VoiceTypes=PigskinElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorPigskin.Pigskinelectric_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorPigskin.Pigskinelectric02_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorPigskin.Pigskinelectric03_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorPigskin.PigskinelectricRA_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorPigskin.PigskinelectricRB_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorPigskin.PigskinelectricSA_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorPigskin.PigskinelectricSB_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[BabyJaneElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

VoiceTypes=BabyJaneElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJane_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneRed_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneBlack_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneBlue_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneWhite_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsBabyJaneElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=600
FrozenHealth=300

MaxBurningEfficacy=60

DamageResistanceSetName=ResidentialElectricMeleeThugResistanceSet

VoiceTypes=BabyJaneElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJane_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneRed_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneBlack_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneBlue_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneWhite_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[GauntletBabyJaneElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceElectricMeleeThugResistanceSet

VoiceTypes=BabyJaneElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJane_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneRed_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneBlack_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneBlue_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorBabyJane.ElectricBabyJaneWhite_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[LadySmithElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

VoiceTypes=LadySmithElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmith_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmithAqua_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmithRed_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmithGreen_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmithBrown_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[ResidentialLadySmithElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

VoiceTypes=LadySmithElectrifiedMelee

Health=600
FrozenHealth=300

MaxBurningEfficacy=60

DamageResistanceSetName=ResidentialElectricMeleeThugResistanceSet

MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmith_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmithAqua_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmithRed_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmithGreen_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.ElectricLadySmithBrown_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DuckyElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

VoiceTypes=DuckyElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDucky_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyRed_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyGreen_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyWhite_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyWhiteF_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[EngineeringDuckyElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=700
FrozenHealth=350

MaxBurningEfficacy=60

DamageResistanceSetName=EngineeringElectricMeleeThugResistanceSet

VoiceTypes=DuckyElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDucky_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyRed_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyGreen_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyWhite_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyWhiteF_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ResidentialDuckyElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=600
FrozenHealth=300

MaxBurningEfficacy=60

DamageResistanceSetName=ResidentialElectricMeleeThugResistanceSet

VoiceTypes=DuckyElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDucky_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyRed_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyGreen_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyWhite_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyWhiteF_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsDuckyElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

VoiceTypes=DuckyElectrifiedMelee

Health=600
FrozenHealth=300

MaxBurningEfficacy=60

DamageResistanceSetName=ResidentialElectricMeleeThugResistanceSet

MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDucky_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyRed_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyGreen_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyWhite_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorDucky.ElectricDuckyWhiteF_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[RosebudElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

VoiceTypes=RosebudElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorRosebud.ElectricRosebud_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorRosebud.ElectricRosebud04_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorRosebud.ElectricRosebud05_Shader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[EngineeringRosebudElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=700
FrozenHealth=350

MaxBurningEfficacy=60

DamageResistanceSetName=EngineeringElectricMeleeThugResistanceSet

VoiceTypes=RosebudElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorRosebud.ElectricRosebud_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorRosebud.ElectricRosebud04_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorRosebud.ElectricRosebud05_Shader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ScienceRosebudElectrifiedMelee]
AIType=class'ShockAIClasses.SpawnedElectrifiedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=800
FrozenHealth=400

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceElectricMeleeThugResistanceSet

VoiceTypes=RosebudElectrifiedMelee

MaterialSlot=(AIMaterial=Shader'AggressorRosebud.ElectricRosebud_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorRosebud.ElectricRosebud04_Shader',Chance=100)
MaterialSlot=(AIMaterial=Shader'AggressorRosebud.ElectricRosebud05_Shader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[TheaterToasty]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
bShouldGoRagdollOnDeath=false

MaterialSlot=(AIMaterial=Shader'AggressorToasty.ElectricToasty_Shader',Chance=100)

RequiredAnimationGroups=SCRIPTED_Welcome

VoiceTypes=ToastyMelee

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CutscenePistol')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[WelcomeShockedGuy]
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

DamageResistanceSetName=LongerShockedResistanceSet

VoiceTypes=ToastyMelee

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GRENADIER AGGRESSORS

[ToastyGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DoctorGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[MedicalDoctorGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalGrenadierResistanceSet

VoiceTypes=DoctorGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[MedicalDoctorGrenadier_NoBurningAnims]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalGrenadierResistanceSet
bDoNotDoBurningAnimations=true
bDoNotDoBurningBehavior=true

VoiceTypes=DoctorGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DoctorSteinmanGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorSteinman

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.SteinmanRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DuckyGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

VoiceTypes=DuckyGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[FisheriesDuckyGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=300
FrozenHealth=150

MaxBurningEfficacy=36

DamageResistanceSetName=FisheriesGrenadierResistanceSet

VoiceTypes=DuckyGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[DEMOFisheriesDuckyGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

VoiceTypes=DuckyGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[WadersGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

VoiceTypes=WadersGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[FisheriesWadersGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=300
FrozenHealth=150

MaxBurningEfficacy=36

DamageResistanceSetName=FisheriesGrenadierResistanceSet

VoiceTypes=WadersGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[DEMOFisheriesWadersGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

VoiceTypes=WadersGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)



[PigskinGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

VoiceTypes=PigskinGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[BreadwinnerGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

VoiceTypes=BreadwinnerGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')

[RosebudGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

VoiceTypes=RosebudGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot2=(Chance=50,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[FisheriesRosebudGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=300
FrozenHealth=150

MaxBurningEfficacy=36

DamageResistanceSetName=FisheriesGrenadierResistanceSet

VoiceTypes=RosebudGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot2=(Chance=50,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[DEMOFisheriesRosebudGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

VoiceTypes=RosebudGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')
AttachmentSlot2=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot2=(Chance=50,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[BabyJaneGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

VoiceTypes=BabyJaneGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')

[LadySmithGrenadier]
AIType=class'ShockAIClasses.SpawnedGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

VoiceTypes=LadySmithGrenadier

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBox')

[ToastyMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[RecreationToastyMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=72

DamageResistanceSetName=RecreationMolotovGrenadierResistanceSet

VoiceTypes=ToastyMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[SlumsToastyMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialMolotovGrenadierResistanceSet

VoiceTypes=ToastyMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[GauntletToastyMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyMolotov

Health=2000
FrozenHealth=1000

MaxBurningEfficacy=72

DamageResistanceSetName=GauntletMolotovGrenadierResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[DoctorMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[GauntletDoctorMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=2000
FrozenHealth=1000

MaxBurningEfficacy=72

DamageResistanceSetName=GauntletMolotovGrenadierResistanceSet

VoiceTypes=DoctorMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DuckyMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

VoiceTypes=DuckyMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ResidentialDuckyMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialMolotovGrenadierResistanceSet

VoiceTypes=DuckyMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)



[SlumsDuckyMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialMolotovGrenadierResistanceSet

VoiceTypes=DuckyMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[WadersMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

VoiceTypes=WadersMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsWadersMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialMolotovGrenadierResistanceSet

VoiceTypes=WadersMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[Peaches]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

VoiceTypes=Peaches

Health=1500
FrozenHealth=750

MaxBurningEfficacy=36

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.aggwaders_peach_rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Peach')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[PigskinMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

VoiceTypes=PigskinMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[BreadwinnerMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

VoiceTypes=BreadwinnerMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')

[RecreationBreadwinnerMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=72

DamageResistanceSetName=RecreationMolotovGrenadierResistanceSet

VoiceTypes=BreadwinnerMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')

[RecreationBreadwinnerMolotovSPIDER]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=72

DamageResistanceSetName=RecreationMolotovGrenadierResistanceSet

VoiceTypes=BreadwinnerMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')


[ResidentialBreadwinnerMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialMolotovGrenadierResistanceSet

VoiceTypes=BreadwinnerMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')


[BabyJaneMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

VoiceTypes=BabyJaneMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')


[SlumsBabyJaneMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialMolotovGrenadierResistanceSet

VoiceTypes=BabyJaneMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')

[RecreationBabyJaneMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=1200
FrozenHealth=600

MaxBurningEfficacy=72

DamageResistanceSetName=RecreationMolotovGrenadierResistanceSet

VoiceTypes=BabyJaneMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')

[GauntletBabyJaneMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=2000
FrozenHealth=1000

MaxBurningEfficacy=72

DamageResistanceSetName=GauntletMolotovGrenadierResistanceSet

VoiceTypes=BabyJaneMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')


[LadySmithMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

VoiceTypes=LadySmithMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')


[ResidentialLadySmithMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialMolotovGrenadierResistanceSet

VoiceTypes=LadySmithMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')



[RosebudMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

VoiceTypes=RosebudMolotov

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot2=(Chance=50,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[Atlas]
AIType=class'ShockAIClasses.SpawnedAtlas'
Mesh=SkeletalMesh'Atlas.Atlas_MESH'
CollisionHeight=144
CollisionRadius=80

DamageResistanceSetName=AtlasResistanceSet

MaxBurningEfficacy=100

bNoResearchTrack=True

; when Atlas is frozen and then shattered, he will take this amount of damage
ShatteredDamageAmount=150
; Atlas cannot be shattered when frozen
bCannotBeShattered=true

MaterialSlot=(AIMaterial=Shader'Atlas.AtlasDefaultShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShaderFire=Material'Atlas.TeleportAtlasFire_Shader'
TeleportInTelegraphShaderFire=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShaderFire=Material'Atlas.TeleportAtlasFire_Shader'

TeleportOutTransitionShaderIce=Material'Atlas.TeleportAtlasCold_Shader'
TeleportInTelegraphShaderIce=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShaderIce=Material'Atlas.TeleportAtlasCold_Shader'

TeleportOutTransitionShaderLightning=Material'Atlas.TeleportAtlasElectric_Shader'
TeleportInTelegraphShaderLightning=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShaderLightning=Material'Atlas.TeleportAtlasElectric_Shader'

; Skin Shaders (for phases 1, 2, and 3)
AtlasSkinFire=Material'Atlas.AtlasFireShader'
AtlasSkinIce=Material'Atlas.AtlasIceShader'
AtlasSkinLightning=Material'Atlas.AtlasLightningShader'

[CohenFriend1]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
FriendlyName=Silas Cobb
DeadPhotoLabel=CohenFriend1
bNoResearchTrack=True
Health=1000
bDoNotDoBurningAnimations=True
bCannotBeShattered=True
ShatteredDamageAmount=150
FrozenHealth=300
VoiceTypes=Cobb
RequiredAnimationGroups=SCRIPTED_RecEast

MaxBurningEfficacy=72

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyCronyRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Pink')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[CrispyMolotov]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.CorpseCrispy'
CollisionHeight=76
Health=1200
FrozenHealth=600

VoiceTypes=BreadwinnerMolotov

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SMG AGGRESSORS

[ToastySMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=ToastySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsToastySMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=ToastySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ScienceToastySMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=800
FrozenHealth=400

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceRangedAggressorSMGResistanceSet

VoiceTypes=ToastySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[GauntletToastySMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=800
FrozenHealth=400

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceRangedAggressorSMGResistanceSet

VoiceTypes=ToastySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DoctorSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorSMG
RequiredAnimationGroups=SCRIPTED_Medical

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ScienceDoctorSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=800
FrozenHealth=400

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceRangedAggressorSMGResistanceSet

VoiceTypes=DoctorSMG
RequiredAnimationGroups=SCRIPTED_Medical

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[GauntletDoctorSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=800
FrozenHealth=400

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceRangedAggressorSMGResistanceSet

VoiceTypes=DoctorSMG
RequiredAnimationGroups=SCRIPTED_Medical

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[WadersSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=WadersSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsWadersSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=WadersSMG
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsWadersSMGBUFF]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=2500
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=WadersSMG
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[EngineeringWadersSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=EngineeringRangedAggressorSMGResistanceSet

VoiceTypes=WadersSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Down')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Up')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[PigskinSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=PigskinSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DuckySMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=DuckySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ResidentialDuckySMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=DuckySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsDuckySMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=DuckySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsDuckySMGBUFF]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=2500
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=DuckySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[EngineeringDuckySMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=EngineeringRangedAggressorSMGResistanceSet

VoiceTypes=DuckySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DuckyGreenSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=DuckyGreenSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ResidentialDuckyGreenSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=DuckyGreenSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsDuckyGreenSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=DuckyGreenSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[EngineeringDuckyGreenSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=EngineeringRangedAggressorSMGResistanceSet

VoiceTypes=DuckyGreenSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DuckyRedSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=DuckyRedSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ResidentialDuckyRedSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=DuckyRedSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsDuckyRedSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=DuckyRedSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[EngineeringDuckyRedSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=EngineeringRangedAggressorSMGResistanceSet

VoiceTypes=DuckyRedSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DuckyWhiteSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=DuckyWhiteSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ResidentialDuckyWhiteSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=DuckyWhiteSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsDuckyWhiteSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=DuckyWhiteSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[EngineeringDuckyWhiteSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=EngineeringRangedAggressorSMGResistanceSet

VoiceTypes=DuckyWhiteSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[BreadwinnerSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=BreadwinnerSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ResidentialBreadwinnerSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=BreadwinnerSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[BabyJaneSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJaneSMG

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[SlumsBabyJaneSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJaneSMG

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[GauntletBabyJaneSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=800
FrozenHealth=400

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceRangedAggressorSMGResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJaneSMG

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[LadySmithSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=LadySmithSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ResidentialLadySmithSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1000
FrozenHealth=500

MaxBurningEfficacy=72

DamageResistanceSetName=ResidentialRangedAggressorSMGResistanceSet

VoiceTypes=LadySmithSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[RosebudSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=RosebudSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[ScienceRosebudSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=800
FrozenHealth=400

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceRangedAggressorSMGResistanceSet

VoiceTypes=RosebudSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[EngineeringRosebudSMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

Health=1500
FrozenHealth=750

MaxBurningEfficacy=72

DamageResistanceSetName=EngineeringRangedAggressorSMGResistanceSet

VoiceTypes=RosebudSMG

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)



[DoctorSteinman]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon
FriendlyName=Dr. Steinman

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.SteinmanRimShader',Chance=100)

DamageResistanceSetName=SteinmanResistanceSet

VoiceTypes=DoctorSteinman
RequiredAnimationGroups=SCRIPTED_Medical
RequiredAnimationGroups=SMG

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DrHeadMagnifyGlass')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[SteinmanPatient]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)

VoiceTypes=BabyJaneSMG
RequiredAnimationGroups=SCRIPTED_Medical
RequiredAnimationGroups=SMG

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[MedicalToastySMG]
AIType=class'ShockAIClasses.SpawnedRangedAggressorSMG'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
DefaultPteLinkedBonesSetupName=TwoHandedWeapon

VoiceTypes=ToastySMG
RequiredAnimationGroups=SCRIPTED_Medical
RequiredAnimationGroups=SMG

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ScriptedAI_SMG')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[CohenFriend2]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
FriendlyName=Kyle Fitzpatrick
DeadPhotoLabel=CohenFriend2
bNoResearchTrack=True

VoiceTypes=ToastySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyCronyRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Pink')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

MaxBurningEfficacy=72


[CohenFriend4]
AIType=class'ShockAIClasses.SpawnedMolotovGrenadier'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
FriendlyName=Hector Rodriguez
DeadPhotoLabel=CohenFriend4
bNoResearchTrack=True
Health=2000
bDoNotDoBurningAnimations=True
bCannotBeShattered=True
ShatteredDamageAmount=200
FrozenHealth=50

MaxBurningEfficacy=72

RequiredAnimationGroups=SCRIPTED_RecEast

VoiceTypes=Rodriguez

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyCronyRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.GrenadeBoxMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Pink')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PISTOL AGGRESSORS

[ToastyPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DoctorPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ArcadiaDoctorPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaRangedAggressorResistanceSet

VoiceTypes=DoctorPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[MedicalDoctorPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=160
FrozenHealth=80

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalRangedAggressorResistanceSet

VoiceTypes=DoctorPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)



[DuckyPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

VoiceTypes=DuckyPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[FisheriesDuckyPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=120
FrozenHealth=60

MaxBurningEfficacy=36

DamageResistanceSetName=FisheriesRangedAggressorResistanceSet

VoiceTypes=DuckyPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)



[DEMOFisheriesDuckyPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

VoiceTypes=DuckyPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[WadersPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

VoiceTypes=WadersPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[FisheriesWadersPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76
Health=120
FrozenHealth=60

MaxBurningEfficacy=36

DamageResistanceSetName=FisheriesRangedAggressorResistanceSet

VoiceTypes=WadersPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[DEMOFisheriesWadersPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76
Health=400
FrozenHealth=200

VoiceTypes=WadersPISTOL
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[MarketWadersPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaRangedAggressorResistanceSet

VoiceTypes=WadersPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[PigskinPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

VoiceTypes=PigskinPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[MarketPigskinPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaRangedAggressorResistanceSet

VoiceTypes=PigskinPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[BreadwinnerPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

VoiceTypes=BreadwinnerPistol

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ArcadiaBreadwinnerPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaRangedAggressorResistanceSet

VoiceTypes=BreadwinnerPistol

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[BabyJanePISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJanePISTOL

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[MedicalBabyJanePISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=160
FrozenHealth=80

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalRangedAggressorResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJanePISTOL

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[MarketBabyJanePISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=500
FrozenHealth=250

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaRangedAggressorResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJanePISTOL

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[LadySmithPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

VoiceTypes=LadySmithPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[MedicalLadySmithPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=160
FrozenHealth=80

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalRangedAggressorResistanceSet

VoiceTypes=LadySmithPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[ArcadiaLadySmithPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=500
FrozenHealth=250

MaxBurningEfficacy=36

DamageResistanceSetName=ArcadiaRangedAggressorResistanceSet

VoiceTypes=LadySmithPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[MedicalLadySmithNursePISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=160
FrozenHealth=80

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalRangedAggressorResistanceSet

VoiceTypes=LadySmithPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.nurse_rim_shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithNurseHat')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[RosebudPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

VoiceTypes=RosebudPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[FisheriesRosebudPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=120
FrozenHealth=60

MaxBurningEfficacy=36

DamageResistanceSetName=FisheriesRangedAggressorResistanceSet

VoiceTypes=RosebudPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[DEMOFisheriesRosebudPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

VoiceTypes=RosebudPISTOL

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)



[HumanAtlas]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76
bShouldGoRagdollOnDeath=false

bNoResearchTrack=True

DamageResistanceSetName=InvulnerableResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.fontaine_shader',Chance=100)

RequiredAnimationGroups=SCRIPTED_subbay

VoiceTypes=WadersPISTOL

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.AtlasCap')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)


[HumanAtlasScience]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76
bShouldGoRagdollOnDeath=false

bNoResearchTrack=True

DamageResistanceSetName=InvulnerableResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.fontaine_shader',Chance=100)

RequiredAnimationGroups=SCRIPTED_Science

VoiceTypes=WadersPISTOL

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.AtlasMolotov')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ScriptedAI_Pistol')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.AtlasCap')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[BrendaPISTOL]
AIType=class'ShockAIClasses.SpawnedRangedAggressorPISTOL'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=160
FrozenHealth=25
bCanRunAway=False

MaxBurningEfficacy=36

DamageResistanceSetName=MedicalMeleeThugResistanceSet

VoiceTypes=Brenda

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlackHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TELEPORT ASSASSINS

[ToastyTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

VoiceTypes=ToastyTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'


[RecreationToastyTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationAssassinResistanceSet

VoiceTypes=ToastyTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyBlackRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty02rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.aggtoasty03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'

[DoctorTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'

[ArcadiaDoctorTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=ArcadiaAssassinResistanceSet

VoiceTypes=DoctorTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doccultrimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CultMask')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'



[DuckyTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

VoiceTypes=DuckyTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransSecure_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransSecure_Shader'

[EngineeringDuckyTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=300
FrozenHealth=150

MaxBurningEfficacy=48

DamageResistanceSetName=EngineeringAssassinResistanceSet

VoiceTypes=DuckyTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransSecure_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransSecure_Shader'

[WadersTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

VoiceTypes=WadersTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTranswaders_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTranswaders_Shader'

[MarketWadersTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=ArcadiaAssassinResistanceSet

VoiceTypes=WadersTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTranswaders_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTranswaders_Shader'

[EngineeringWadersTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=300
FrozenHealth=150

MaxBurningEfficacy=48

DamageResistanceSetName=EngineeringAssassinResistanceSet

VoiceTypes=WadersTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Down')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.WeldingMask_Up')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTranswaders_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTranswaders_Shader'


[PigskinTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

VoiceTypes=PigskinTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTranspig_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTranspig_Shader'


[MarketPigskinTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=ArcadiaAssassinResistanceSet

VoiceTypes=PigskinTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTranspig_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTranspig_Shader'

[BreadwinnerTELEPORT]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

VoiceTypes=BreadwinnerTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'


[ArcadiaBreadwinnerTELEPORT]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=ArcadiaAssassinResistanceSet

VoiceTypes=BreadwinnerTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.bgreadwinnercultrimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CultMask')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'



; "Intro Assassin": special one-time AI where we do multiple re-spawns of the same fictional guy
[BreadwinnerArcadiaIntroTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200

MaxBurningEfficacy=48

DamageResistanceSetName=ArcadiaAssassinResistanceSet

VoiceTypes=MSplicer1

; should look the same every time
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.bgreadwinnercultrimshader',Chance=100)
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'

[BreadwinnerArcadiaIntroTeleportWithMASK]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=400
FrozenHealth=200
VoiceTypes=MSplicer2

MaxBurningEfficacy=48

DamageResistanceSetName=ArcadiaAssassinResistanceSet

; added mask for actual ambush
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.bgreadwinnercultrimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CultMask')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'



[RecreationBreadwinnerTELEPORT]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationAssassinResistanceSet

VoiceTypes=BreadwinnerTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'

[RecreationBreadwinnerTELEPORTBIRD]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationAssassinResistanceSet

VoiceTypes=BreadwinnerTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.bgreadwinnercultrimshader',Chance=100)


AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBread_Shader'


[RosebudTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

VoiceTypes=RosebudTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransRose_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransRose_Shader'

[EngineeringRosebudTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=300
FrozenHealth=150

MaxBurningEfficacy=48

DamageResistanceSetName=EngineeringAssassinResistanceSet

VoiceTypes=RosebudTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransRose_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransRose_Shader'


[LadySmithTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

VoiceTypes=LadySmithTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'


[ArcadiaLadySmithTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=ArcadiaAssassinResistanceSet

VoiceTypes=LadySmithTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.ls_cult_rim_shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CultMask')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'

[LadySmithResidentialTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

RequiredAnimationGroups=SCRIPTED_Residential

VoiceTypes=LadySmithTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'

[LadySmithResidentialTeleportNOMASK]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

RequiredAnimationGroups=SCRIPTED_Residential

VoiceTypes=LadySmithTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'

[ToastyResidentialTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

RequiredAnimationGroups=SCRIPTED_Residential

VoiceTypes=ToastyTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_Dark')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.Breadwinner_Hat_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'

[ToastyResidentialTeleportNOMASK]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BreadWinner_Mesh'
CollisionHeight=76

RequiredAnimationGroups=SCRIPTED_Residential

VoiceTypes=ToastyTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_C',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBreadwinner.BreadwinnerRimShader_F',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'

[BabyJaneTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJaneTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'

[MarketBabyJaneTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=ArcadiaAssassinResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJaneTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'


[RecreationBabyJaneTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationAssassinResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJaneTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'


[RecreationBabyJaneTeleportBIRD]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=250
FrozenHealth=125

MaxBurningEfficacy=48

DamageResistanceSetName=RecreationAssassinResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)

VoiceTypes=BabyJaneTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'


[RecHiddenTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

MaterialSlot=(AIMaterial=Shader'FX_Tex.HiddenInvisible_Shader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'


[BabyJaneMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJaneMagicTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'

[GauntletBabyJaneMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_BabyJane'
CollisionHeight=76

Health=2000
FrozenHealth=1000

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceMagicAssassinResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRedRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjaneblue_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.babyjanewhite_rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneBlackRim_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorBabyJane.BabyJaneRim_Shader',Chance=100)

VoiceTypes=BabyJaneMagicTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BabyJaneBlackWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransBaby_Shader'

[LadySmithMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

VoiceTypes=LadySmithMagicTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithAquaRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithRedShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorLadySmith.LadySmithBrownShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBlondeWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithRedWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransLady_Shader'

[CohenFriend3]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
FriendlyName=Martin Finnegan
DeadPhotoLabel=CohenFriend3
bNoResearchTrack=True
Health=800
bCannotBeShattered=True
ShatteredDamageAmount=200
FrozenHealth=300
VoiceTypes=Finnegan

MaxBurningEfficacy=100

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyCronyRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Pink')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'


[Cohen]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.SanderCohen'
CollisionHeight=76
FriendlyName=Sander Cohen
Health=2500
bCannotBeShattered=True
ShatteredDamageAmount=300
VoiceTypes=SanderCohenVoice
RequiredAnimationGroups=SCRIPTED_RecEast
DeadPhotoLabel=CohenFriend1
bNoResearchTrack=True
MaxBurningEfficacy=72

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Cohen')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Cohen_InHand')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransCohen_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransCohen_Shader'

[UltimateCohen]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.SanderCohen'
CollisionHeight=76
FriendlyName=Sander Cohen
Health=2500
bCannotBeShattered=True
ShatteredDamageAmount=300
VoiceTypes=SanderCohenVoice
RequiredAnimationGroups=SCRIPTED_RecEast
DeadPhotoLabel=CohenFriend1
bNoResearchTrack=True
MaxBurningEfficacy=72

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Cohen')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransCohen_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransCohen_Shader'

[CohenResidential]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.SanderCohen'
CollisionHeight=76
FriendlyName=Sander Cohen
Health=1750
bCannotBeShattered=True
ShatteredDamageAmount=300
VoiceTypes=SanderCohenVoice
;RequiredAnimationGroups=SCRIPTED_RecEast
DeadPhotoLabel=CohenResiPhoto
bNoResearchTrack=True

MaxBurningEfficacy=72

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransCohen_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransCohen_Shader'

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Teleport cold variant archetypes


[DoctorMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

VoiceTypes=DoctorMagicTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'


[ScienceDoctorMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250
VoiceTypes=DoctorMagicTeleport

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceMagicAssassinResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'

[GauntletDoctorMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Doctor_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceMagicAssassinResistanceSet

VoiceTypes=DoctorMagicTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctorRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.AggDoctor4RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor2rimshader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDoctor.doctor03rimshader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransdoc_Shader'

[DuckyMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Ducky_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

VoiceTypes=DuckyMagicTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyBlueRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyGreenRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyRedRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorDucky.DuckyWhiteFireRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyBlueSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyGreenSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyRedSecurityHat')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.DuckyWhiteSecurityHat')
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransSecure_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransSecure_Shader'

[WadersMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Waders_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

VoiceTypes=WadersMagicTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_D',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_E',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_F',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_G',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_B',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorWaders.AggWadersRimShader_C',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTranswaders_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTranswaders_Shader'

[PigskinMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Pigskin_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

VoiceTypes=PigskinMagicTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin02_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigSkin03_Shader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinRocketsBRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerARimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorPigSkin.PigskinStingerBRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTranspig_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTranspig_Shader'

[RosebudMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

VoiceTypes=RosebudMagicTeleport

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransRose_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransRose_Shader'

[ScienceRosebudMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Rosebud_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250
VoiceTypes=RosebudMagicTeleport

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceMagicAssassinResistanceSet

MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.RosebudRimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud04RimShader',Chance=100)
MaterialSlot=(AIMaterial=FacingShader'AggressorRosebud.Rosebud05RimShader',Chance=100)

AttachmentSlot1=(Chance=50,AIAttachmentClass=class'AIAttachments.Rosebud_Goggles')
AttachmentSlot1=(Chance=50,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTransRose_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTransRose_Shader'

[ToastyMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

VoiceTypes=ToastyMagicTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'


[ScienceToastyMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250
VoiceTypes=ToastyMagicTeleport

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceMagicAssassinResistanceSet

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'


[GauntletToastyMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76

Health=500
FrozenHealth=250

MaxBurningEfficacy=100

DamageResistanceSetName=ScienceMagicAssassinResistanceSet

VoiceTypes=ToastyMagicTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.FedoraHatMale_Brown')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Grey')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyCap_Tan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRoundGlasses')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Cyan')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Blue')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.ButterflyMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.RabbitMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Red')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Orange')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'

[CrispyTeleport]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.CorpseCrispy'
CollisionHeight=76
Health=600
FrozenHealth=300
VoiceTypes=ToastyTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'


[CrispyMagicTeleport]
AIType=class'ShockAIClasses.SpawnedMagicAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.CorpseCrispy'
CollisionHeight=76

VoiceTypes=ToastyMagicTeleport

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.CatMask_White')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.SpiderMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.OwlMask_Black')
AttachmentSlot1=(Chance=100,AIAttachmentClass=None)
AttachmentSlot2=(Chance=100,AIAttachmentClass=None)
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

; Teleport Shaders
TeleportOutTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'
TeleportInTelegraphShader=Material'FX_Tex.TeleportTrans_Shader'
TeleportInTransitionShader=Material'FX_Tex.TeleportTrans2_Shader'


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Scripted AI archetypes

[ToastyPiano]
AIType=class'ShockAIClasses.SpawnedAssassin'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_Toasty_Mesh'
CollisionHeight=76
FriendlyName=Kyle Fitzpatrick
DeadPhotoLabel=CohenFriend2
bNoResearchTrack=True
Health=1
RequiredAnimationGroups=SCRIPTED_RecEast

VoiceTypes=ToastySMG

MaterialSlot=(AIMaterial=FacingShader'AggressorToasty.ToastyCronyRimShader',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.BirdMask_Pink')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.ToastyRose')
AttachmentSlot3=(Chance=100,AIAttachmentClass=None)
AttachmentSlot4=(Chance=100,AIAttachmentClass=None)

[TenenbaumMedical]
;AIType=class'ShockAIClasses.SpawnedSciptedAI'
AIType=class'ShockAIClasses.SpawnedMeleeThug'
Mesh=SkeletalMesh'AggressorBabyJane.Agg_LadySmith'
CollisionHeight=76

RequiredAnimationGroups=SCRIPTED_Medical

MaterialSlot=(AIMaterial=Shader'AggressorLadySmith.tennenbaum_difftex',Chance=100)

AttachmentSlot1=(Chance=100,AIAttachmentClass=class'AIAttachments.LadySmithBurnetteWig')
AttachmentSlot2=(Chance=100,AIAttachmentClass=class'AIAttachments.TenenbaumPistol')
AttachmentSlot3=(Chance=100,AIAttachmentClass=class'AIAttachments.tenenbaumPlasmid')


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AnimationCategories
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SwingingAtAir]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_SwingAtAir)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_SwingAtAir)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_SwingAtAir)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_SwingAtAir)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_SwingAtAir)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=CR_Fidget_SwingAtAir)

[ScratchingNeck]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=ME_hungryLoop_A)
AIAnimInfos=(AIClassName=Assassin,AnimationName=ME_hungryLoop_A)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=smg_hungryloop)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=PI_hungryloop)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=CR_hungryLoop_A)

[PullMachineTurnAround]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_PullMachine_A)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_PullMachine_A)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_PullMachine_A)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_PullMachine_A)
;AIAnimInfos=(AIClassName=Grenadier,AnimationName=xxx)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=Fidget_PullMachine_A)

[LootingBodyLoop]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=ME_Fidget_LootingBodyLoop)
AIAnimInfos=(AIClassName=Assassin,AnimationName=ME_Fidget_LootingBodyLoop)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=SMG_Fidget_LootingBodyLoop)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=PI_Fidget_LootingBodyLoop)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_LootingBodyLoop)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=CR_Fidget_Env_A)

[InspectingObjectAtFeet]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_LookDownAround)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_LookDownAround)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_LookDownAround)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_LookDownAround)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_Env_D)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=CR_Fidget_LookDownAround)

[KneelDownInspect]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_KneelingDown_A)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_KneelingDown_A)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_KneelingDown_A)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_KneelingDown_A)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_Env_C)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=CR_fidget_Env_A)

[KickingAtGround]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_KickingGround_A)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_KickingGround_A)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_KickingGround_A)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_KickingGround_A)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_KickingGround_A)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=Fidget_KickingGround_A)

[SteppedInShit]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_InspectShoe)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_InspectShoe)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_InspectShoe)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_InspectShoe)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_InspectShoe)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=CR_Fidget_InspectShoe)

[DoorPushLoop]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_doorpush)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_doorpush)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_doorpush)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_doorpush)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_Doorpush)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=CR_Fidget_DoorPushLoop)

[BangOnMidMachine]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_BangMachine_A)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_BangMachine_A)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_BangMachine_A)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_BangMachine_A)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_Env_A)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=CR_Fidget_BangOnMidMachine)

[BangDoorTurnAround]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_BangDoor_A)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_BangDoor_A)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_BangDoor_A)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_BangDoor_A)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_Env_F)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=CR_Fidget_BangDoor_A)

[LookOverLedge]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_RailLook)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_RailLook)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_RailLook)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_RailLook)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=GR_Fidget_Env_G)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=Fidget_RailLook)

[LookOverLedgeLoop]
AIAnimInfos=(AIClassName=MeleeThug,AnimationName=Fidget_RailLookLoop)
AIAnimInfos=(AIClassName=Assassin,AnimationName=Fidget_RailLookLoop)
AIAnimInfos=(AIClassName=RangedAggressorSMG,AnimationName=Fidget_RailLookLoop)
AIAnimInfos=(AIClassName=RangedAggressorPistol,AnimationName=Fidget_RailLookLoop)
AIAnimInfos=(AIClassName=Grenadier,AnimationName=Fidget_RailLookLoop)
AIAnimInfos=(AIClassName=CeilingCrawler,AnimationName=Fidget_RailLookLoop)

[WarmingAtFire]
AIAnimInfos=(AIClassName=Aggressor,AnimationName=Fidget_WarmingHands)

[BangOnLowMachineGeneric]
; Grenadier would go here, because we want to test this one first before a generic test for all aggressors)
AIAnimInfos=(AIClassName=Aggressor,AnimationName=Fidget_Misc_MachineLow)

[BangOnMidMachineGeneric]
; Grenadier would go here, because we want to test this one first before a generic test for all aggressors)
AIAnimInfos=(AIClassName=Aggressor,AnimationName=Fidget_Misc_MachineMid)

[BangOnHighMachineGeneric]
; Grenadier would go here, because we want to test this one first before a generic test for all aggressors)
AIAnimInfos=(AIClassName=Aggressor,AnimationName=Fidget_Misc_MachineHigh)

[LookingInRoomGeneric]
; Grenadier would go here, because we want to test this one first before a generic test for all aggressors)
AIAnimInfos=(AIClassName=Aggressor,AnimationName=Fidget_LookingAroundFWD)

[LookingUnderDeskGeneric]
; Grenadier would go here, because we want to test this one first before a generic test for all aggressors)
AIAnimInfos=(AIClassName=Aggressor,AnimationName=Fidget_LookUnderDesk)Q u e s t s . i n i   ¬ƒ [ShockGame.QuestManager]
;list of Quests
;NOTE: 	The order of the quest should be the order in which the quest are given
;	When the current active quest is finished, it would then select the next highest quest
;	in the list as the active quest

; Optional quests
QuestNames=Deck6AllLittleOnes
QuestNames=Deck6FindAllPlasmids
QuestNames=Deck5AllLittleOnes
QuestNames=Deck5FindAllPlasmids
QuestNames=Deck2AllLittleOnes
QuestNames=Deck2FindAllPlasmids

;deck 1 quests
QuestNames=ListenAtlas
QuestNames=FindWeapon
QuestNames=KeepMoving
QuestNames=EscapeTunnel
QuestNames=GetRadio
QuestNames=GettoHigherGround
QuestNames=RemoveDebris
QuestNames=OverrideDoor
QuestNames=GoToMedical
QuestNames=GoToTheater
QuestNames=BathroomWall
QuestNames=UseCredits
QuestNames=ShootTheLock
QuestNames=MeetSurvivorsDeck1
;Medical
QuestNames=LiftQuarantineA
QuestNames=QuarantineKey
QuestNames=LiftLocalQuarantine
QuestNames=DestroySteinmanDebris
QuestNames=FindTelekinesis
QuestNames=ReturnToSteinmanDebris
QuestNames=LiftQuarantineUpdate

;deck 2 quests
QuestNames=GoToFontaineFisheries
QuestNames=GetTheCamera
QuestNames=ResearchSplicers
QuestNames=DeliverPhotos
QuestNames=FindPassage
QuestNames=OpenSubDoors
QuestNames=GoToTheSub
QuestNames=GoToDeck3
QuestNames=RunToSubmarine
QuestNames=GiveWeapons

;deck 3 quests
QuestNames=GoToDeck4
QuestNames=FindLangford
QuestNames=GetRoseForLangford
QuestNames=BringRoseToLangford
QuestNames=BringRoseToLangfordUpdateA
QuestNames=MeetLangford
QuestNames=FindMPRFormula
QuestNames=GoToMarket
QuestNames=CraftMPR
QuestNames=CraftMPRUpdateA
QuestNames=GatherWater
QuestNames=GatherWaterUpdateA
QuestNames=GatherChloro
QuestNames=GatherChloroUpdateA
QuestNames=GatherEnzymes
QuestNames=GatherEnzymesUpdateA
QuestNames=UseMPR
QuestNames=ReturnToArcadia
QuestNames=ReleaseMPR
QuestNames=ReleaseMPRUpdateA
QuestNames=ReleaseMPRUpdateB
QuestNames=ReleaseMPRUpdateC
QuestNames=SealAmbushDoor
QuestNames=DefendMPRAmbush

;deck 4 quests
QuestNames=GoToDeck5
QuestNames=FindCohen
QuestNames=GoToFleetHall
QuestNames=TakeFirstPhoto
QuestNames=ReplaceFirstPhoto
QuestNames=ReplaceThreeMorePhotos
QuestNames=KillCobb
QuestNames=KillCobbUpdateA
QuestNames=KillCobbUpdateB
QuestNames=KillFinnegan
QuestNames=KillFinneganUpdateA
QuestNames=KillFinneganUpdateB
QuestNames=KillRodriguez
QuestNames=KillRodriguezA
QuestNames=KillRodriguezUpdateA
QuestNames=KillRodriguezUpdateB
QuestNames=SurviveOutburst
QuestNames=LeaveRec



;deck 5 quests
QuestNames=GoToCentralControl
QuestNames=GoToHeatLoss
QuestNames=OverloadGenerator
QuestNames=HeatLossMonitoring
QuestNames=GoToWorkshops
QuestNames=FindEMPBomb
QuestNames=FindEMPBombUpdate
QuestNames=AssembleBomb
QuestNames=FindIonicGel
QuestNames=InstallIonicGel
QuestNames=FindNitroglycerin
QuestNames=InstallNitroglycerin
QuestNames=FindR34Wires
QuestNames=FindR34WiresUpdate
QuestNames=InstallR34Wires
QuestNames=PickupBomb
QuestNames=PlaceBomb
QuestNames=RedirectSteam
QuestNames=ReturnToRyan
QuestNames=KillRyan
QuestNames=Escape

;deck 6 quests
QuestNames=SaveYourself
QuestNames=SearchSuChong
QuestNames=Get1stDose
QuestNames=Get1stDoseUpdated
QuestNames=UsePlasmidMachine
QuestNames=Get2ndDoseAtLab
QuestNames=Get2ndDoseAtTen
QuestNames=Get2ndDoseAtTenUpdated
QuestNames=FindFontaine
QuestNames=GoToBathysphere

;deck 7 quests
QuestNames=PursueAtlas
QuestNames=SearchProtector
QuestNames=BecomeAProtector
QuestNames=ProtectorSmell
QuestNames=ProtectorSpeech
QuestNames=ProtectorSuit
QuestNames=FindPheremoneSamples
;QuestNames=UsePheremoneMachine
QuestNames=UseVoiceboxMachine
QuestNames=GetHelmet
QuestNames=GetBodysuit
QuestNames=GetBoots
QuestNames=GetBoots2
QuestNames=ReturnToTesting
QuestNames=GetAGatherer
QuestNames=EscortGathererToEnd
QuestNames=GetGathererTool
QuestNames=ElevatorToBoss
QuestNames=DefeatAtlas


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Quests
;
; Note: Quests should be defined as follows:
;
;
;    <FriendlyName>=Friendly display name for this quest
;    <Description>=Description of this quest
;    <ObjectiveDescription>=Description of this quest's objectives (ex. "Items Collected")
;    <CompletedDescription>=Description of this quest when completed (Leave empty if no description change)
;    <CompletedObjectiveDescription>=Description of this quest's objectives (ex. "Items Collected") when completed (Leave empty if no description change)
;    <ParentName>=Parent quest of this quest
;    <ReleventLevelLabel>=(List) All levels for which this quest is relevent
;    <LevelFriendlyName>=The fiction name for the level this quest appears on.
;    <TimeToComplete>=Maximum time to complete this quest
;    <NumberOfObjectivesToComplete>=Number of objectives to complete for this quests to be completed
;    <CompleteWhenAllChildrenAreCompleted>=Complete this quest when all children are completed
;    <GUPAward>=Number of GUP's to award the player upon success of this quest
;    <ArrowActor>=Name of the actor for the GPS system to pathfind to
;    <ArrowActorLevelLabel>=Name of the level that the actor is located on, if not specified, then use the first ReleventLevelLabel
;    <QuestHints>=List of hints that could be displayed
;	HintName: 	Name of the hint
;	Text:		String to show when user requests a hint
;    <HintReminderTime>=How often to display reminder for the player to check hints if they are stuck in a quest
;
;
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;Deck 1 Quests:

[GettoHigherGround]
FriendlyName=Get to higher ground.
Description=A survivor of the city named Atlas has contacted you over the radio. He has advised you to get to higher ground. It might be wise to listen.  
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
QuestHints=(HintName=GettoHigherGround_Hint01, Text="Find a wrench to smash the debris blocking the door, then crouch to get under the door.")
QuestHints=(HintName=GettoHigherGround_Hint02, Text="Look upstairs to find a plasmid to override the shorted door control.")
QuestHints=(HintName=GettoHigherGround_Hint03, Text="Zap the shorted door control with your Electro Bolt plasmid.")
QuestHints=(HintName=GettoHigherGround_Hint04, Text="Keep moving ahead until you find an elevator to take you to higher ground.")
HintReminderTime=144000

[ListenAtlas]
FriendlyName=Listen to the man on the radio.
Description=The man on the radio seems to want to help.  You had better listen to what he says.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[GetRadio]
FriendlyName=Pick up radio.
Description=Someone on the radio is asking you to pick it up so he can communicate with you.  Pick up the radio.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=ListenAtlas
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[KeepMoving]
FriendlyName=Move along.
Description=The man on the radio has instructed you to exit the bathysphere and keep moving.  Sounds like he has a plan to deal with that thing that killed Johnny.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=ListenAtlas
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[FindWeapon]
FriendlyName=Find a weapon.
Description=You're vulnerable without a weapon.  Look around and see if you can find something.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=ListenAtlas
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[EscapeTunnel]
FriendlyName=Escape the tunnel.
Description=Run!  The tunnel is ready to collapse.  Get out of there, fast!
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=ListenAtlas
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[RemoveDebris]
FriendlyName=Remove the debris.
Description=There is debris blocking the door, preventing your escape.  Use the wrench to clear the obstruction.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=ListenAtlas
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[OverrideDoor]
FriendlyName=Open the door.
Description=There should be a way to override the switch to force open the malfunctioning door.  Find it!
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=ListenAtlas
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[MeetSurvivorsDeck1]
FriendlyName=Go to Neptune's Bounty.
Description=Atlas needs your help to reach his wife and child. His family is in a section of Rapture called "Neptune's Bounty".  Find your way there!
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Welcome
ReleventLevelLabel=1-Medical
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActorLevelLabel=1-Welcome
ArrowActor=Marker185
QuestHints=(HintName=MeetSurvivorsDeck1_Hint01, Text="Find a back way through the Kashmir restaurant. Try looking in the men's room.")
QuestHints=(HintName=MeetSurvivorsDeck1_Hint02, Text="Gather money to unlock the toilet stall in the men's room.")
QuestHints=(HintName=MeetSurvivorsDeck1_Hint03, Text="Move through the toilet stall and down to the theatre, then use a gun to shoot the lock.")
QuestHints=(HintName=MeetSurvivorsDeck1_Hint04, Text="Proceed downstairs to the bathysphere to Neptune's Bounty.")
HintReminderTime=144000

[GoToTheater]
FriendlyName=Go to the Men's room.
Description=A recorded memo to the owner of Kashmir claims that there is a hole in the wall of the men's bathroom.  You might be able to use this passage to proceed to Neptune's Bounty.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
MapUIRegion=KashmirMensRoom

[BathroomWall]
FriendlyName=Find 5 dollars.
Description=You are unable to leave Kashmir through the hole in the bathroom wall.  If you found 5 dollars, you could buy your way into the bathroom stall.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[UseCredits]
FriendlyName=Open the bathroom stall.
Description=Now that you have the money required to use the pay toilet, return to the men's room.  You can buy your way through the bathroom stall and leave the Kashmir restaurant.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
MapUIRegion=KashmirMensRoom

[ShootTheLock]
FriendlyName=Shoot the lock.
Description=Use the pistol to shoot the lock off of the gate.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Welcome
LevelFriendlyName=Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[GoToMedical]
FriendlyName=Head to Medical!
Description=Your way to Port Neptune has been blocked by Andrew Ryan. Atlas has told you there is another way to reach port Neptune through the Medical Pavilion. Get there now!
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
LevelFriendlyName=Welcome
ReleventLevelLabel=1-Welcome
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
ArrowActorLevelLabel=1-Welcome
ArrowActor=Marker186
QuestHints=(HintName=GoToMedical_Hint01, Text="Go down the corridor marked Medical Pavilion, opposite the Neptune's Bounty exit.")
HintReminderTime=144000

; ======== 1-MEDICAL ===================================================
[LiftQuarantineA]
FriendlyName=Use Emergency Access Route
Description=There is an Emergency Access Route near the entrance to the Medical Pavilion.  Use this emergency bathysphere to reach Neptune's Bounty.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Medical
LevelFriendlyName=Medical Pavilion
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=LiftQuarantineA_Hint00, Text="")
QuestHints=(HintName=LiftQuarantineA_Hint01, Text="You need to hack the security bot blocking the door.")
QuestHints=(HintName=LiftQuarantineA_Hint02, Text="Use the Emergency Access Control on the upper level of the Emergency Access area to unlock the bathysphere.")
HintReminderTime=300

[LiftLocalQuarantine]
FriendlyName=Get into the Medical Pavilion.
Description=The Medical Pavilion is locked and preventing access to Steinman.  There should be a maintenance override panel upstairs that can open the gate.
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=QuarantineKey
ReleventLevelLabel=1-Medical
LevelFriendlyName=Medical Pavilion
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0

[QuarantineKey]
FriendlyName=Get the key from Steinman.
Description=The Emergency Access Bathysphere can only be reached with a special key.  Atlas has informed you that Dr. Steinman has the key.  Steinman works at "Aesthetic Ideals" in the surgical wing of the Medical Pavilion.  Find him and get the Emergency Access key.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Medical
LevelFriendlyName=Medical Pavilion
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
MapUIRegion=AestheticIdealsLower
ArrowActorLevelLabel=1-Medical
ArrowActor=PathNode119
QuestHints=(HintName=QuarantineKey_Hint00, Text="")
QuestHints=(HintName=QuarantineKey_Hint01, Text="You need to get into the main medical pavilion. There is an electrical override switch to open the gate in the Emergency Access Area")
QuestHints=(HintName=QuarantineKey_Hint02, Text="Dr. Steinman is in the surgical wing at the far end of the medical pavilion.")
QuestHints=(HintName=QuarantineKey_Hint03, Text="Dr. Steinman is at the end of the surgery wing.")
HintReminderTime=1800

[DestroySteinmanDebris]
FriendlyName=Destroy the debris.
Description=Use something explosive to destroy the debris which is between you and Steinman's surgical suite.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=QuarantineKey
ReleventLevelLabel=1-Medical
LevelFriendlyName=Medical Pavilion
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActorLevelLabel=1-Medical
ArrowActor=PathNode129
QuestHints=(HintName=DestroySteinmanDebris_Hint00, Text="")
QuestHints=(HintName=DestroySteinmanDebris_Hint01, Text="Use telekinesis to catch grenades and throw them at the debris blocking the entrance to the surgery wing.")
HintReminderTime=600

[FindTelekinesis]
FriendlyName=Find Telekinesis.
Description=Atlas thinks that Telekinesis is what you need to destroy the blockage.  Some ads on the wall suggest you might find the plasmid at a place called Dandy Dental.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=DestroySteinmanDebris
ReleventLevelLabel=1-Medical
LevelFriendlyName=Medical Pavilion
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=FindTelekinesis_Hint00, Text="")
QuestHints=(HintName=FindTelekinesis_Hint01, Text="Telekinesis can be found in Dental services, which is blocked with ice. Find the Incinerate plasmid in Eternal Flame Crematorium to melt the blockage.")
QuestHints=(HintName=FindTelekinesis_Hint02, Text="Use your Incinerate plasmid to melt the ice blocking dental services.")
QuestHints=(HintName=FindTelekinesis_Hint03, Text="There is a telekinesis plasmid in Dandy Dental in the dental services area.")
HintReminderTime=3000

[ReturnToSteinmanDebris]
FriendlyName=Clear the debris with enemy grenades.
Description=In order to destroy the debris Atlas has told you to use Telekinesis to launch the enemy's grenades at the debris.  Return to the surgical section and destroy the debris.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Medical
LevelFriendlyName=Medical Pavilion
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActorLevelLabel=1-Medical
ArrowActor=PathNode129

[LiftQuarantineUpdate]
FriendlyName=Open the Emergency Access
Description=Now that you have Steinman's key, return to the Emergency Access area.  Use the key at the Emergency Access panel.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=1-Medical
LevelFriendlyName=Medical Pavilion
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActorLevelLabel=1-Medical
ArrowActor=PatrolPoint79


;;;;;;;;;;;;;;;;;;;;;;
;  Deck 2 Quests     ;
;;;;;;;;;;;;;;;;;;;;;;

[GoToFontaineFisheries]
FriendlyName=Go to Fontaine Fisheries.
Description=Atlas's family is holed up in a submarine and desprerately waiting for rescue.  You need to get into Fontaine Fisheries to find the access to the submarine.  Fontaine Fisheries is located in the Lower Wharf.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
MapUIRegion=FontaineFreezerEntrance
ArrowActorLevelLabel=2-Fisheries
ArrowActor=ZoneInfo38
QuestHints=(HintName=GoToFontaineFisheries_Hint01, Text="Follow the signs to reach Fontaine Fisheries.")
HintReminderTime=420

[GetTheCamera]
FriendlyName=Find the research camera.
Description=Peach Wilkins wants you to find the Research Camera in the Wharf Master's office, which is in the Upper Wharf.  Atlas doesn't trust Peach, but he's your only way into the fisheries...and to the escape sub with Atlas' family inside.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
MapUIRegion=SecurityOffice
ArrowActorLevelLabel=2-Fisheries
ArrowActor=ZoneInfo24
QuestHints=(HintName=GetTheCamera_Hint01, Text="You'll find the research camera in a back room of the WharfMaster's office. You need to travel through the Upper Wharf to get to the  WharfMaster's office. Once inside the  WharfMaster's office you'll need to navigate through a crawlspace located at the back of the room before reaching the Research Camera.")
HintReminderTime=420

[ResearchSplicers]
FriendlyName=Photograph 3 spider splicers.
Description=Use the research camera to take a photo of 3 spider splicers (the ones who crawl on the ceilings). If you do this for Peach he'll let you into Fontaine Fisheries so that you can locate the hidden submarine.
ObjectiveDescription=Photographs taken
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=3
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=ResearchSplicers_Hint01, Text="There are 3 spider splicers that need to be photographed. The first can be found in the Upper Wharf, below the Harbor Master's office. The second is in the Fighting Mcdonagh's Tavern, hotel room 5. The 3rd is in the Jet Postal Substation")
HintReminderTime=600

[DeliverPhotos]
FriendlyName=Return to Fontaine Fisheries.
Description=Return to Fontaine Fisheries in the Lower Wharf and deliver the splicer research to Peach.  Then, Peach promises to let you in so that you can find the hidden submarine bay and meet Atlas.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
MapUIRegion=FontaineFreezerEntrance
ArrowActorLevelLabel=2-Fisheries
ArrowActor=ZoneInfo38
QuestHints=(HintName=DeliverPhotos_Hint01, Text="Return to Fontaine Fisheries, which is in the Lower Wharf. Knock on the door inside and Peaches will let you enter")
HintReminderTime=600

[FindPassage]
FriendlyName=Find the submarine bay.
Description=Find the secret passage that leads to the hidden submarine bay, and then locate the submarine that holds Atlas' Family. Access to the submarine bay is hidden within Fontaine Fisheries.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=FindPassage_Hint01, Text="The passage into the hidden submarine bay is in the basement of Fontaine Fisheries. Use your Incinerate plasmid power to melt the ice that is blocking entry to the freezer on the right, and then melt the ice within the freezer to reveal the hidden passageway.")
HintReminderTime=300

[OpenSubDoors]
FriendlyName=Open the hatch.
Description=Atlas is waiting for you to unlock the hatch that will allow him access to the submarine bay from the rear entrance.  Operate the controls to let him in. 
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
ArrowActorLevelLabel=2-Subbay
ArrowActor=ZoneInfo10
QuestHints=(HintName=OpenSubDoors_Hint01, Text="To get to the control panel you'll need to crawl and climb your way through the rocky passages that lead to the control room, which overlooks the submarine bay")
HintReminderTime=600

[GoToTheSub]
FriendlyName=Go to the submarine.
Description=Atlas is under attack!  Get down to the submarine and save him!
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
ArrowActorLevelLabel=2-Subbay
ArrowActor=ZoneInfo15
QuestHints=(HintName=GoToTheSub_Hint01, Text="To get to the submarine leave the control room through the lefthand exit, and follow the path downward. Fight your way down to the path and don't let the attacking splicers push you back")
HintReminderTime=300

[GoToDeck3]
FriendlyName=Escape the docking bay.
Description=The submarine - and Atlas' family - has been destroyed by Ryan. Find a way out of the bay and head on to Arcadia to regroup.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
ArrowActorLevelLabel=2-Subbay
ArrowActor=ZoneInfo3
QuestHints=(HintName=GoToDeck3_Hint01, Text="Follow the signs to Arcadia and exit the level through the bulkhead room.")
HintReminderTime=300

[RunToSubmarine]
FriendlyName=Go to the submarine.
Description=Atlas is under attack!  Get down to the submarine and save him!
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
ArrowActorLevelLabel=2-Subbay
ArrowActor=ZoneInfo15
QuestHints=(HintName=RunToSubmarine_Hint01, Text="To get to the submarine leave the control room through the lefthand exit, and follow the path downward. Fight your way down to the path and don't let the attacking splicers push you back")
HintReminderTime=300

[GiveWeapons]
FriendlyName=Relinquish your weapons
Description=Not so fast. Peach won't let you into Fontaine Fisheries until you give him your weapons. Place them into the pneumatic tube that's sitting in the entrance to Fontaine Fisheries, and Peach will let you through.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
ArrowActorLevelLabel=2-Fisheries
ArrowActor=ZoneInfo38
QuestHints=(HintName=GiveWeapons_Hint01, Text="Use the pneumatic tube that is sitting in the entrance room to Fontaine Fisheries")
HintReminderTime=300

[Deck2FindAllPlasmids]
FriendlyName=Neptune's Bounty: Find all Gene Tonics
Description=Find all of the Gene Tonics in Neptune's Bounty.
ObjectiveDescription=Gene Tonic found
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=4
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
;ObjectiveIcon=ActiveGeneticSlotUpgrade

;;;;;;;;;;;;;;;;;;
;Deck 3 Quests:
;;;;;;;;;;;;;;;;;;

[GoToDeck4]
FriendlyName=Go to the Metro Station.
Description=The only way out of the city now is Ryan.  You need to take a bathysphere to reach him.  The bathysphere Metro Station in Arcadia is accessed through the Rolling Hills.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerStart3
ArrowActorLevelLabel=3-Arcadia
QuestHints=(HintName=GoToDeck4_Hint01, Text="Follow the signs to reach the Metro Station in the Rolling Hills.")
HintReminderTime=1080

[FindLangford]
FriendlyName=Find Julie Langford.
Description=Ryan has killed off all of the plants in Arcadia in an attempt to suffocate you.  This has also sealed all the exits out of Arcadia. Atlas believes that the only person who might be able to stop him is a botanist named Julie Langford.  Find Langford in her labs just beyond the Rolling Hills.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=LangfordRoseTube0
ArrowActorLevelLabel=3-Arcadia
QuestHints=(HintName=FindLangford_Hint01, Text="Langford's labs are on the far side of the Rolling Hills.  Look for the large sign that bears her name.")
HintReminderTime=240

[GetRoseForLangford]
FriendlyName=Collect a rose specimen.
Description=Master botanist Julie Langford has a way to restore the trees and has asked you to find a specimen of Rosa gallica.  Go to the Waterfall Grottos and collect a specimen for her.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo6
ArrowActorLevelLabel=3-Arcadia
QuestHints=(HintName=GetRoseForLangford_Hint01, Text="The Waterfall Grottos can be reached through the Arcadia Glens.  Follow the signs from there.")
HintReminderTime=900

[BringRoseToLangford]
FriendlyName=Bring the rose specimen to Langford.
Description=You've obtained the rose specimen for Langford.  Bring it back to her labs near the Rolling Hills.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=LangfordRoseTube0
ArrowActorLevelLabel=3-Arcadia

[BringRoseToLangfordUpdateA]
FriendlyName=Put the rose in the Pneumo.
Description=You've obtained the rose specimen for Langford.  You need to send it to her through the pneumo outside her door.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=LangfordRoseTube0
ArrowActorLevelLabel=3-Arcadia

[MeetLangford]
FriendlyName=Meet Langford.
Description=Julie Langford has a plan to fix the damage that's been done to Arcadia, and she needs your help.  Go meet her in her office in the rear of the lab complex.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo35
ArrowActorLevelLabel=3-Arcadia
QuestHints=(HintName=MeetLangford_Hint01, Text="Julie Langford's office is at the top of the stairs in her lab complex.")
HintReminderTime=240

[FindMPRFormula]
FriendlyName=Search Langford's office.
Description=Ryan has ruthlessly killed Langford, but she's left a cryptic clue.  Search Langford's office for research notes that will make clear how you can revive the plants.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo35
ArrowActorLevelLabel=3-Arcadia
QuestHints=(HintName=FindMPRFormula_Hint01, Text="There is a wall safe behind the picture on the wall of Langford's office.  The code is 9457.")
HintReminderTime=180

[GoToMarket]
FriendlyName=Go to the Farmer's Market.
Description=The Farmer's Market has components you'll need to create the Lazarus Vector.  Langford's safe had a key to the front gates, so you should be able to go there now.  The entrance to the Market is just beyond the Tree Farm.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerStart1
ArrowActorLevelLabel=3-Arcadia
QuestHints=(HintName=GoToMarket_Hint01, Text="The bulkhead to the Farmer's Market is just beyond the Tree Farm.  Follow the signs through Arcadia Glens.")
HintReminderTime=720

[CraftMPR]
FriendlyName=Invent the Lazarus Vector.
Description=Langford discovered a way to use genetic engineering to revive dead plants.  Her so-called "Lazarus Vector" should be able to reverse the effects of Ryan's herbicide.  To create the Lazarus Vector, you will need 7 units of Distilled Water, Chlorophyll Solution and Enzyme Samples.  Once acquired, bring all the ingredients to a U-Invent machine and make the Lazarus Vector!
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0

[CraftMPRUpdateA]
FriendlyName=Create the Lazarus Vector.
Description=You've acquired all the necessary ingredients!  Now go to a U-Invent machine and make the Lazarus Vector.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=CraftingStation0
ArrowActorLevelLabel=3-Arcadia
QuestHints=(HintName=CraftMPRUpdateA_Hint01, Text="There is a U-Invent machine in Langford's office, and in many other places throughout Arcadia.")
HintReminderTime=300

[GatherWater]
FriendlyName=Obtain 7 Distilled Water.
Description=The formula for the Lazarus Vector specifies 7 units of Distilled Water.  Explore Arcadia and the Farmer's Market to obtain enough to create the Vector.
ObjectiveDescription=Distilled Water Found
CompletedDescription=
CompletedObjectiveDescription=
ParentName=CraftMPR
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=7
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
QuestHints=(HintName=GatherWater_Hint01, Text="Distilled water can be found in the Worley Winery, beyond the Farmer's Market.  Go there and search the wine cellars.")
HintReminderTime=1200

[GatherWaterUpdateA]
FriendlyName=Obtain 7 Distilled Water.
Description=The formula for the Lazarus Vector specifies 7 units of Distilled Water.  Explore Arcadia and the Farmer's Market to obtain enough to create the Vector.  A diary recording suggests that some can be found in Worley Winery in the Farmer's Market.
ObjectiveDescription=Distilled Water Found
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=7
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
ArrowActor=Script32
ArrowActorLevelLabel=3-Market
QuestHints=(HintName=GatherWaterUpdateA_Hint01, Text="Distilled water can be found in the Worley Winery.  Go there and search the wine cellars.")
HintReminderTime=600

[GatherChloro]
FriendlyName=Obtain 7 Chlorophyll Solution.
Description=The formula for the Lazarus Vector specifies 7 units of chlorophyll solution.  Explore Arcadia and the Farmer's Market to obtain enough to create the Vector.
ObjectiveDescription=Chlorophyll Found
CompletedDescription=
CompletedObjectiveDescription=
ParentName=CraftMPR
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=7
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
QuestHints=(HintName=GatherChloro_Hint01, Text="A group of teleporting splicers called the Saturnine have stolen Langford's chlorophyll solution.  Find chlorophyll by discovering their hideouts in the Rolling Hills and looting their corpses.")
HintReminderTime=1200

[GatherChloroUpdateA]
FriendlyName=Obtain 7 Chlorophyll Solution.
Description=The formula for the Lazarus Vector specifies 7 units of chlorophyll solution.  Explore Arcadia and the Farmer's Market to obtain enough to create the Vector.  A recording from Langford revealed that the Saturnine, a cult of teleporting splicers, stole her stock of chlorophyll and may still be carrying it.
ObjectiveDescription=Chlorophyll Found
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=7
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
QuestHints=(HintName=GatherChloroUpdateA_Hint01, Text="A group of teleporting splicers called the Saturnine have stolen Langford's chlorophyll solution.  Find chlorophyll by discovering their hideouts in the Rolling Hills and looting their corpses.")
HintReminderTime=600

[GatherEnzymes]
FriendlyName=Obtain 7 Enzyme Samples.
Description=The formula for the Lazarus Vector specifies 7 samples of a special enzyme.  Explore Arcadia and the Farmer's Market to obtain enough of this to create the Vector.
ObjectiveDescription=Enzyme Sample Found
CompletedDescription=
CompletedObjectiveDescription=
ParentName=CraftMPR
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=7
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
QuestHints=(HintName=GatherEnzymes_Hint01, Text="Enzyme samples are produced by the bees in the Silverwing Apiary beyond the Farmer's Market.  Go there and search the hives.")
HintReminderTime=1200

[GatherEnzymesUpdateA]
FriendlyName=Obtain 7 Enzyme Samples.
Description=The formula for the Lazarus Vector specifies 7 samples of a special enzyme.  Explore Arcadia and the Farmer's Market to obtain enough of this to create the Vector.  The bees in the Silverwing Apiary in the Farmer's Market are a natural source of these enzymes.
ObjectiveDescription=Enzyme Sample Found
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=7
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
ArrowActor=beehive25
ArrowActorLevelLabel=3-Market
QuestHints=(HintName=GatherEnzymes_Hint01, Text="Enzyme samples are produced by the bees in the Silverwing Apiary.  Go there and search the hives.")
HintReminderTime=600

[UseMPR]
FriendlyName=Circulate the Lazarus Vector.
Description=You've successfully created the Lazarus vector.  Now you need to put the vector into the Misting Station in Langford's office, which will circulate the vector throughout Arcadia's irrigation system.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode194
ArrowActorLevelLabel=3-Arcadia

[ReturnToArcadia]
FriendlyName=Return to Arcadia.
Description=You've created the Lazarus Vector.  To circulate it you'll first need to return to Arcadia, then continue on to Langford's labs.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo19
ArrowActorLevelLabel=3-Market

[ReleaseMPR]
FriendlyName=Deploy the Lazarus Vector.
Description=The Lazarus Vector is being circulated throughout Arcadia's irrigation system.  Once the light on the Irrigation Control Panel turns green you can deploy the Lazarus Vector to restore the plants and Arcadia's air supply.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0

[ReleaseMPRUpdateA]
FriendlyName=Lazarus Vector Circulation: 1/3 Complete.
Description=The Lazarus Vector is circulating throughout Arcadia's irrigation system.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0

[ReleaseMPRUpdateB]
FriendlyName=Lazarus Vector Circulation: 2/3 Complete.
Description=The Lazarus Vector is circulating throughout Arcadia's irrigation system.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0

[ReleaseMPRUpdateC]
FriendlyName=Deploy the Lazarus Vector.
Description=The Lazarus Vector has finished circulating throughout Arcadia's irrigation system.  Hit the switch on the Irrigation Control Panel to restore the plants and Arcadia's air supply.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode194
ArrowActorLevelLabel=3-Arcadia

[SealAmbushDoor]
FriendlyName=Seal the door to Langford Labs.
Description=Ryan has sent in his thugs to stop you from circulating the Lazarus Vector.  Seal the door to the labs section to buy yourself some time against them.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode165
ArrowActorLevelLabel=3-Arcadia
QuestHints=(HintName=SealAmbushDoor_Hint01, Text="The door you need to seal is the one Langford opened for you when you first entered the labs.")
HintReminderTime=60

[DefendMPRAmbush]
FriendlyName=Hold off Ryan's forces.
Description=Hold off Ryan's forces until the misting control is ready.
ObjectiveDescription=
CompletedDescription=
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=3-Arcadia
ReleventLevelLabel=3-Market
LevelFriendlyName=Arcadia
TimeToComplete=
NumberOfObjectivesToComplete=0
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0


;;;;;;;;;;;;;;;;;;;
;NEW Deck 4 Quests:
;;;;;;;;;;;;;;;;;;;


[GoToDeck5]
FriendlyName=Go to Hephaestus.
Description=Ryan is in Hephaestus.  Use the bathysphere in Fort Frolic to reach him.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode1
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=GoToDeck5_Hint01, Text="Go through the large door under the Hephaestus sign, and take the Bathysphere onward to Ryan.")
HintReminderTime=300

[FindCohen]
FriendlyName=Find Sander Cohen.
Description=An artist named Sander Cohen has trapped you in Fort Frolic by cutting off access to the Bathysphere to Hephaestus. Find him and convince him to let you go.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode0
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=FindCohen_Hint01, Text="Cohen has sent some Splicers to test you. If you kill them, he will be interested enough to talk to you.")
HintReminderTime=300

[GoToFleetHall]
FriendlyName=Go to Fleet Hall.
Description=Sander Cohen is preparing to entertain you, in the Fleet Hall Theater. Go there and investigate.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode5
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=GoToFleetHall_Hint01, Text="Cohen seems to want you to enter the theater in Fleet Hall, which is next to the Atrium on the upper floor.")
HintReminderTime=1200

[TakeFirstPhoto]
FriendlyName=Photograph the dead pianist.
Description=Cohen wants you to photograph the corpse of Fitzpatrick, the dead pianist.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode7
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=TakeFirstPhoto_Hint01, Text="Climb up onto the stage in the Fleet Hall Theater and use your Research Camera to take a photo of Kyle Fitzpatrick's corpse.")
HintReminderTime=1200


[ReplaceFirstPhoto]
FriendlyName=Find Cohen's Masterpiece.
Description=Find Cohen's masterpiece in the Atrium, and post your photo in one of the frames.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode6
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=ReplaceFirstPhoto_Hint01, Text="Go back to the Atrium. Approach Cohen's masterpiece on the small stage there, and activate one of the frames to post your photo.")
HintReminderTime=1200

[ReplaceThreeMorePhotos]
FriendlyName=Finish Cohen's Masterpiece.
Description=Cohen has enlisted you to finish the so-called masterpiece that he has been working on.  He wants you to immortalize his 3 former disciples in his masterpiece by using your camera.
ObjectiveDescription=Cohen's Masterpiece
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=4
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0


[KillCobb]
FriendlyName=Kill Silas Cobb.
Description=Cohen wants you to find and kill Silas Cobb for his masterpiece. Cobb used to hang around a store called Rapture Records, in Poseidon Plaza.  You'll probably hear the lout before you spot him.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=ReplaceThreeMorePhotos
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=KillCobb_Hint01, Text="Cobb used to hang around a store called Rapture Records, in the upstairs section of Poseidon Plaza.")
HintReminderTime=600


[KillCobbUpdateA]
FriendlyName=Photograph Cobb's corpse.
Description=Photograph Cobb's corpse so that it can be posted to the masterpiece.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
ArrowActor=PlayerPathNode11
ArrowActorLevelLabel=4-Recreation
GUPAward=0
QuestHints=(HintName=KillCobbUpdateA_Hint01, Text="Now that Cobb is dead, use your Research Camera to take a photo of his corpse.")
HintReminderTime=600



[KillCobbUpdateB]
FriendlyName=Post Cobb's photo.
Description=Now that you have photographed Cobb's corpse, return to the Atrium to post the photograph to Cohen's masterpiece.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode6
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=KillCobbUpdateB_Hint01, Text="Go back to the Atrium, and place your photo of Cobb into an empty frame in the Masterpiece.")
HintReminderTime=600


[KillFinnegan]
FriendlyName=Kill Martin Finnegan.
Description=Cohen wants you to find and kill Martin Finnegan for his masterpiece. Finnegan has been locked in a frozen section of Poseidon Plaza.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=ReplaceThreeMorePhotos
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=KillFinnegan_Hint01, Text="Finnegan has been locked in a frozen tunnel on the way to Poseidon Plaza. Seek him out and kill him.")
HintReminderTime=600


[KillFinneganUpdateA]
FriendlyName=Photograph Finnegan's corpse.
Description=Photograph Finnegan's corpse so that it can be posted to the masterpiece.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode9
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=KillFinneganUpdateA_Hint01, Text="Now that Finnegan is dead, use your Research Camera to take a photo of his corpse.")
HintReminderTime=600


[KillFinneganUpdateB]
FriendlyName=Post Finnegan's photo
Description=Now that you have photographed Finnegan's corpse, return to the atrium to post the photograph to Cohen's masterpiece.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode6
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=KillFinneganUpdateB_Hint01, Text="Go back to the Atrium, and place your photo of Finnegan into an empty frame in the Masterpiece.")
HintReminderTime=600


[KillRodriguez]
FriendlyName=Kill Hector Rodriguez.
Description=Cohen wants you to find and kill Hector Rodriguez for his masterpiece. Rodriguez was a regular at Eve's Garden in Poseidon Plaza.  He was also legendarily fond of good (or not so good) drink.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=ReplaceThreeMorePhotos
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=ReplaceThreeMorePhotos
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=KillRodriguez_Hint01, Text="Rodriguez was a regular at Eve's Garden in Poseidon Plaza.")
HintReminderTime=300

[KillRodriguezA]
FriendlyName=Kill Hector Rodriguez.
Description=Upon seeing you, Rodriguez panicked and ran out of Eve's Garden. Chase him down and kill him.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=ReplaceThreeMorePhotos
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=KillRodriguezA_Hint01, Text="Rodriguez is running through Fort Frolic in a blind panic. Follow the Quest Arrow to find and kill him.")
HintReminderTime=200
ArrowActor=PlayerPathNode10
ArrowActorLevelLabel=4-Recreation

[KillRodriguezUpdateA]
FriendlyName=Photograph Rodriguez's corpse.
Description=Photograph Rodriguez's corpse so that it can be posted to the masterpiece.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode10
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=KillRodriguezUpdateA_Hint01, Text="Now that Rodriguez is dead, use your Research Camera to take a photo of his corpse.")
HintReminderTime=600

[KillRodriguezUpdateB]
FriendlyName=Post Rodriguez's photo.
Description=Now that you have photographed Rodriguez's corpse, return to the atrium to post the photograph to Cohen's masterpiece.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PlayerPathNode6
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=KillRodriguezUpdateB_Hint01, Text="Go back to the Atrium, and place your photo of Rodriguez into an empty frame in the Masterpiece.")
HintReminderTime=600


[SurviveOutburst]
FriendlyName=Defeat Cohen's splicers.
Description=Cohen is convinced that you doubt his artistic genius, and is sending splicers to kill you. Fight them off!
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=SurviveOutburst_Hint01, Text="Kill all the splicers that Cohen sent after you. They are wearing rabbit masks.")
HintReminderTime=600

;Replace [GoToDeck5] with this quest when Cohen tells you you can leave
[LeaveRec]
FriendlyName=Leave Fort Frolic.
Description=With his masterpiece complete, Cohen has allowed you to leave Fort Frolic.  Take the bathysphere to Hephaestus - it's time to confront Ryan.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=4-Recreation
ReleventLevelLabel=Recreation_quest
LevelFriendlyName=Fort Frolic
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
MapUIRegion=RecBathysphere2
ArrowActor=PlayerPathNode1
ArrowActorLevelLabel=4-Recreation
QuestHints=(HintName=LeaveRec_Hint01, Text="The bathysphere to Hephaestus has returned. Proceed to the Rapture Metro station and use the sphere to leave Fort Frolic.")
HintReminderTime=600

;;;;;;;;;;;;;;;;
;Deck 5 Quests:
;;;;;;;;;;;;;;;;

[GoToCentralControl]
FriendlyName=Go to Andrew Ryan's Office.
Description=Andrew Ryan is the key to getting out of Rapture.  He's holed up in his office, here in Hephaestus.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=5-Ryan
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode66
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=GoToCentralControl_Hint01, Text="Ryan is hiding in his office in Hephaestus. Follow the signs to Andrew Ryan's Office and look for a large circuit breaker.")
QuestHints=(HintName=GoToCentralControl_Hint02, Text="You won't be able to get through to Ryan until you cause an overload in the Hephaestus Core. Return to the circuit breaker then.")
HintReminderTime=1200

[GoToHeatLoss]
FriendlyName=Investigate the area.
Description=Andrew Ryan has sealed himself inside his office, and you'll have to find a way in. See if you can find any clues about how to break the seal on the door.  Maybe one of Ryan's victims also had a similar plan in mind.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=GoToCentralControl
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode431
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=GoToHeatLoss_Hint01, Text="Search the hall outside Andrew Ryan's Office for a clue to getting inside. Perhaps one of Ryan's trophies was on to something.")
HintReminderTime=300

[OverloadGenerator]
FriendlyName=Overload the Core.
Description=The door to Ryan is electromagnetically locked.  Harmonic Core #3 is the generator that is supplying power to the locks.  You need to overload this generator somehow.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=GoToCentralControl
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=OverloadGenerator_Hint01, Text="Overloading the core will firstly require some kind of device, and then direct access to the core. Once you have both, then you can cause a power surge that will blow off the locks on the door to Andrew Ryan's Office.")
HintReminderTime=1200

[HeatLossMonitoring]
FriendlyName=Search Heat Loss Monitoring.
Description=Anya Andersdotter was trying to overload the core, but appears to have been caught.  Follow her trail to HEAT LOSS MONITORING and look for more information.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=OverloadGenerator
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode202
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=HeatLossMonitoring_Hint01, Text="Go through the Hephaestus Core area and follow the signs into Heat Loss Monitoring. Someone may have left an interesting diary behind. Look on the lower level.")
HintReminderTime=1200

[GoToWorkshops]
FriendlyName=Go to Kyburz's Workshops.
Description=Pablo pointed Anya towards Kyburz's WORKSHOPS.  Follow her trail there.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=OverloadGenerator
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode54
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=GoToWorkshops_Hint01, Text="Go through the Hephaestus Core area and follow the signs into the Workshops.")
HintReminderTime=900

[FindEMPBomb]
FriendlyName=Search the workshops.
Description=Search the WORKSHOPS for any information that could help you determine how to overload the core.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=OverloadGenerator
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode53
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=FindEMPBomb_Hint01, Text="Someone here must know more about overloading the core, but they would have had to avoid discovery. Look around for a hidden alcove or secret door on the lower level.")
HintReminderTime=900

[FindEMPBombUpdate]
FriendlyName=Find Kyburz's Device.
Description=You suspect that Kyburz and the WORKSHOPS holds the key to Ryan.  Kyburz mentioned that a "device" was almost finished.  It's likely to be hidden away from prying eyes.  Find it.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode53
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=FindEMPBombUpdate_Hint01, Text="Kyburz was hiding a device that would overload the core. Look around for a hidden alcove or secret door on the lower level, in the area beyond his office.")
HintReminderTime=900

[AssembleBomb]
FriendlyName=Finish Kyburz's EMP Bomb
Description=Kyburz was working on a device that would overload the central harmonic core in Hephaestus.  Unfortunately he never finished it before he disappeared.  You'll have to finish his work.  Take all the required components to the Workshop Area where the casing is.  Place them in the bomb casing to complete the bomb.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=OverloadGenerator
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode53
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=AssembleBomb_Hint01, Text="Kyburz never finished his EMP Bomb, so you will have to find the three remaining components, and then bring them back and assemble the bomb yourself.")
HintReminderTime=1200

[FindIonicGel]
FriendlyName=Find two quarter-cans of Ionic Gel.
Description=The bomb requires two quarter-cans of Ionic Gel to supply the electrical charge.  You can find Ionic Gel throughout Hephaestus.
ObjectiveDescription=Find two quarter-cans of Ionic Gel.
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=AssembleBomb
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=2
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=FindIonicGel_Hint01, Text="The EMP Bomb requires a half-can of Ionic Gel, which can be found as quarter-cans throughout Hephaestus. You'll need two of them. Look out for the cans in most major areas of Hephaestus.")
HintReminderTime=1200

[InstallIonicGel]
FriendlyName=Put the Ionic Gel in the EMP Bomb.
Description=You have found two quarter-cans of Ionic Gel. Take them to the EMP Bomb casing in the hidden work area in Kyburz's Workshops.  Once there, add this component to the device.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=AssembleBomb
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode53
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=InstallIonicGel_Hint01, Text="The EMP Bomb requires a half-can of Ionic Gel. Now that you have it, you just need to install it in the EMP Bomb Casing.")
HintReminderTime=1200

[FindNitroglycerin]
FriendlyName=Find one Nitroglycerin Charge.
Description=The device requires one Nitroglycerin Charge.  Kyburz is keeping it locked up in his office.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=AssembleBomb
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode67
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=FindNitroglycerin_Hint01, Text="The EMP Bomb requires one charge of Nitroglycerin. You'll have to break in to Kyburz' office to get it. You could hack the door lock or look for the code around the Workshops area.")
QuestHints=(HintName=FindNitroglycerin_Hint02, Text="The EMP Bomb requires one charge of Nitroglycerin. You can find it in a cabinet inside Kyburz' office. To open the cabinet, look for a button on the desk nearby.")
HintReminderTime=1200

[InstallNitroglycerin]
FriendlyName=Put the Nitroglycerin in the EMP Bomb.
Description=You've located the Nitroglycerin Charge. Take it back to the device and add this component.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=AssembleBomb
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode53
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=InstallNitroglycerin_Hint01, Text="The EMP Bomb requires one charge of Nitroglycerin. Now that you have it, you just need to install it in the EMP Bomb Casing.")
HintReminderTime=1200

[FindR34Wires]
FriendlyName=Find 4 R-34 Wire Clusters.
Description=The device requires four R-34 Wire Clusters. Find them.
ObjectiveDescription=Find 4 R-34 Wire Clusters
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=AssembleBomb
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=4
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=FindR34Wires_Hint01, Text="The EMP Bomb requires four R-34 Wire Clusters. These can be found in the loot of dead Big Daddies. You'll have to find and kill some, or return to their corpses. Live Big Daddies can be found roaming around the core, in Heat Loss Monitoring, and in the Workshops. Dead ones can be found near the entrance to Andrew Ryan's Office, or near the EMP Bomb.")
HintReminderTime=1200

[FindR34WiresUpdate]
FriendlyName=Find 4 R-34 Wire Clusters.
Description=The device requires 4 R-34 Wire Clusters.  Unfortunately, the only source of R-34s are in suits worn by Big Daddies.
ObjectiveDescription=Find 4 R-34 Wire Clusters
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=4
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=FindR34WiresUpdate_Hint01, Text="The EMP Bomb requires four R-34 Wire Clusters. These can be found in the loot of dead Big Daddies. You'll have to find and kill some, or return to their corpses. Live Big Daddies can be found roaming around the core, in Heat Loss Monitoring, and in the Workshops. Dead ones can be found near the entrance to Andrew Ryan's Office, or near the EMP Bomb.")
HintReminderTime=1200

[InstallR34Wires]
FriendlyName=Put the R-34s in the EMP Bomb.
Description=You've obtained all the R-34 Wire Clusters you need. Take them back to the device and add this component.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=AssembleBomb
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode53
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=InstallR34Wires_Hint01, Text="You have all the R-34s that you need. Return to the incomplete EMP Bomb in the Workshops, and install them in the Casing.")
HintReminderTime=1200

[PickupBomb]
FriendlyName=Pick up the device.
Description=You've finished building the device.  Pick it up.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=OverloadGenerator
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode53
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=PickupBomb_Hint01, Text="You've finished building the EMP Bomb. Don't forget to take it with you!")
HintReminderTime=60

[PlaceBomb]
FriendlyName=Place the device on the Core.
Description=You've finished building the device.  Bring it to the HARMONIC CORE in the center of Hephaestus that is powering the magnetic seals on Ryan's door.  The Core is accessible via a catwalk you can reach through lower GEOTHERMAL CONTROL.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=OverloadGenerator
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode167
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=PlaceBomb_Hint01, Text="The device you constructed has the power to overload the core. To get to the core, follow the signs to Geothermal Control, and take the elevator to the lower level. You can reach the core from there.")
HintReminderTime=300

[RedirectSteam]
FriendlyName=Redirect the magma flow.
Description=In order to clear the flood, you must crank the Redirect Valve until the interlock is fully engaged.  This will redirect the magma into the lower levels and should boil off the water.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=PlaceBomb
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode167
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=RedirectSteam_Hint01, Text="You have to clear the flood in Geothermal so that the elevator will function again. Press and hold the USE button on the Redirect Valve, to pour magma into the water and boil it off.")
HintReminderTime=120

[ReturnToRyan]
FriendlyName=Destroy Ryan's mag-locks.
Description=You've overloaded the harmonic core powering the mag-locks on the door to Andrew Ryan's Office.  Throw the circuit breaker in front of the door to destroy them with a massive surge of power.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=GoToCentralControl
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=5-Ryan
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode66
ArrowActorLevelLabel=5-Hephaestus
QuestHints=(HintName=ReturnToRyan_Hint01, Text="Follow the signs back out to the trophy hall outside Andrew Ryan's Office. Throwing the circuit breaker should cause a power surge large enough to blast the locks off Ryan's front door.")
HintReminderTime=400

[KillRyan]
FriendlyName=Kill Andrew Ryan.
Description=You've made it into Andrew Ryan's Office.  He is here somewhere.  Find him, and kill him.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=5-Ryan
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=KillRyan_Hint01, Text="Ryan is in his office. A maintenance tunnel upstairs will give you access. Once inside, you have only to kill him.")
HintReminderTime=500

[Escape]
FriendlyName=Escape!
Description=Ryan is dead...but Atlas/Fontaine has betrayed you! Find a way out of there, and fast!  Maybe the Little Sisters can help you...
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=5-Ryan
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=Escape_Hint01, Text="Find a way out of Ryan's office! The Little Sisters might help you escape.")
HintReminderTime=240


[Deck5FindAllPlasmids]
FriendlyName=Hephaestus: Find all Gene Tonics
Description=Find all the Gene tonics in Hephaestus.
ObjectiveDescription=Gene Tonic found
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=5-Ryan
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=4
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
;ObjectiveIcon=ActiveGeneticSlotUpgrade



;;;;;;;;;;;;;;;;
;Deck 6 Quests:
;;;;;;;;;;;;;;;;

[SaveYourself]
FriendlyName=Save yourself from Fontaine.
Description=Fontaine wants you dead. Tennenbaum has freed you from much of his mind control, but he still influences you in some very unpleasant ways. You must find a way to rid yourself of his mind control before it's too late.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0

[SearchSuChong]
FriendlyName=Search Suchong's Apartment.
Description=Suchong designed your mind.  Go to Suchong's Apartment in Mercury Suites, and find some information on how to counteract Fontaine's influence.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=SaveYourself
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode1558
ArrowActorLevelLabel=6-resi
QuestHints=(HintName=SearchSuChong_Hint01, Text="Go to Suchong's apartment on the ground floor of Mercury Suites, and look for a diary.")
HintReminderTime=900

[Get1stDose]
FriendlyName=Get the Lot 192 remedy.
Description=Suchong developed an antidote to the kill-switch Fontaine is using to destroy you.  He dubbed it experimental Lot 192.  Tenenbaum has told you two possible locations to find it.  Suchong developed the drug in his lab at Artemis Suites, near Apollo Square, but Tenenbaum stole a sample and stashed it in her 2nd floor apartment in Mercury Suites.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=SaveYourself
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode1269
ArrowActorLevelLabel=6-resi
QuestHints=(HintName=Get1stDose_Hint01, Text="Lot 192 will help you break Fontaine's mind control. Tenenbaum is keeping a sample in her second floor Mercury Suites apartment. However, the front door is locked, so you'll have to find another way in. Try the third floor.")
HintReminderTime=1200

[Get1stDoseUpdated]
FriendlyName=Get the Lot 192 remedy.
Description=Suchong developed an antidote to the kill-switch Fontaine is using to destroy you. The Lot 192 drug can be found in two possible locations. You know that Suchong developed the drug in his lab at Artemis Suites, near Apollo Square.  Tenenbaum's sample is missing.  She believes Fontaine stole it and probably has it in his Mercury Suites Penthouse.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode0
ArrowActorLevelLabel=6-resi
QuestHints=(HintName=Get1stDoseUpdated_Hint01, Text="The nearest sample of Lot 192 can be found at the top of Mercury Suites, in Fontaine's own penthouse apartment. The code to the elevator can be found in the Paparazzi's diary, which is on the third floor.")
HintReminderTime=1200

[UsePlasmidMachine]
FriendlyName=Use a Gene Bank.
Description=Lot 192 had some unexpected side effects on your splices. Find a Gene Bank nearby and survey the damage.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=SaveYourself
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=UsePlasmidMachine_Hint01, Text="Use a gene bank to see what Lot 192 has done to you. Gene Banks are marked on your map.")
HintReminderTime=200

[Get2ndDoseAtLab]
FriendlyName=Get a second dose of Lot 192.
Description=You took the compound, but it had side effects.  Tenenbaum believes a second dose of Lot 192 will fully restore your splices.  More of the drug can probably be found in Suchong's lab at Artemis Suites, near Apollo Square.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=SaveYourself
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode233
ArrowActorLevelLabel=6-resi
QuestHints=(HintName=Get2ndDoseAtLab_Hint01, Text="The second sample of Lot 192 can be found in Suchong's lab, on the second floor of Artemis Suites. Go through the bulkhead outside the Olympus Heights Bistro, then follow the street to Apollo Square. From there, follow the signs to Artemis Suites.")
HintReminderTime=900

[Get2ndDoseAtTen]
FriendlyName=Get a second dose of Lot 192.
Description=You took the compound, but it had side effects.  Tenenbaum believes a second dose of Lot 192 will fully restore your splices.  More of the drug can probably be found in Tenenbaum's 2nd floor Mercury Suites apartment.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=SaveYourself
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode67
ArrowActorLevelLabel=6-slums
QuestHints=(HintName=Get2ndDoseAtTen_Hint01, Text="The second sample of Lot 192 can be found in Tenenbaum's apartment, in Mercury Suites. Go through the bulkhead to Olympus Heights, then follow the signs to Mercury Suites. However, Tenenbaum's front door is locked, so you'll have to find another way in. Try the third floor.")
HintReminderTime=900

[Get2ndDoseAtTenUpdated]
FriendlyName=Get a second dose of Lot 192.
Description=You took the compound, but it had side effects. Tenenbaum believes a second dose of Lot 192 will fully restore your splices.  More of the drug can probably be found in Fontaine's Mercury Suites Penthouse.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode67
ArrowActorLevelLabel=6-slums
QuestHints=(HintName=Get2ndDoseAtTenUpdated_Hint01, Text="The next sample of Lot 192 can be found at the top of Mercury Suites, in Fontaine's own penthouse apartment. The code to the elevator can be found in the Paparazzi's diary, which is on the third floor.")
HintReminderTime=900

[FindFontaine]
FriendlyName=Find Fontaine!
Description=You've counteracted the effects of the kill-switch and you are no longer under Fontaine's thumb.  It's time to find him and discuss matters face to face.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
QuestHints=(HintName=FindFontaine_Hint01, Text="Fontaine is waiting for you in Point Prometheus. You'll have to take the Rapture Metro.")
HintReminderTime=600

[GoToBathysphere]
FriendlyName=Go to Point Prometheus.
Description=Fontaine is in Point Prometheus. Travel there via the Metro Station outside Hestia Chambers.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
ReleventLevelLabel=7-Science
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=PathNode127
ArrowActorLevelLabel=6-slums
QuestHints=(HintName=GoToBathysphere_Hint01, Text="The nearest Metro Station can be found near Apollo Square. It's in the street outside Fontaine's Home for the Poor.")
HintReminderTime=600

[Deck6FindAllPlasmids]
FriendlyName=Olympus Heights: Find all Gene Tonics
Description=Find all the Gene Tonics in Olympus Heights.
ObjectiveDescription=Gene Tonic found
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=4
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
;ObjectiveIcon=ActiveGeneticSlotUpgrade


;;;;;;;;;;;;;;;;;;;;;;;;;
; NEW Deck 7/Science quests
;;;;;;;;;;;;;;;;;;;;;;;;;

[PursueAtlas]
FriendlyName=Find Fontaine!
Description=Fontaine has fled at your approach. Pursue him!
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=7-BossFight
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo0

[SearchProtector]
FriendlyName=Search a Big Daddy corpse.
Description=Tenenbaum has asked you to search the body of a Big Daddy.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
ArrowActor=ZoneInfo0
QuestHints=(HintName=SearchProtector_00, Text="There is a dead Big Daddy near the door to the Proving Grounds.")
HintReminderTime=300

[BecomeAProtector]
FriendlyName=Become a Big Daddy.
Description=Fontaine has hidden in the Big Daddy Training Grounds. You'll need to become a Big Daddy yourself in order to pursue him.  Search the nearby labs for what you will need.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0

[ProtectorSmell]
FriendlyName=Smell like a Big Daddy.
Description=Inside the Little Wonders Education Facility you can find the means to make yourself smell like a Big Daddy.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=BecomeAProtector
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo37
QuestHints=(HintName=ProtectorSmell_00, Text="Inside the Little Wonders Education Facility you can find the means to make yourself smell like a Big Daddy.")
HintReminderTime=1000

[ProtectorSpeech]
FriendlyName=Sound like a Big Daddy.
Description=Inside Optimized Eugenics you can find the means to make yourself sound like a Big Daddy.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=BecomeAProtector
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo64
;ArrowActor=Script46
QuestHints=(HintName=ProtectorSpeech_00, Text="Inside Optimized Eugenics you can find the means to make yourself sound like a Big Daddy.")
HintReminderTime=1000

[ProtectorSuit]
FriendlyName=Look like a Big Daddy.
Description=Inside Failsafe Armored Escorts you can find the means to make yourself look like a Big Daddy.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=BecomeAProtector
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo20
QuestHints=(HintName=ProtectorSuit_00, Text="Inside Failsafe Armored Escorts you can find the means to make yourself look like a Big Daddy.")
HintReminderTime=1000

[FindPheremoneSamples]
FriendlyName=Smell: Find 3 Big Daddy Pheromone Samples.
Description=In order to smell like a Big Daddy, you will need to find three Big Daddy Pheromone Samples. These can be found by searching the Little Wonders Educational Facility.
ObjectiveDescription=Pheromone Sample found
CompletedDescription=Complete
CompletedObjectiveDescription=
;ParentName=BecomeAProtector
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=3
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
QuestHints=(HintName=FindPheromoneSamples_00, Text="The Pheromone Samples are in small red bottles in Little Wonders Educational Facility.")
HintReminderTime=1000

;[UsePheremoneMachine]
;FriendlyName=Smell: Use the Sample Injection Machine.
;Description=Now that you have the Big Daddy Pheromone Samples, use the Sample Injection Machine in the Autopsy Room to inject them into yourself.
;ObjectiveDescription=
;CompletedDescription=Complete
;CompletedObjectiveDescription=
;ParentName=BecomeAProtector
;ReleventLevelLabel=7-Science
;ReleventLevelLabel=7-Gauntlet
;ReleventLevelLabel=Science_quest
;LevelFriendlyName=Point Prometheus
;TimeToComplete=
;NumberOfObjectivesToComplete=1
;CompleteWhenAllChildrenAreCompleted=False
;GUPAward=0
;ArrowActor=ZoneInfo69

[UseVoiceboxMachine]
FriendlyName=Sound: Use the Larynx Modification Machine.
Description=There is a Larynx Modification Machine in Live Subject Testing that can change your voice to that of a Big Daddy.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
;ParentName=BecomeAProtector
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo64
QuestHints=(HintName=UseVoiceboxMachine_00, Text="Live Subject Testing is the first lab on the right inside Optimized Eugenics when you enter the right hand entrance from the Main Hall.")
HintReminderTime=1000

[GetHelmet]
FriendlyName=Look: Find a Big Daddy Helmet.
Description=To look like a Big Daddy, you will need an unused Helmet. Look in Failsafe Armored Escorts.
ObjectiveDescription=Suit piece found
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=BecomeAProtector
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo73
QuestHints=(HintName=GetHelmet_00, Text="Big Daddy Helmets are stored in Candidate Induction, inside Failsafe Armored Escorts.")
HintReminderTime=600

[GetBodysuit]
FriendlyName=Look: Find a Big Daddy Bodysuit.
Description=To look like a Big Daddy, you will need an unused Bodysuit. Look in Failsafe Armored Escorts.
ObjectiveDescription=Suit piece found
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=BecomeAProtector
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo29
QuestHints=(HintName=GetBodysuit_00, Text="Big Daddy Bodysuits are stored in the Suit Assembly region of Failsafe Armored Escorts.")
HintReminderTime=300

[GetBoots]
FriendlyName=Look: Find Big Daddy Boots.
Description=To look like a Big Daddy, you will need an unused pair of Boots. Look in Failsafe Armored Escorts.
ObjectiveDescription=Suit piece found
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=BecomeAProtector
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=LogPickup2
QuestHints=(HintName=GetBoots_00, Text="Big Daddy Boots are stored in Candidate Conversion, inside Failsafe Armored Escorts.")
QuestHints=(HintName=GetBoots_01, Text="The Big Daddy Boots are not where they were supposed to be. Look for a clue to their location.")
HintReminderTime=200

[GetBoots2]
FriendlyName=Look: Find Big Daddy Boots in the library.
Description=To look like a Big Daddy, you will need an unused pair of Boots. Some Big Daddy Boots were mis-shipped to Mendel Memorial library.
ObjectiveDescription=Suit piece found
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=BecomeAProtector
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=FloorPoint143
QuestHints=(HintName=GetBoots2_00, Text="Some Big Daddy Boots were mis-shipped to Mendel Memorial library.")
HintReminderTime=600

[ReturnToTesting]
FriendlyName=Return to Proving Grounds.
Description=Now that you are a Big Daddy, you can pursue Fontaine through the Proving Grounds.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
;ParentName=PursueAtlas
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo0
QuestHints=(HintName=ReturnToTesting_00, Text="Return to the door Fontaine escaped through.")
HintReminderTime=200

[GetAGatherer]
FriendlyName=Summon a Little Sister.
Description=In order to pursue Fontaine through the Proving Grounds, you'll need to bring a Little Sister with you. Summon one from the nearby glowing vent by banging on it with your wrench.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
;ParentName=PursueAtlas
ReleventLevelLabel=7-Science
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ZoneInfo0
QuestHints=(HintName=GetAGatherer_00, Text="Hit the glowing vent with your wrench.")
HintReminderTime=100

[EscortGathererToEnd]
FriendlyName=Escort the Little Sister
Description=Only a Little Sister can unlock the doors in the Proving Grounds so that you can reach Fontaine. Keep her alive as long as you can. If she dies, summon another Little Sister from any glowing vent by banging on it with your Wrench.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
;ParentName=PursueAtlas
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=7-Science
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=SpawnedPlayerEscortedGatherer0

[GetGathererTool]
FriendlyName=Get the Adam Harvesting Tool
Description=You will need the Adam Harvesting Tool that the Little Sister gave you to defeat Fontaine. Take it.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
;ParentName=PursueAtlas
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=Marker7

[ElevatorToBoss]
FriendlyName=Take the elevator to confront Fontaine!
Description=The Elevator at the end of the Proving Grounds will take you to Fontaine. Be prepared before you leave, as there will be no returning from this fight!
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
;ParentName=PursueAtlas
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=ElevatorButton0

[DefeatAtlas]
FriendlyName=Drain ADAM from Fontaine!
Description=Fontaine has infused himself with a massive dose of ADAM. Your only hope of killing him is to drain the ADAM out of him.  When he is in the ADAM inducer device you can drain his ADAM.  He will only return to the inducer when physically weakened.
ObjectiveDescription=
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=7-Gauntlet
ReleventLevelLabel=7-BossFight
ReleventLevelLabel=Science_quest
LevelFriendlyName=Point Prometheus
TimeToComplete=
NumberOfObjectivesToComplete=1
CompleteWhenAllChildrenAreCompleted=False
GUPAward=0
ArrowActor=Atlas


;;;;;;;;;;;;;;;;
;OPTIONAL QUESTS
;;;;;;;;;;;;;;;;

[Deck6AllLittleOnes]
FriendlyName=Olympus Heights: Acquire ADAM from the Little Sisters
Description=The Little Sisters are the only source of the ADAM you need to improve yourself. You can choose to rescue them or harvest them, but you should deal with as many as you can in order to survive.
ObjectiveDescription=ADAM from a Little Sister
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=6-Resi
ReleventLevelLabel=6-Slums
ReleventLevelLabel=Residential_quest
LevelFriendlyName=Olympus Heights
TimeToComplete=
NumberOfObjectivesToComplete=4
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
;ObjectiveIcon=Adam

[Deck5AllLittleOnes]
FriendlyName=Hephaestus: Acquire ADAM from the Little Sisters
Description=The Little Sisters are the only source of the ADAM you need to improve yourself. You can choose to rescue them or harvest them, but you should deal with as many as you can in order to survive.
ObjectiveDescription=ADAM from a Little Sister
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=5-Hephaestus
ReleventLevelLabel=5-Ryan
ReleventLevelLabel=Engineering_quest
LevelFriendlyName=Hephaestus
TimeToComplete=
NumberOfObjectivesToComplete=3
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
;ObjectiveIcon=Adam

[Deck2AllLittleOnes]
FriendlyName=Neptune's Bounty: Acquire ADAM from the Little Sisters
Description=The Little Sisters are the only source of the ADAM you need to improve yourself. You can choose to rescue them or harvest them, but you should deal with as many as you can in order to survive.
ObjectiveDescription=ADAM from a Little Sister
CompletedDescription=Complete
CompletedObjectiveDescription=
ParentName=
ReleventLevelLabel=2-Fisheries
ReleventLevelLabel=Fisheries_quest_1
ReleventLevelLabel=Fisheries_quest_2
LevelFriendlyName=Neptune's Bounty
TimeToComplete=
NumberOfObjectivesToComplete=3
CompleteWhenAllChildrenAreCompleted=True
GUPAward=0
;ObjectiveIcon=Adam
P l a s m i d s . i n i   cÀ  [ShockGame.PlasmidManager]

;!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
;
; NOTE TO DESIGNERS:
;
; Please add the "FoundIn" field to each plasmid below.
; There's an example on AirBlast and BioAmmoEffieciency
; This info will be used to calculate how many plasmids/tonics
; the player has found in a particular level
;
;!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



MaxEffectiveSlots=8

LinkConfigurations=LinkConfigA
LinkConfigurations=LinkConfigB
LinkConfigurations=LinkConfigC
LinkConfigurations=LinkConfigD
LinkConfigurations=LinkConfigE
LinkConfigurations=LinkConfigF
;LinkConfigurations=TestLinkConfigB

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Slot Purchase Costs
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; First Slot
SlotPurchaseCost=0
; Second Slot
SlotPurchaseCost=8
; Third Slot
SlotPurchaseCost=4
; Fourth Slot
SlotPurchaseCost=12
; Fifth Slot
SlotPurchaseCost=16
; Sixth Slot
SlotPurchaseCost=28

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Link Configurations
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TestLinkConfigA]
Links=(TrackA=TRACK_Active,SlotA=0,TrackB=TRACK_Active,SlotB=1,TrackC=TRACK_Active,SlotC=2)
Links=(TrackA=TRACK_Physical,SlotA=0,TrackB=TRACK_Engineering,SlotB=0,TrackC=TRACK_Engineering,SlotC=1)
;Links=(TrackA=TRACK_Weapons,SlotA=0,TrackB=TRACK_Engineering,SlotB=0,TrackC=TRACK_Engineering,SlotC=1)

[LinkConfigA]
Links=(TrackA=TRACK_Active,SlotA=2,TrackB=TRACK_Physical,SlotB=3)
Links=(TrackA=TRACK_Active,SlotA=5,TrackB=TRACK_Physical,SlotB=5)
Links=(TrackA=TRACK_Physical,SlotA=4,TrackB=TRACK_Engineering,SlotB=3)
Links=(TrackA=TRACK_Engineering,SlotA=2,TrackB=TRACK_Weapons,SlotB=3,TrackC=Track_Weapons,SlotC=4)

[LinkConfigB]
Links=(TrackA=TRACK_Active,SlotA=3,TrackB=TRACK_Physical,SlotB=2,TrackC=TRACK_Engineering,SlotC=2)
Links=(TrackA=TRACK_Physical,SlotA=4,TrackB=TRACK_Physical,SlotB=5)
Links=(TrackA=TRACK_Engineering,SlotA=4,TrackB=TRACK_Weapons,SlotB=3)

[LinkConfigC]
Links=(TrackA=TRACK_Active,SlotA=2,TrackB=TRACK_Active,SlotB=3)
Links=(TrackA=TRACK_Physical,SlotA=3,TrackB=TRACK_Physical,SlotB=4,TrackC=Track_Engineering,SlotC=4)
Links=(TrackA=TRACK_Physical,SlotA=3,TrackB=TRACK_Weapons,SlotB=2)
Links=(TrackA=TRACK_Physical,SlotA=4,TrackB=TRACK_Weapons,SlotB=5)

[LinkConfigD]
Links=(TrackA=TRACK_Weapons,SlotA=2,TrackB=TRACK_Weapons,SlotB=3)
Links=(TrackA=TRACK_Active,SlotA=4,TrackB=TRACK_Physical,SlotB=3)
Links=(TrackA=TRACK_Physical,SlotA=2,TrackB=TRACK_Engineering,SlotB=3,TrackC=TRACK_Weapons,SlotC=4)
Links=(TrackA=TRACK_Weapons,SlotA=5,TrackB=TRACK_Engineering,SlotB=5)

[LinkConfigE]
Links=(TrackA=TRACK_Active,SlotA=2,TrackB=TRACK_Physical,SlotB=3)
Links=(TrackA=TRACK_Active,SlotA=3,TrackB=TRACK_Active,SlotB=4)
Links=(TrackA=TRACK_Physical,SlotA=5,TrackB=TRACK_Engineering,SlotB=4)
Links=(TrackA=TRACK_Engineering,SlotA=2,TrackB=TRACK_Engineering,SlotB=3,TrackC=TRACK_Weapons,SlotC=4)

[LinkConfigF]
Links=(TrackA=TRACK_Active,SlotA=3,TrackB=TRACK_Active,SlotB=4)
Links=(TrackA=TRACK_Engineering,SlotA=2,TrackB=TRACK_Physical,SlotB=3,TrackC=TRACK_Engineering,SlotC=4)
Links=(TrackA=TRACK_Physical,SlotA=5,TrackB=TRACK_Engineering,SlotB=5)
Links=(TrackA=TRACK_Engineering,SlotA=3,TrackB=TRACK_Weapons,SlotB=3)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Plasmids
;
; Note: Prereqs should be defineds as follows:
;
;    Prereq[1]=<ActiveTrackPrereq>
;    Prereq[2]=<PhysicalTrackPrereq>
;    Prereq[3]=<EngineeringTrackPrereq>
;    Prereq[4]=<WeaponsTrackPrereq>
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Active Plasmids
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.ActivePlasmid]
;this is the ADAM cost to purchase all plasmids
CreditValue=60


[ShockGame.AirBlast]
FriendlyName=Sonic Boom
Description=(Downloaded) Hurls creatures and objects BACK with a BLAST of force.
FlavorDescription=When just yelling GET BACK isn't working, it's nice to have some repelling force to back up your request. Sonic Boom -- when push comes to shove.
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
LockedContent=true
; If the plasmid isn't level specific or you don't want to track the progress on the pause screen,
; set the found in field to be something not a level name, like "Vending" or "Machine" or "AtlasGiven"
FoundIn=Machine
CreditValue=1


[ShockDesignerClasses.AirBlastTwo]
FriendlyName=Sonic Boom 2
Description=(Downloaded) Hurls creatures and objects BACK with a POWERFUL BLAST of force.
FlavorDescription=Sonic Boom not strong enough to push people around any more? Try our new version, with even more BOOM! Sonic Boom 2 -- when you need that extra push.
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
LockedContent=true
CreditValue=1

[ShockGame.BerserkRage]
FriendlyName=Enrage!
Description=ENRAGES target, causing it to attack someone other than you.
FlavorDescription=Developed for use in today's uncertain environment, ENRAGE! will make your victim forget what side he's on, and attack anyone nearby. Just make sure 'anyone' isn't you!
Track=TRACK_Active
Color=COLOR_Orange
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=30
; actual full price is 60

[ShockGame.DecoyHuman]
FriendlyName=Target Dummy
Description=Creates a DECOY that draws attacks away from you.
FlavorDescription=Enemies on your back? Distract their attention with a helpful decoy. They take the heat...so you don't have to!
Track=TRACK_Active
Color=COLOR_Blue
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=30

[ShockGame.ElectricBolt]
FriendlyName=Electro Bolt
Description=A bolt of ELECTRICITY that STUNS both man and machine.\nDEVASTATING against enemies in WATER.
FlavorDescription=Don't be a dolt -- use Electro Bolt!
Track=TRACK_Active
Color=COLOR_Orange
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=60

[ShockDesignerClasses.ElectricBoltTwo]
FriendlyName=Electro Bolt 2
Description=Electrical Bolt that STUNS for LONGER. 
FlavorDescription=Electro Bolt letting you down? Try the new and improved Electro Bolt 2!
PlasmidPrerequisite=class'ShockGame.ElectricBolt'
Track=TRACK_Active
Color=COLOR_Orange
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=5
; actual full price is 80

[ShockDesignerClasses.ElectricBoltThree]
FriendlyName=Electro Bolt 3
Description=The ULTIMATE in Electrical attacks.\nStuns LONGER than any other.
FlavorDescription=Almost no one can resist the stunning effects of Electro Bolt 3!
PlasmidPrerequisite=class'ShockDesignerClasses.ElectricBoltTwo'
Track=TRACK_Active
Color=COLOR_Orange
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=120

;[ShockDesignerClasses.ElectricBoltZero]
;FriendlyName=Temporary Electro Bolt
;Description=Fires a bolt of electricity that does 120 points of damage, and has a 50% chance of shocking a close target.\n<b>EVE cost:</b>6\n\nDon't be a dolt -- use Electro Bolt!
;Track=TRACK_Active
;Color=COLOR_Orange
;Prereqs[1]=1
;Prereqs[2]=0
;Prereqs[3]=0
;Prereqs[4]=0

[ShockGame.IcicleAssault]
FriendlyName=Winter Blast
Description=Freeze your foes in place. Shatter them into a thousand pieces! What's not to like?
FlavorDescription=Don't get caught without this powerful self-defense tool at the ready. Give your foes the cold shoulder with Winter Blast!
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=5

[ShockDesignerClasses.IcicleAssaultTwo]
FriendlyName=Winter Blast 2
Description=FREEZES for longer.\nGives more time to shatter the frozen enemy.
FlavorDescription=Foes coming out of deep freeze? Make sure they stay on ice with Winter Blast 2!
PlasmidPrerequisite=class'ShockGame.IcicleAssault'
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=5

[ShockDesignerClasses.IcicleAssaultThree]
FriendlyName=Winter Blast 3
Description=The ultimate in FREEZING attacks.\nLasts longer than any other.
FlavorDescription=Freeze even the toughest foe in his tracks with Winter Blast 3, the ultimate in stopping power!
PlasmidPrerequisite=class'ShockDesignerClasses.IcicleAssaultTwo'
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=120

[ShockGame.Incineration]
FriendlyName=Incinerate!
Description=Sets objects and creatures ON FIRE.  Repeated use to increase the pain! Ages 12 and up.
FlavorDescription=Incineration: when it absolutely positively has to erupt in flames, don't wait -- Incinerate!
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
MandatoryEquip=true
CreditValue=60

[ShockDesignerClasses.IncinerationTwo]
FriendlyName=Incinerate! 2
Description=Sets objects and creatures ON FIRE.  Repeated use increases heat.\nEXTRA HOT!
FlavorDescription=Incineration 2: Make your hotfoot even hotter!
PlasmidPrerequisite=class'ShockGame.Incineration'
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=5

[ShockDesignerClasses.IncinerationThree]
FriendlyName=Incinerate! 3
Description=The HOTTEST incinerate of all.  Repeated use increases heat. \nSpicy!
FlavorDescription=Incineration 3: The hottest plasmid of the year!
PlasmidPrerequisite=class'ShockDesignerClasses.IncinerationTwo'
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=120

[ShockDesignerClasses.IncinerationZero]
FriendlyName=Temporary Incinerate!
Description=<b>Use: </b>Sets objects and creatures on fire, and does 60 points of heat damage.\n<b>EVE cost:</b> 12\n\nIncineration: when it absolutely positively has to erupt in flames, don't wait -- Incinerate!
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=40

[ShockGame.InsectSwarmPlasmid]
FriendlyName=Insect Swarm 
Description=Releases a swarm of stinging INSECTS that ATTACK multiple enemies.
FlavorDescription=Nothing clears a room like swarms of stinging hornets. (Warning: not recommended for users with allergies.)
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=5

[ShockDesignerClasses.InsectSwarmPlasmidTwo]
FriendlyName=Insect Swarm 2
Description=A more dangerous INSECT SWARM. 
FlavorDescription=Insect Swarm 2, with more bite for the buck! (Warning: not recommended for users with allergies or asthma.)
PlasmidPrerequisite=class'ShockGame.InsectSwarmPlasmid'
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=5

[ShockDesignerClasses.InsectSwarmPlasmidThree]
FriendlyName=Insect Swarm 3
Description=The most dangerous INSECT SWARM of all.
FlavorDescription=Insect Swarm 3-It stings! (Warning: not recommended for users with allergies, asthma, or heart conditions.)
PlasmidPrerequisite=class'ShockDesignerClasses.InsectSwarmPlasmidTwo'
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=120

;[ShockGame.LifeDrain]
;FriendlyName=Parasitic Healing 
;Description=<b>Use: </b>Fires an energy bolt that damages enemies and heals you.\n<b>EVE cost:</b> 2\n\n\nParasitic Healing:  His pain, your gain!
;Track=TRACK_Active
;Color=COLOR_Orange
;Prereqs[1]=1
;Prereqs[2]=0
;Prereqs[3]=0
;Prereqs[4]=0

;[ShockDesignerClasses.LifeDrainTwo]
;FriendlyName=Parasitic Healing 2
;Description=<b>Use: </b>Fires an energy bolt that damages enemies and heals you.\n<b>EVE cost:</b> 2\n\n\nParasitic Healing:  His pain, your gain!
;PlasmidPrerequisite=class'ShockGame.LifeDrain'
;Track=TRACK_Active
;Color=COLOR_Orange
;Prereqs[1]=1
;Prereqs[2]=0
;Prereqs[3]=0
;Prereqs[4]=0

;[ShockDesignerClasses.LifeDrainThree]
;FriendlyName=Parasitic Healing 3
;Description=<b>Use: </b>Fires an energy bolt that damages enemies and heals you.\n<b>EVE cost:</b> 2\n\n\nParasitic Healing:  His pain, your gain!
;PlasmidPrerequisite=class'ShockDesignerClasses.LifeDrainTwo'
;Track=TRACK_Active
;Color=COLOR_Orange
;Prereqs[1]=1
;Prereqs[2]=0
;Prereqs[3]=0
;Prereqs[4]=0

[ShockGame.SecurityBeacon]
FriendlyName=Security Bullseye
Description=Creatures hit by this will be attacked by CAMERAS and TURRETS.
FlavorDescription=Are those pesky security cameras getting you down? Simply tag your enemies with our photoelectric insects and those cameras and turrets become your best friend. Splice Security Bullseye today!
Track=TRACK_Active
Color=COLOR_Blue
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=30

[ShockGame.SpringboardTrap]
FriendlyName=Cyclone Trap
Description=Launches Splicers into the air- and hurts them badly on the way down!
FlavorDescription=Teach your enemies a lesson they'll never forget with Cyclone Trap from Ryan Industries. (Ryan Industries is not liable for damage done to ceiling fans, chandeliers, or other ceiling fixtures.)
Track=TRACK_Active
Color=COLOR_Green
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=5

[ShockDesignerClasses.SpringboardTrapTwo]
FriendlyName=Cyclone Trap 2
Description=Launches Splicers HIGHER into the air when they walk over the swirling vortex.
FlavorDescription=Cyclone Trap 2 sends your enemies even higher -- because Ryan Industries never stops improving. (Ryan Industries is not liable for damage done to ceiling fans, chandeliers, or other ceiling fixtures.)
PlasmidPrerequisite=class'ShockGame.SpringboardTrap'
Track=TRACK_Active
Color=COLOR_Green
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=80

[ShockGame.SummonProtector]
FriendlyName=Hypnotize Big Daddy
Description=Causes a BIG DADDY to PROTECT YOU for a BRIEF TIME.
FlavorDescription=Need a bodyguard in a pinch? Our new Hypnotize plasmid will fool a Big Daddy into protecting you as if you were its own Little Sister.
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=5

[ShockDesignerClasses.SummonProtectorTwo]
FriendlyName=Hypnotize Big Daddy 2
Description=Causes a BIG DADDY to PROTECT YOU for a LONGER TIME.
FlavorDescription=Our newest Hypnotize plasmid lasts longer than ever! Make a Bid Daddy befriend YOU today!
PlasmidPrerequisite=class'ShockGame.SummonProtector'
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
CreditValue=80

[ShockGame.Telekinesis]
FriendlyName=Telekinesis
Description=PULLS an object to you, then HURLS it (even enemy grenades!).\nAlso useful for holding objects as a SHIELD or grabbing objects OUT OF REACH.
FlavorDescription=Pick up big stuff with your mind. Throw them at your enemies. What else do you need to know?
Track=TRACK_Active
Color=COLOR_Yellow
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0
MandatoryEquip=true

;[ShockDesignerClasses.TelekinesisTwo]
;FriendlyName=Telekinesis 2
;Description=THROWS objects HARDER causing more DAMAGE.
;FlavorDescription=Mind over matter has never been better, with new, improved Telekinesis!
;PlasmidPrerequisite=class'ShockGame.Telekinesis'
;Track=TRACK_Active
;Color=COLOR_Yellow
;Prereqs[1]=1
;Prereqs[2]=0
;Prereqs[3]=0
;Prereqs[4]=0

[ShockGame.Teleportation]
FriendlyName=Teleportation
Description=Place a BEACON and then instantly return to it.
FlavorDescription=Using newly discovered genetic proximity and duplication characteristics, you can cross distances in the blink of an eye. Teleportation:  Be there!
Track=TRACK_Active
Color=COLOR_Orange
Prereqs[1]=1
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=0



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Physical Plasmids
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.BioAmmoEfficiency]
FriendlyName=EVE Saver
Description=(Downloaded) Plasmids use less EVE.
FlavorDescription=In today's genetic wonderland, you probably feel like there's never enough EVE at hand. With EVE Saver, your EVE will go farther than ever before!
Track=TRACK_Physical
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
LockedContent=true
; FIX ME: This is probably not the right level
FoundIn=1-medical
CreditValue=1

[ShockGame.BoozeHound]
FriendlyName=Booze Hound
Description=Drinking ALCOHOL restores a small amount of EVE, rather than draining it.
FlavorDescription=Take full advantage of Rapture's distilleries and vintners. Drink to your health, with Booze Hound!
Track=TRACK_Physical
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=50


[ShockGame.Bloodlust]
FriendlyName=Bloodlust
Description=You gain small amounts of HEALTH and EVE when inflicting damage with the WRENCH.
FlavorDescription=Bloodlust heals your body and your mind as you swing! Be red in tooth and claw -- with Bloodlust!
Track=TRACK_Physical
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=30

[ShockGame.ChameleonBlood]
FriendlyName=Natural Camouflage 
Description=When STANDING STILL, you become INVISIBLE.
FlavorDescription=Need some peace and quiet? Splice in Natural Camouflage, stop moving, and just fade away. Remember, not seeing is believing!
Track=TRACK_Physical
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=30

[ShockGame.FastTwitch]
FriendlyName=SportBoost
Description=You MOVE and swing the WRENCH FASTER.
FlavorDescription=In today's dangerous times, it never hurts to be a little faster, a little quicker on the draw. Remember, you don't have to outrun the crazed Splicer -- just your neighbor!
Track=TRACK_Physical
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.FastTwitchTwo]
FriendlyName=SportBoost 2
Description=You move and SWING the wrench MUCH FASTER.
FlavorDescription=Tired of being outrun by your neighbor with SportBoost installed? Get new SportBoost Two, and outrun HIM!
Track=TRACK_Physical
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=50

[ShockGame.GeneticHacker]
FriendlyName=Hacker's Delight
Description=Every time you HACK something, you gain a little HEALTH and EVE.
FlavorDescription=With Hacker's Delight, your body converts the altered current from a hacked machine into a powerful healing agent. Hack and heal!
Track=TRACK_Physical
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.GeneticHackerTwo]
FriendlyName=Hacker's Delight 2
Description=Every time you HACK something, you gain HEALTH and EVE.
FlavorDescription=Hacker's Delight 2 is even more efficient at converting the altered current from hacking into health for you!
Track=TRACK_Physical
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=40

[ShockDesignerClasses.GeneticHackerThree]
FriendlyName=Hacker's Delight 3
Description=Every time you HACK something, you gain a large amount of HEALTH and EVE.
FlavorDescription=The ultimate development of the Hacker's Delight line, this will make every hacker a HEALTHY hacker!
Track=TRACK_Physical
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=60

[ShockGame.HealthyConsumer]
FriendlyName=Extra Nutrition
Description=You gain a little extra HEALTH from SNACKS and BANDAGES.
FlavorDescription=Extra Nutrition boosts your body's natural ability to turn food into renewed vitality.
Track=TRACK_Physical
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.HealthyConsumerTwo]
FriendlyName=Extra Nutrition 2
Description=You gain extra HEALTH from SNACKS and BANDAGES.
FlavorDescription=Make your food even healthier with new Extra Nutrition Two!
Track=TRACK_Physical
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=40

[ShockDesignerClasses.HealthyConsumerThree]
FriendlyName=Extra Nutrition 3
Description=You gain a great deal of HEALTH from SNACKS and BANDAGES.
FlavorDescription=The latest in the Extra Nutrition line makes food taste twice as good as it used to. Try it today!
Track=TRACK_Physical
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=60


[ShockGame.MedHypoOmnisynthesis]
FriendlyName=EVE Link
Description=FIRST AID Kits also give you EVE.
FlavorDescription=Get more out of your First Aid Kits with EVE Link. This revolutionary new gene tonic causes your body to produce EVE whenever you use First Aid Kits.
Track=TRACK_Physical
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20


[ShockDesignerClasses.MedHypoOmnisynthesisTwo]
FriendlyName=EVE Link 2
Description=FIRST AID Kits also give you a large amount of EVE.
FlavorDescription=Get more EVE with every First Aid Kit by using new EVE Link Two!
Track=TRACK_Physical
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=50

[ShockGame.MedicineFriendly]
FriendlyName=Medical Expert
Description=FIRST AID Kits give you slightly more HEALTH.
FlavorDescription=With Medical Expert, your First Aid Kits will go farther, healing sickness and injury at a rate you're sure to find astonishing. Don't use a First Aid Kit without your best friend, Medical Expert!
Track=TRACK_Physical
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.MedicineFriendlyTwo]
FriendlyName=Medical Expert 2
Description=FIRST AID Kits give you more HEALTH.
FlavorDescription=With new Medical Expert Two, First Aid Kits heal you more than ever!
Track=TRACK_Physical
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=40

[ShockDesignerClasses.MedicineFriendlyThree]
FriendlyName=Medical Expert 3
Description=FIRST AID Kits give you much more HEALTH.
FlavorDescription=Heal your injuries in the blink of an eye with new Medical Expert Three. Your best friend just got better!
Track=TRACK_Physical
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=60

[ShockGame.NearSightedCameras]
FriendlyName=Security Evasion 
Description=SECURITY CAMERAS and TURRETS take longer to SEE you.
FlavorDescription=Has a rival faction set up Security Cameras and Turrets where you need to go? Security Evasion adjusts the thermal signature of your epidermal layer, confusing cameras and turrets and delaying their response.
Track=TRACK_Physical
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.NearSightedCamerasTwo]
FriendlyName=Security Evasion 2
Description=SECURITY CAMERAS and TURRETS take much longer to SEE you.
FlavorDescription=Why let THEM know where you've been lately? The latest version of Security Evasion lets you bypass any Security Camera or Turret with ease.
Track=TRACK_Physical
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=50

[ShockGame.OrganicPockets]
FriendlyName=Organic Pockets
Description=Lets you carry more ammo, hypos, first aid kits and other stuff.
FlavorDescription=There's a lot to carry around in this world, and we're here to help!  Organic Pockets literally creates stretchy folds in your epidermis capable of storing almost anything you can think of.  Carry the day with Organic Pockets!
Track=TRACK_Physical
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=30

[ShockGame.ThoroughScavenger]
FriendlyName=Scrounger
Description=When SEARCHING containers or corpses, you can search again to get DIFFERENT LOOT.
FlavorDescription=Splicing Scrounger is like having a sixth sense. You'll spot things you'd otherwise miss and discover things you'd otherwise leave behind. With Scrounger, you'll swear you have X-Ray vision!
Track=TRACK_Physical
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=30

;; THESE ARE COMMENTED OUT UNTIL IMPLEMENTED IN ShockDesignerClasses
;[ShockGame.Revival]
;FriendlyName=Revival
;Description=After you barely survive a fight, you regenerate a small amount of health.\n\nRevival Marketing Text Goes Here
;Track=TRACK_Physical
;Color=COLOR_Orange
;Prereqs[1]=0
;Prereqs[2]=0
;Prereqs[3]=1
;Prereqs[4]=0

;[ShockGame.RevivalTwo]
;FriendlyName=Revival v.2
;Description=After you barely survive a fight, you regenerate a small amount of health.\n\nRevival Marketing Text Goes Here
;Track=TRACK_Physical
;Color=COLOR_Orange
;Prereqs[1]=0
;Prereqs[2]=0
;Prereqs[3]=1
;Prereqs[4]=0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Engineering Plasmids
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.AlarmExpert]
FriendlyName=Alarm Expert
Description=2 fewer ALARM tiles when HACKING.
FlavorDescription=A staple in the HackSmart line of gene tonics, Alarm Expert uses your body's electrochemical composition to defuse circuitry alarms in secure systems. Try it today!
Track=TRACK_Engineering
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.AlarmExpertTwo]
FriendlyName=Alarm Expert 2
Description=4 fewer ALARM tiles when HACKING.
FlavorDescription=Are your hacks still being interrupted by Alarms? Then you need Alarm Expert Two, today! (A HackSmart gene tonic.)
Track=TRACK_Engineering
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.EfficientCrafter]
FriendlyName=Clever Inventor
Description=INVENTING items requires 1 fewer of each COMPONENT (minimum of 1).
FlavorDescription=U-Invent Stations truly are a marvel of modern engineering, and now you'll need fewer raw materials to make what you want. It's not witchcraft -- it's Clever Inventor!
Track=TRACK_Engineering
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.ElectronicsExpert]
FriendlyName=Focused Hacker
Description=2 fewer OVERLOAD tiles when HACKING.
FlavorDescription=Another favorite in the HackSmart line of gene tonics, Focused Hacker defuses overload traps in secure systems. Fewer fried circuits guaranteed or your money back!
Track=TRACK_Engineering
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.ElectronicsExpertTwo]
FriendlyName=Focused Hacker 2
Description=4 fewer OVERLOAD tiles when HACKING.
FlavorDescription=When you have to hack the most delicate systems out there, only Focused Hacker Two, from HackSmart, can ensure your safety from overloads.
Track=TRACK_Engineering
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.ExtendedShutdown]
FriendlyName=Shutdown Expert
Description=HACKED TURRETS and CAMERAS remain hacked for an additional minute.
FlavorDescription=Shutdown Expert gives you more freedom from odious security systems, once you've hacked into their controls.  Now you see them, now they don't!
Track=TRACK_Engineering
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.ExtendedShutdownTwo]
FriendlyName=Shutdown Expert 2
Description=HACKED SECURITY SYSTEMS stay SHUT DOWN for much LONGER.
FlavorDescription=Shutdown Expert gives you more freedom from odious security systems, once you've hacked into their controls. Now you see them, now they don't!
Track=TRACK_Engineering
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.HackingExpert]
FriendlyName=Hacking Expert
Description=1 fewer ALARM tile and 1 fewer OVERLOAD tile when HACKING.
FlavorDescription=The original HackSmart gene tonic, Hacking Expert defuses alarms and helps avoid overloads. It's the must-have Plasmid of the HackSmart line.
Track=TRACK_Engineering
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.HackingExpertTwo]
FriendlyName=Hacking Expert 2
Description=2 fewer ALARM tiles and 2 fewer OVERLOAD tiles when HACKING.
FlavorDescription=When Hacking Expert alone isn't enough, you need Hacking Expert Two! From HackSmart -- only the best in hacking gene tonics.
Track=TRACK_Engineering
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.ProlificCrafter]
FriendlyName=Prolific Inventor
Description=Whenever you INVENT an item you get TWICE AS MANY as normal.
FlavorDescription=Inventing is already a valuable pastime in the resource-strapped halls of Rapture. Make yourself a Prolific Inventor and you'll be the envy of your peers, as you turn worthless junk into valuable commodities.
Track=TRACK_Engineering
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.SecuritySystemsExpert]
FriendlyName=Security Expert
Description=Reduces DIFFICULTY when HACKING turrets, bots and cameras.
FlavorDescription=A new offering in the HackSmart line, Security Expert was designed for the Hacker specializing in disabling electronic security measures. You won't be secure without Security Expert!
Track=TRACK_Engineering
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.SecuritySystemsExpertTwo]
FriendlyName=Security Expert 2
Description=Greatly reduces DIFFICULTY when HACKING turrets, bots and cameras.
FlavorDescription=Your enemies have been upgrading their security -- so YOU need to upgrade your hacking ability! Get Security Expert Two, the latest from HackSmart.
Track=TRACK_Engineering
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.ShorterAlarm]
FriendlyName=Shorten Alarms
Description=Reduces DURATION of camera ALARMS.
FlavorDescription=What sound is more ominous than a yammering security alarm? With Shorten Alarms spliced, your personal EM signature becomes altered to interact uniquely with alarm sensors, shortening the period until you'll be free and clear.
Track=TRACK_Engineering
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.ShorterAlarmTwo]
FriendlyName=Shorten Alarms 2
Description=Greatly reduces DURATION of camera ALARMS.
FlavorDescription=Are frequent Security Alarms driving you deaf? Reduce the pain with new, improved Shorten Alarms Two.
Track=TRACK_Engineering
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.SlowFlow]
FriendlyName=Speedy Hacker
Description=Reduces FLOW SPEED when HACKING.
FlavorDescription=The most popular of the HackSmart line, Speedy Hacker buys you the time you need to Hack any electronic device. Time is on YOUR side with Speedy Hacker!
Track=TRACK_Engineering
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.SlowFlowTwo]
FriendlyName=Speedy Hacker 2
Description=Greatly reduces FLOW SPEED when HACKING.
FlavorDescription=In our ever-accelerating world of progress, it's hard to find time to stop and think. But now you can buy yourself that time -- with new Speedy Hacker Two! Only from HackSmart.
Track=TRACK_Engineering
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.StationExpert]
FriendlyName=Safecracker
Description=Reduces DIFFICULTY when HACKING SAFES and COMBO LOCKS.
FlavorDescription=One of HackSmart's more popular offerings, Safecracker lets you into places that THEY want to keep you out of. Splice it now, and get Hacking!
Track=TRACK_Engineering
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.StationExpertTwo]
FriendlyName=Safecracker 2
Description=Greatly reduces DIFFICULTY when HACKING SAFES and COMBO LOCKS.
FlavorDescription=Are your enemies trying to lock away what's rightfully yours? Don't let them keep your hard-earned goods! Get them back with new Safecracker Two. HackSmart wants you to get what's coming to you!
Track=TRACK_Engineering
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50


[ShockGame.VendingExpert]
FriendlyName=Vending Expert
Description=(Downloaded) Reduces PRICES in VENDING Machines.
FlavorDescription=With the Vending Expert plasmid altering your EM signature, you can fool the pricing circuits at any vending machine. Known to our customers as "Circus Maximus," Vending Expert will pay for itself in no time!
Track=TRACK_Engineering
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
LockedContent=true
CreditValue=1

[ShockDesignerClasses.VendingExpertTwo]
FriendlyName=Vending Expert 2
Description=(Downloaded) Greatly reduces PRICES in VENDING machines.
FlavorDescription=Corporate conspiracies let the "important" people negotiate better prices for themselves at all of our vending machines. Is that fair? You know it isn't! Get a taste of how the better half lives, with Vending Expert Two.
Track=TRACK_Engineering
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
LockedContent=true
CreditValue=1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Weapons Plasmids
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.ArmoredBody]
FriendlyName=Armored Shell 
Description=Reduces all physical damage.
FlavorDescription=Useful in any hazardous situation, Armored Shell offers fantastic protection against life's bumps and bruises. Don't be a softie -- use Armored Shell now!
Track=TRACK_Weapons
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.ArmoredBodyTwo]
FriendlyName=Armored Shell 2
Description=Greatly reduces all physical damage.
FlavorDescription=When the bullets and blows are blasting away, you need all the protection you can get. Armored Shell Two provides more protection than our competitor!
Track=TRACK_Weapons
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=50

[ShockGame.ChargedBursts]
FriendlyName=Static Discharge 
Description=You emit a burst of ELECTRICITY when struck, damaging all around you.
FlavorDescription=Ryan Industries introduces the latest in wartime deterrent genetics. Static Discharge makes you a walking Tesla Coil, zapping anything and everything foolish enough to strike you. Feel safe, be safe with Static Discharge.
Track=TRACK_Weapons
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.ChargedBurstsTwo]
FriendlyName=Static Discharge 2
Description=You emit a huge burst of ELECTRICITY when struck, damaging all around you.
FlavorDescription=Is your old Static Discharge not slowing them down enough? Upgrade to new Static Discharge Two, today! (A Ryan Industries gene tonic.)
Track=TRACK_Weapons
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=50

[ShockGame.DeepResearcher]
FriendlyName=Damage Research
Description=Increases DAMAGE bonuses gained from RESEARCH.
FlavorDescription=Get more bang for your Research buck with Damage Research. Carry your analysis further than you ever thought possible!
Track=TRACK_Weapons
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.DeepResearcherTwo]
FriendlyName=Damage Research 2
Description=Greatly increases DAMAGE bonuses gained from RESEARCH.
FlavorDescription=Hit 'em where it hurts, and hit 'em hard! New Damage Research Two lets you exploit your enemies' weaknesses even more than before.
Track=TRACK_Weapons
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.ElectricBody]
FriendlyName=Electric Flesh
Description=You take less DAMAGE from ELECTRICITY.\nYou deal more DAMAGE when you use ELECTRICAL attacks.
FlavorDescription=Supercharge your body with Electric Flesh, the ultimate in electricity enhancements. Insulate yourself from harm with new EF!
Track=TRACK_Weapons
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.ElectricBodyTwo]
FriendlyName=Electric Flesh 2
Description=You take much less DAMAGE from ELECTRICITY.\nYou deal much more DAMAGE when you use ELECTRICAL attacks.
FlavorDescription=When we said Electric Flesh was the ultimate in electricity enhancements, we turned out to be premature. New Electric Flesh Two is even better! Be the shock-er, not the shock-ee, with Electric Flesh Two!
Track=TRACK_Weapons
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=50

[ShockGame.EyeForDetail]
FriendlyName=Photographer's Eye
Description=Increases RESEARCH scores from taking pictures.
FlavorDescription=Every research photographer wants an edge, and Photographer's Eye is yours. Once you've spliced this invaluable gene tonic, you'll get the picture!
Track=TRACK_Weapons
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.EyeForDetailTwo]
FriendlyName=Photographer's Eye 2
Description=Greatly increases RESEARCH scores from taking pictures.
FlavorDescription=Everyone has a hidden weakness -- but with Photographer's Eye Two, they won't stay hidden for long!
Track=TRACK_Weapons
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
CreditValue=50

[ShockGame.FreezingNimbus]
FriendlyName=Frozen Field 
Description=You take less DAMAGE from COLD and can FREEZE enemies when you hit them with the WRENCH.
FlavorDescription=Leave your foes out in the cold with Frozen Field!
Track=TRACK_Weapons
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=20

[ShockDesignerClasses.FreezingNimbusTwo]
FriendlyName=Frozen Field 2
Description=You take much less DAMAGE from COLD and can FREEZE enemies when you hit them with the WRENCH.
FlavorDescription=Don't let yourself be frozen out -- get Frozen Field Two today!
Track=TRACK_Weapons
Color=COLOR_Orange
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
CreditValue=50

[ShockGame.MachineBully]
FriendlyName=Machine Buster
Description=(Downloaded) Increases DAMAGE you deal to CAMERAS, BOTS and TURRETS.
FlavorDescription=In today's automated environment, you may find yourself up against hostiles not made of flesh and blood. Machine Buster gives you the edge you've been looking for against metal-plated antagonists.
Track=TRACK_Weapons
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
LockedContent=true
CreditValue=1

[ShockDesignerClasses.MachineBullyTwo]
FriendlyName=Machine Buster 2
Description=(Downloaded) Greatly increases DAMAGE you deal to CAMERAS, BOTS and TURRETS.
FlavorDescription=Machines are getting redesigned every day. If you want to be able to beat them, you'll need to redesign your own genes. Machine Buster Two lets you put those bots back in their place.
Track=TRACK_Weapons
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
LockedContent=true
CreditValue=1

[ShockGame.MeleeMaster]
FriendlyName=Wrench Jockey
Description=Increases WRENCH damage.
FlavorDescription=Wrench Jockey bulks up your upper body, allowing you to wield club-like weapons with unprecedented skill and power!
Track=TRACK_Weapons
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=1
CreditValue=20

[ShockDesignerClasses.MeleeMasterTwo]
FriendlyName=Wrench Jockey 2
Description=Greatly increases WRENCH damage.
FlavorDescription=When your opponent has Wrench Jockey, how can you hope to beat him in a fight? By installing new Wrench Jockey Two, of course! Don't get caught with last year's model, upgrade today!
Track=TRACK_Weapons
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=1
CreditValue=50

[ShockGame.SneakAttack]
FriendlyName=Wrench Lurker
Description=Quiets your footsteps, and increases DAMAGE from melee attacks on UNAWARE opponents
FlavorDescription=When fighting those stronger or faster than yourself, you'll need every advantage possible in a scrum. Wrench Lurker allows you to make the most of your opportunities when your antagonist is caught off-guard.
Track=TRACK_Weapons
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=1
CreditValue=20

[ShockDesignerClasses.SneakAttackTwo]
FriendlyName=Wrench Lurker 2
Description=Quiets your footsteps, and greatly increases DAMAGE from melee attacks on UNAWARE opponents.
FlavorDescription=Only a fool fights fair. When you want to take them down from behind, be smart, use Wrench Lurker Two!
Track=TRACK_Weapons
Color=COLOR_Yellow
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=0
Prereqs[4]=1
CreditValue=50

[ShockGame.SuperHeated]
FriendlyName=Human Inferno
Description=You take less DAMAGE from FIRE and inflict more DAMAGE when you use FIRE.
FlavorDescription=Human Inferno -- the hottest Plasmid in Rapture!
Track=TRACK_Weapons
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
;LockedContent=true
CreditValue=20


[ShockDesignerClasses.SuperHeatedTwo]
FriendlyName=Human Inferno 2
Description=You take much less DAMAGE from FIRE and inflict a lot more DAMAGE when you use FIRE.
FlavorDescription=Human Inferno Two -- hotter than ever!
Track=TRACK_Weapons
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0
LockedContent=false
CreditValue=50






























;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Ecology Plasmids -- TRACK CUT!
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; [ShockGame.AggressorBuff]
; FriendlyName=Mutant Synergy Plasmid (Ecology)
; Description=Junkers who are near to you will take less damage.
; Track=TRACK_Physical
; Color=COLOR_Yellow
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.DelayGathererAlarm]
; FriendlyName=Drone Neural Dampening Field Plasmid (Ecology)
; Description=Drones take longer to sound their alarms when near you.
; Track=TRACK_Physical
; Color=COLOR_Blue
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.EnvironmentResetting]
; FriendlyName=Pressure Manipulation Plasmid (Ecology)
; Description=You can use a Pressure Station even if its timer is currently running.
; Track=TRACK_Physical
; Color=COLOR_Yellow
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.GathererAttractant]
; FriendlyName=Drone Attractant Plasmid (Ecology)
; Description=Makes Drones want to follow you.
; Track=TRACK_Physical
; Color=COLOR_Blue
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.GathererBuff]
; FriendlyName=Drone Synergy Plasmid (Ecology)
; Description=Drones who are near to you will take less damage.
; Track=TRACK_Physical
; Color=COLOR_Green
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.HighPressureArmor]
; FriendlyName=High-Pressure Armor Plasmid (Ecology)
; Description=When local pressure is high, you take less damage.
; Track=TRACK_Physical
; Color=COLOR_Blue
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.HighPressureConservation]
; FriendlyName=High-Pressure Conservation Plasmid (Ecology)
; Description=When local pressure is high, your Active Plasmids consume less EVE.
; Track=TRACK_Physical
; Color=COLOR_Yellow
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.HighPressureEntropicDampening]
; FriendlyName=High Pressure Entropic Dampening Plasmid (Ecology)
; Description=When local pressure is high, your weapons will not degrade.
; Track=TRACK_Physical
; Color=COLOR_Yellow
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.HighPressurePlasmidSynergy]
; FriendlyName=High-Pressure Plasmid Synergy Plasmid (Ecology)
; Description=When local pressure is high, all your other Plasmids are treated as if they had an extra slot.
; Track=TRACK_Physical
; Color=COLOR_Blue
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.HighPressureSecCrateAccess]
; FriendlyName=High-Pressure Security Crate Access Plasmid (Ecology)
; Description=You can automatically open security crates in high pressure.
; Track=TRACK_Physical
; Color=COLOR_Green
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.LocalizedHighPressure]
; FriendlyName=Localized High Pressure Plasmid (Ecology)
; Description=Your Weapons and Plasmids are always treated as if they were in high pressure.
; Track=TRACK_Physical
; Color=COLOR_Yellow
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.LocalizedLowPressure]
; FriendlyName=Localized Low Pressure Plasmid (Ecology)
; Description=Your Weapons and Plasmids are always treated as if they were in low pressure.
; Track=TRACK_Physical
; Color=COLOR_Blue
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.LowPressureArmor]
; FriendlyName=Low Pressure Armor Plasmid (Ecology)
; Description=When local pressure is low, you take less damage.
; Track=TRACK_Physical
; Color=COLOR_Yellow
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.LowPressureConservation]
; FriendlyName=Low Pressure Conservation Plasmid (Ecology)
; Description=When local pressure is low, your Active Plasmids consume less EVE.
; Track=TRACK_Physical
; Color=COLOR_Blue
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.LowPressureEntropicDampening]
; FriendlyName=Low Pressure Entropic Dampening Plasmid (Ecology)
; Description=When local pressure is low, your weapons will not degrade.
; Track=TRACK_Physical
; Color=COLOR_Green
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.LowPressurePlasmidSynergy]
; FriendlyName=Low Pressure Plasmid Synergy Plasmid (Ecology)
; Description=When local pressure is low, all your other Plasmids are treated as if they had an extra slot.
; Track=TRACK_Physical
; Color=COLOR_Yellow
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.LowPressureSecCrateAccess]
; FriendlyName=Low Pressure Security Crate Access Plasmid (Ecology)
; Description=You can automatically open security crates in low pressure.
; Track=TRACK_Physical
; Color=COLOR_Yellow
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0


; [ShockGame.ProtectorBuff]
; FriendlyName=Guardian Synergy Plasmid (Ecology)
; Description=Guardians near to you will take less damage.
; Track=TRACK_Physical
; Color=COLOR_Blue
; Prereqs[1]=0
; Prereqs[2]=1
; Prereqs[3]=0
; Prereqs[4]=0



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; *****Testing***** Plasmids
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.TestPlasmidA]
Track=TRACK_Physical
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=1
Prereqs[3]=0
Prereqs[4]=0

[ShockGame.TestPlasmidB]
Track=TRACK_Active
Color=COLOR_Blue
Prereqs[1]=0
Prereqs[2]=3
Prereqs[3]=0
Prereqs[4]=0

[ShockGame.TestPlasmidC]
Track=TRACK_Engineering
Color=COLOR_Green
Prereqs[1]=0
Prereqs[2]=0
Prereqs[3]=1
Prereqs[4]=0
M a n u a l . i n i   £   [ShockGame.InGameManualManager]

;List all topics here, and then define them in their own section below

;Downloadable content announcement
ManualTopicName=PlasmidPack1

;Training
ManualTopicName=Firing
ManualTopicName=UsingAbilities
ManualTopicName=ChangingWeapons
ManualTopicName=ChangingAbilities
ManualTopicName=DamageTypes
ManualTopicName=Research
ManualTopicName=ActivePlasmidOverview
; Physical Gene Tonics
ManualTopicName=PhysicalPlasmidOverview
; Engineering Gene Tonics
ManualTopicName=EngineeringPlasmidOverview
; Combat Gene Tonics
ManualTopicName=WeaponsPlasmidOverview


;World of Rapture
ManualTopicName=Machines
; Adam
ManualTopicName=Adam
; Ammo Vending
ManualTopicName=AmmoVending
; Auto-Hack Device
ManualTopicName=AutoHackDevice
; Container
ManualTopicName=Container
; Diaries
ManualTopicName=Log
; EVE Hypo
ManualTopicName=EveHypo
; Fine Gin
ManualTopicName=Gin
; First Aid Kit
ManualTopicName=MedHypo
; Gatherer's Garden
ManualTopicName=GrowthStation
; Gene Bank
ManualTopicName=PlasmidEquip
; Health
ManualTopicName=Health
; Invention Machine
ManualTopicName=CraftingMachine
; Money
ManualTopicName=Money
; Radio
ManualTopicName=Radio
; Reward from Tenenbaum
ManualTopicName=Present
; Safes
ManualTopicName=Safe
; Security Shutdown
ManualTopicName=Security
; Vending machine
ManualTopicName=Vending
; VitaChamber
ManualTopicName=Resurrection
; Weapon Upgrade Machine
ManualTopicName=WeaponUpgrade


;Consumables
; Absinthe
ManualTopicName=Absinthe
; bandages
ManualTopicName=bandages
; Beer
ManualTopicName=Beer
; Brandy
ManualTopicName=Brandy
; chips
ManualTopicName=chips
; cigarettes
ManualTopicName=cigarettes
; coffee
ManualTopicName=coffee
; creme-filled cake
ManualTopicName=twinkie
; pep bar
ManualTopicName=powerBar
; Scotch
ManualTopicName=Scotch
; vodka
ManualTopicName=vodka
; Whiskey
ManualTopicName=whiskey
; Wine
ManualTopicName=wine


;AIs
; Big Daddy
ManualTopicName=Protector
; Houdini Splicer
ManualTopicName=Assassin
; Leadhead Splicer
ManualTopicName=RangedAggressor
; Little Sister
ManualTopicName=Gatherer
; Nitro Splicer
ManualTopicName=Grenadier
; Spider Splicer
ManualTopicName=CeilingCrawler
; Thuggish Splicer
ManualTopicName=MeleeThug


; Weapons
ManualTopicName=Wrench
ManualTopicName=Pistol
ManualTopicName=MachineGun
ManualTopicName=Shotgun
ManualTopicName=GrenadeLauncher
ManualTopicName=ChemicalThrower
ManualTopicName=Crossbow
ManualTopicName=ResearchCamera

; Ammo
ManualTopicName=StandardBullet
ManualTopicName=ArmorPiercingBullet
ManualTopicName=AntiPersonnelBullet
ManualTopicName=MachineGunBullet
ManualTopicName=MachineGunFrozenBullet
ManualTopicName=MachineGunArmorPiercingBullet
ManualTopicName=StandardBuckshot
ManualTopicName=IonicBuckshot
ManualTopicName=HighExplosiveBuckshot
ManualTopicName=FragGrenade
ManualTopicName=ProximityGrenade
ManualTopicName=RPG
ManualTopicName=FlameChemical
ManualTopicName=FreezeChemical
ManualTopicName=IonicChemical
ManualTopicName=StandardBolt
ManualTopicName=SearingBolt
ManualTopicName=TrapBolt
ManualTopicName=Film

;Security System
ManualTopicName=SecurityOverview
ManualTopicName=SecurityCamera
ManualTopicName=SecurityBot
ManualTopicName=Turret
ManualTopicName=HackingSecurity


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Parameters
;
; (Mandatory Parameters)
;
;   HelpTopicTag =		The "tag" for this topic. 
;			How it is referenced by the training and context senstive help systems.
;
;   TopicType=		What kind of topic this is. For use in breaking out into a heirarchy.
;
;   FriendlyName=	Basic text for showing what the item is on the onscreen list
;
;   bHidden=	Whether or not this topic is hidden from the onscreen list
;
;   Entry=		Array of text for the help info itself
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;Sample of formatting
; Entry=Press the <font color="#FF0000"><b>Right</b></font> trigger to <i>fire</i> your <b>current weapon</b>.\n\n\nThis ;will automatically reload your weapon if you are out of ammo.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Downloadable content announcement
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[PlasmidPack1]
TopicType=Gene Tonics Unlocked!
FriendlyName=(Downloaded Content)
bHidden=true
Entry=\nNEW FROM RYAN INDUSTRIES! 
Entry=\nHaving concluded clinical trials on four new Genetic Improvements, Ryan Industries is proud to announce the general release of their newest products: 
Entry=\nMachine Buster
Entry=Vending Expert
Entry=Sonic Boom
Entry=EVE Saver
Entry=\nLook for them at a Gatherer's Garden near you!


;;;;;;;;;;;;;;;;;;
;Notes

;Manual entires have a EntryPC member when there is a different message for PC.  These are ones that have some input reference in them and will need to 
;be reformatted to include 'mapping tags'.  These are tags that will be replaced with the user's keyname when they are presented to the screen andmust be of
;the form <Mapping=UnrealActionName>.  UnrealActionNames are particular words defined in User.ini and must be entered exactly (Fire, Jump, MoveBackward etc..).
;Multiple tags per entry are allowed.  If no PC specific entry exists then PC will use Xenon stuff.

;;;;;;;;;;;;;;;;;;
[Firing]
TopicType=Notes
FriendlyName=Firing Your Weapon.
bHidden=false
Entry=Pull the right trigger to fire your current weapon. This will also automatically reload your weapon if it's empty and you have more ammo of the current type.
EntryPC=Press <Mapping=Fire> to fire your current weapon. This will also automatically reload your weapon if it's empty and you have more ammo of the current type.

[UsingAbilities]
TopicType=Notes
FriendlyName=Using Your Active Plasmid.
bHidden=false
Entry=While in Plasmid Mode, pull the left trigger to use your current ability.
EntryPC=While in Plasmid Mode, press <Mapping=Fire> to use your current ability.

[ChangingWeapons]
TopicType=Notes
FriendlyName=Changing Your Weapon.
bHidden=false
Entry=Tap RB to change your current weapon. This will switch you to Weapon Mode if you aren't already in it.
Entry= Holding down RB will temporarily pause the game and bring up a radial menu, allowing you to choose your weapon with the right stick.
EntryPC=Use <Mapping=NextWeaponOrPlasmid> and <Mapping=PreviousWeaponOrPlasmid> to change your current weapon.
EntryPC=\nPress <Mapping=LaunchPCWeaponSelection> to temporarily pause the game and bring up a menu where you can select from all of your weapons and ammunition.

[ChangingAbilities]
TopicType=Notes
FriendlyName=Changing Your Plasmid Abilities.
bHidden=false
Entry=Press LB to change your current ability. This will switch you to Plasmid Mode if you weren't already in it.
Entry=\nHolding down LB will temporarily pause the game and bring up a radial menu, allowing you to choose your Plasmid with the right stick.
EntryPC=Use <Mapping=NextWeaponOrPlasmid> and <Mapping=PreviousWeaponOrPlasmid> to change your current ability.
EntryPC=\nPress <Mapping=LaunchPCWeaponSelection> to temporarily pause the game and bring up a menu where you can select from all of your plasmids.

[DamageTypes]
TopicType=Notes
FriendlyName=Damage Types
bHidden=false
Entry=Different types of ammunition are effective against different opponents.  Using the correct ammo for an enemy will kill them faster, and will leave you with more ammunition at the end of the fight.
Entry=\nFor example, Armor-Piercing bullets do more damage to metal opponents like Security Cameras and Turrets.  

[Research]
TopicType=Notes
FriendlyName=Research
bHidden=false
Entry=You can research enemies and gain a variety of bonuses by using the Research Camera.
Entry=The Camera is equipped and used like a weapon, and takes Film as "ammunition".
Entry=Better quality pictures advance your research more -- keep your subject well-centered and at a pleasing distance.
Entry=Quality is also increased for action shots and pictures with multiple subjects.
Entry=Pictures are worth less if the subject is dead, or you're taking multiple photos of the same creature.
Entry=Each type of enemy has a unique set of bonuses. Research as many as you can!


;;;;;;;;;;;;;;;;;;
;World of Rapture
;;;;;;;;;;;;;;;;;;
[Machines]
TopicType=World of Rapture
FriendlyName=Machines
bHidden=true
Entry=Machines in BioShock do various things.

[PlasmidEquip]
TopicType=World of Rapture
FriendlyName=Gene Bank
bHidden=true
Entry=A Gene Bank is used for swapping out PLASMIDS and GENE TONICS and replacing them with others.  Any PLASMID or GENE TONIC you've collected thus far will be available for swapping.  You can also use the Gene Bank simply to review your collection of PLASMIDS and GENE TONICS.
Entry=\nThere are four different tracks: Plasmids, Physical Tonics, Engineering Tonics, and Combat Tonics.  To review your Plasmids and Tonics or to swap one in or out, first select the track you're interested in.
Entry=\nNext, select the Plasmid or Tonic that you'd like to swap out.  Finally, review your list of collected Plasmids or Tonics for that track, and select the one you'd like to swap in.  You can always reinstall the one you just removed, if you still like that one best.

[Vending]
TopicType=World of Rapture
FriendlyName=Vending Machines
bHidden=true
Entry=A Vending Machine offers a variety of items for sale, often including ammunition, first aid kits and EVE hypos.  Each machine will offer a different selection of items.
Entry=\nMost Vending Machines have items at the bottom that will only become available if you successfully hack the machine.  A successful hack will also reduce the prices of all available goods.

[AmmoVending]
TopicType=World of Rapture
FriendlyName=Ammo Vending Machines
bHidden=true
Entry=An Ammo Vending Machine offers a variety of ammunition for sale.
Entry=\nMost Ammo Vending Machines have a limited selection of rare advanced ammo types.  A successful hack will reduce the prices of all available ammunition.

[Health]
TopicType=World of Rapture
FriendlyName=Health Stations
bHidden=true
Entry=Health stations cost a significant amount of money but completely refill your health bar when used.
Entry=\nSuccessfully hacking a health station lowers the price of healing, and will cause that particular station to deal damage to Splicers who try to use it.
Entry=\nDestroying a Health Station may cause some First Aid Kits to spill out, but the station itself will become unusable.

[GrowthStation]
TopicType=World of Rapture
FriendlyName=Gatherer's Garden
bHidden=true
Entry=A Gatherer's Garden is where you spend your ADAM to improve your character.
Entry=\nEach Gatherer's Garden offers upgrades to your maximum Health and EVE, as well as additional "slots" in which you can install Plasmids and Gene Tonics.
Entry=\nMost Gatherer's Gardens also offer specific Plasmids and Tonics.  Some of these are new, and others are upgrades of existing powers. 
Entry=\nAt any specific Gatherer's Garden, each item for sale may only be purchased once.


[Security]
TopicType=World of Rapture
FriendlyName=Bot Shutdown Panel
bHidden=true
Entry=Bot Shutdown Panels are used to cancel active Security Alarms and shut down any Security Bots that have been summoned by the alarm.  Using a Bot Shutdown Panel costs 20 dollars.
;Entry=\nSuccessfully hacking a Security Shutdown Panel turns off all cameras and turrets for a short period of time.

[WeaponUpgrade]
TopicType=World of Rapture
FriendlyName=Weapon Upgrade Machines
bHidden=true
Entry=The "Power to the People" machines allow you to upgrade your weapons.  Each such machine can only be used ONE time, to acquire ONE of the listed upgrades.  There are two upgrades for each weapon.

[Resurrection]
TopicType=World of Rapture
FriendlyName=Vita-Chamber
bHidden=true
Entry=If you are killed by the hostile denizens of Rapture, you will be revived live and whole at the last Vita-Chamber you passed.  Some of your health will be restored, and you will always have at least a small amount of EVE.
Entry=\nVita-Chambers work automatically -- there is no need to use or activate them.

[CraftingMachine]
TopicType=World of Rapture
FriendlyName=Invention Machine
bHidden=true
Entry=The U-Invent Machine allows you to take some of Rapture's random garbage (rubber hoses, steel screws, etc.) and turn it into useful items.  Most items you create are only rarely -- if ever -- found elsewhere in Rapture.
Entry=\nSuccessfully hacking a U-Invent reduces how many of each component you need in order to make an item.

[EveHypo]
TopicType=World of Rapture
FriendlyName=EVE Hypo
bHidden=true
Entry=An EVE Hypo fully fills your EVE bar (no matter what its current level), so that you can use your Active Plasmids.  
Entry=\nThe number of EVE hypos you have remaining is displayed along with the blue bar at the top of the screen.  Press X while in Plasmid Mode to use an EVE Hypo.
EntryPC=An EVE Hypo fully fills your EVE bar (no matter what its current level), so that you can use your Active Plasmids.  
EntryPC=\nThe number of EVE hypos you have remaining is displayed along with the blue bar at the top of the screen.  Press <Mapping=Reload> while in Plasmid Mode to use an EVE Hypo.

[MedHypo]
TopicType=World of Rapture
FriendlyName=First Aid Kit
bHidden=true
Entry=A First Aid Kit instantly restores some of your health when used, filling up some or all of your red health bar depending on how badly you've been hurt.
Entry=\nThe number of First Aid Kits you have remaining is displayed along with the red bar at the top of the screen.  Press B to use a First Aid Kit at any time.
EntryPC=A First Aid Kit instantly restores some of your health when used, filling up some or all of your red health bar depending on how badly you've been hurt.
EntryPC=\nThe number of First Aid Kits you have remaining is displayed along with the red bar at the top of the screen.  Press <Mapping=MedHypo> to use a First Aid Kit at any time.

[Money]
TopicType=World of Rapture
FriendlyName=Money
bHidden=true
Entry=Money is used primarily to purchase items at Vending Machines, but it can also be used to automatically succeed at hacking, get health from Health Stations, and turn off Security Alarms at Security Shutdown Panels.  There may be other uses for money as well.

[Adam]
TopicType=World of Rapture
FriendlyName=ADAM
bHidden=true
Entry=ADAM is the miracle-working genetic elixir of Rapture.  It is used at Gatherer's Gardens to acquire improvements to your character, like more slots for your Plasmids, and increases to your health and EVE bars.
Entry=\nADAM can only be acquired from Little Sisters.

[AutoHackdevice]
TopicType=World of Rapture
FriendlyName=Auto-Hack Device
bHidden=true
Entry=When used at any hackable machine or device, an Auto-Hack Device results in an automatically successful hack.

[Log]
TopicType=World of Rapture
FriendlyName=Diaries
bHidden=true
Entry=Diaries are messages recorded by the people of Rapture, either as notes for themselves or as messages for other residents.
Entry=\nHold A to play the last diary you picked up.  You can access a full list of diary messages from the BACK menu, from which you can play back diaries that you've previously acquired.
EntryPC=Diaries are messages recorded by the people of Rapture, either as notes for themselves or as messages for other residents.
EntryPC=\nPress <Mapping=PlayOldestUnreadLog> to play the last diary you picked up.  You can access a full list of diary messages from the MESSAGES tab, from which you can play back diaries that you've previously acquired.

[Radio]
TopicType=World of Rapture
FriendlyName=Radio
bHidden=true
Entry=The Radio is the means by which your friend Atlas communicates with you inside Rapture.

[Container]
TopicType=World of Rapture
FriendlyName=Containers
bHidden=true
Entry=Containers are objects like desks, cabinets and shipping crates.  Press A to open a container.  Once open, press A again to take the contents.
Entry=\nIf you have already searched and emptied a container, the name of the container will be gray and there will be no prompt to open it.
EntryPC=Containers are objects like desks, cabinets and shipping crates.  Press <Mapping=Use> to open a container.  Once open, press <Mapping=Use> again to take the contents.
EntryPC=\nIf you have already searched and emptied a container, the name of the container will be gray and there will be no prompt to open it.

[Safe]
TopicType=World of Rapture
FriendlyName=Safes
bHidden=true
Entry=Safes are securely-locked containers.  The only way to open them is to hack them, but they always contain valuable items.
Entry=\nSafes typically present the most difficult hacks in the world of Rapture.

[Present]
TopicType=World of Rapture
FriendlyName=Reward from Tenenbaum
bHidden=true
Entry=These pink teddy bears contain gifts for saving Little Sisters, placed on Tenenbaum's behalf.

[bandages]
TopicType=Snacks and Medicinals
FriendlyName=Bandages
bHidden=true
Entry=Applying a roll of bandages to your wounds will provide a modest boost in Health.  They are used immediately when picked up.

[twinkie]
TopicType=Snacks and Medicinals
FriendlyName=Creme-filled Cake
bHidden=true
Entry=This delicious creme-filled cake will give you a small amount of Health.  Like all food and drink, it is consumed immediately when picked up.

[chips]
TopicType=Snacks and Medicinals
FriendlyName=Chips
bHidden=true
Entry=A bag of delicious potato chips will give you a small amount of Health.  Like all food and drink, they are consumed immediately when picked up.

[vodka]
TopicType=Snacks and Medicinals
FriendlyName=Vodka
bHidden=true
Entry=A bottle of vodka will restore a small amount of Health, but drain a small amount of EVE.  Like all food and drink, it is consumed immediately when picked up.

[whiskey]
TopicType=Snacks and Medicinals
FriendlyName=Whiskey
bHidden=true
Entry=A bottle of Old Tom Whiskey will restore a small amount of Health, but drain a small amount of EVE.  Like all food and drink, it is consumed immediately when picked up.

[wine]
TopicType=Snacks and Medicinals
FriendlyName=Wine
bHidden=true
Entry=A bottle of Merlot will restore a small amount of Health, but drain a small amount of EVE.  Like all food and drink, it is consumed immediately when picked up.

[Gin]
TopicType=Snacks and Medicinals
FriendlyName=Gin
bHidden=true
Entry=A bottle of gin will restore a small amount of Health, but drain a small amount of EVE.  Like all food and drink, it is consumed immediately when picked up.

[Beer]
TopicType=Snacks and Medicinals
FriendlyName=Beer
bHidden=true
Entry=A bottle of beer will restore a small amount of Health, but drain a small amount of EVE.  Like all food and drink, it is consumed immediately when picked up.

[Absinthe]
TopicType=Snacks and Medicinals
FriendlyName=Absinthe
bHidden=true
Entry=A bottle of absinthe will restore a small amount of Health, but drain a small amount of EVE.  Like all food and drink, it is consumed immediately when picked up.  Absinthe makes the brain go yonder!

[Brandy]
TopicType=Snacks and Medicinals
FriendlyName=Brandy
bHidden=true
Entry=A bottle of brandy will restore a small amount of Health, but drain a small amount of EVE.  Like all food and drink, it is consumed immediately when picked up.

[Scotch]
TopicType=Snacks and Medicinals
FriendlyName=Scotch
bHidden=true
Entry=A bottle of scotch will restore a small amount of Health, but drain a small amount of EVE.  Like all food and drink, it is consumed immediately when picked up.

[coffee]
TopicType=Snacks and Medicinals
FriendlyName=Coffee
bHidden=true
Entry=The burst of caffeine from a thermos of coffee will restore a small amount of EVE.  Like all food and drink, it is consumed immediately when picked up.

[cigarettes]
TopicType=Snacks and Medicinals
FriendlyName=Cigarettes
bHidden=true
Entry=A pack of cigarettes will give you a very small boost of EVE.  WARNING:  May cause health complications. 
Entry=\nThey are consumed immediately when picked up.

[powerBar]
TopicType=Snacks and Medicinals
FriendlyName=Pep Bar
bHidden=true
Entry=A tasty Pep Bar will replenish small amounts of Health and EVE.  Like all food and drink, it is consumed immediately when picked up.

[ActivePlasmidOverview]
TopicType=World of Rapture
FriendlyName=Plasmids
bHidden=true
Entry=Plasmids alter your genes to give you powers.  These powers include setting creatures and objects on fire, causing security systems to attack your enemies, shocking your foes with electricity ... and more.
Entry=\nTo use your Plasmid powers, go into Plasmid Mode by pressing the left bumper.  Once in Plasmid Mode, pull the left trigger to use your currently-active power.
Entry=\nYou can change your currently-active power by holding down the left bumper to bring up a radial menu, and selecting a power with the Right Stick.
Entry=\nYou can increase the number of Plasmids available to you at once, by buying Plasmid Slots at a Gatherer's Garden using ADAM from LITTLE SISTERS.
Entry=\nAll Plasmids require EVE to use.  As you use Plasmids, your blue EVE bar in the upper left of the screen will grow shorter.
Entry=\nYou will automatically use your next EVE hypo when your EVE bar runs out, but you can always "manually reload" by pressing the X button while in Plasmid Mode.
EntryPC=Plasmids alter your genes to give you powers, such as setting creatures on fire or causing security systems to attack your enemies.
EntryPC=\nEnter Plasmid Mode by pressing <Mapping=SwitchWeaponsOrPlasmids>.  Press <Mapping=Fire> to use your currently-active power.
EntryPC=\nChange your currently-active power by pressing <Mapping=LaunchPCWeaponSelection> and selecting a power with the MOUSE.
EntryPC=\nYou can increase the number of Plasmids you can equip by buying Plasmid Slots at a Gatherer's Garden.
EntryPC=\nAll Plasmids require EVE to use.  You will automatically use an EVE hypo when your EVE bar runs out, but you can "manually reload" by pressing <Mapping=Reload>.

[WeaponsPlasmidOverview]
TopicType=World of Rapture
FriendlyName=Combat Gene Tonics
bHidden=true
Entry=Combat Tonics alter your genes to improve your abilities in combat.  Like all Gene Tonics, Combat Tonics are PASSIVE, meaning they have their effect automatically when installed.
Entry=\nYou can increase the number of Combat Tonics available to you at once, by buying Combat Tonic Slots at a Gatherer's Garden using ADAM from LITTLE SISTERS.
Entry=\nIf you install multiple versions of a Combat Tonic, their effects will be cumulative.

[PhysicalPlasmidOverview]
TopicType=World of Rapture
FriendlyName=Physical Gene Tonics
bHidden=true
Entry=Physical Tonics alter your genes to improve your physical abilities.  Like all Gene Tonics, Physical Tonics are PASSIVE, meaning they have their effect automatically when installed.
Entry=\nYou can increase the number of Physical Tonics available to you at once, by buying Physical Tonic Slots at a Gatherer's Garden using ADAM from LITTLE SISTERS.
Entry=\nIf you install multiple versions of a Physical Tonic, their effects will be cumulative.

[EngineeringPlasmidOverview]
TopicType=World of Rapture
FriendlyName=Engineering Gene Tonics
bHidden=true
Entry=Engineering Tonics alter your genes to improve your affinity with electronic systems.  Like all Gene Tonics, Engineering Tonics are PASSIVE, meaning they have their effect automatically when installed.
Entry=\nYou can increase the number of Engineering Tonics available to you at once, by buying Engineering Tonic Slots at a Gatherer's Garden using ADAM from LITTLE SISTERS.
Entry=\nIf you install multiple versions of a Engineering Tonic, their effects will be cumulative.





;;;;;;;;;;;;;;;;;;
;AI
;;;;;;;;;;;;;;;;;;
[CeilingCrawler]
TopicType=Enemies
FriendlyName=Spider Splicer
bHidden=true
Entry=Spider Splicers have the ability to cling to and crawl on ceilings, so beware of their attacks from above!
Entry=\n"Splicer" is a term for the inhabitants of Rapture who lost their humanity from using too many Plasmids.

[RangedAggressor]
TopicType=Enemies
FriendlyName=Leadhead Splicer
bHidden=true
Entry=Leadhead Splicers use pistols or tommy guns as their weapons of choice.  You'll recognize them by the flying lead.
Entry=\n"Splicer" is a term for the inhabitants of Rapture who lost their humanity from using too many Plasmids.

[Assassin]
TopicType=Enemies
FriendlyName=Houdini Splicer
bHidden=true
Entry=Houdini Splicers have the ability to teleport from place to place in the middle of combat.  Keep an eye out for the cloud of mist that forms where they're about to appear.
Entry=\n"Splicer" is a term for the inhabitants of Rapture who lost their humanity from using too many Plasmids.

[Grenadier]
TopicType=Enemies
FriendlyName=Nitro Splicer
bHidden=true
Entry=Nitro Splicers are so-named because of the grenades they use in combat.  Some use conventional frag grenades, while others use incendiary grenades.
Entry=\n"Splicer" is a term for the inhabitants of Rapture who lost their humanity from using too many Plasmids.

[MeleeThug]
TopicType=Enemies
FriendlyName=Thuggish Splicer
bHidden=true
Entry=Thuggish Splicers rely on brute force, bashing their enemies with heavy metal pipes.  Keep them at a distance!
Entry=\n"Splicer" is a term for the inhabitants of Rapture who lost their humanity from using too many Plasmids.

[Gatherer]
TopicType=Enemies
FriendlyName=Little Sister
bHidden=true
Entry=The Little Sisters move through Rapture and collect ADAM from corpses.  After collecting ADAM, they return to their vents.  
Entry=\nThe ADAM from Little Sisters is necessary for improving your character, so you'll have to either rescue or harvest them to improve. Unfortunately, this cannot be done without first disposing of their Big Daddy...

[Protector]
TopicType=Enemies
FriendlyName=Big Daddy
bHidden=true
Entry=Big Daddies are the powerful bodyguards of the Little Sisters.  When the Little Sisters are threatened, the Big Daddy will defend her with all of his formidable strength.
Entry=\nThere are two kinds of Big Daddies: the Bouncer, who has a powerful punch, and the Rosie, who fires hot chunks of metal from a rivet gun.



;;;;;;;;;;;;;;;;;;
;Weapons
;;;;;;;;;;;;;;;;;;
[Wrench]
TopicType=Weapons
FriendlyName=Wrench
bHidden=true
Entry=Pull right trigger to swing.
Entry=\nDoes a small amount of bludgeoning damage.
Entry=\nDoes bonus damage if your target has been Stunned with electricity.
EntryPC=Press <Mapping=Fire> to swing.
EntryPC=\nDoes a small amount of bludgeoning damage.
EntryPC=\nDoes bonus damage if your target has been Stunned with electricity.

[Pistol]
TopicType=Weapons
FriendlyName=Pistol
bHidden=true
Entry=Pull right trigger to fire.
Entry=\nBase ammo: .38 caliber rounds -- Moderate amount of piercing damage.
Entry=\nAdvanced ammo: .38 caliber armor-piercing rounds -- Moderate amount of armor-piercing damage.
Entry=\nInventable ammo: .38 caliber antipersonnel rounds -- Moderate amount of antipersonnel damage.
EntryPC=Press <Mapping=Fire> to fire.
EntryPC=\nBase ammo: .38 caliber rounds -- Moderate amount of piercing damage.
EntryPC=\nAdvanced ammo: .38 caliber armor-piercing rounds -- Moderate amount of armor-piercing damage.
EntryPC=\nInventable ammo: .38 caliber antipersonnel rounds -- Moderate amount of antipersonnel damage.

[Shotgun]
TopicType=Weapons
FriendlyName=Shotgun
bHidden=true
Entry=Pull right trigger to fire.
Entry=\nFires a wide burst of pellets, most effective at short range.
Entry=\nBase ammo: 00 Buck -- Moderate amount of piercing damage.
Entry=\nAdvanced ammo: Electric Buck -- Moderate amount of electrical damage.
Entry=\nInventable ammo: Exploding Buck -- Large amount of combined piercing and heat damage.
EntryPC=Press <Mapping=Fire> to fire.
EntryPC=\nFires a wide burst of pellets, most effective at short range.
EntryPC=\nBase ammo: 00 Buck -- Moderate amount of piercing damage.
EntryPC=\nAdvanced ammo: Electric Buck -- Moderate amount of electrical damage.
EntryPC=\nInventable ammo: Exploding Buck -- Large amount of combined piercing and heat damage.


[ChemicalThrower]
TopicType=Weapons
FriendlyName=Chemical Thrower
bHidden=true
Entry=Pull and hold right trigger to fire.
Entry=\nSprays a stream of chemicals at short range.
Entry=\nBase ammo: Napalm -- Moderate amount of heat damage, plus a chance of setting opponent on fire.
Entry=\nAdvanced ammo: Liquid Nitrogen -- Moderate amount of cold damage, plus a chance of freezing opponent.
Entry=\nInventable ammo: Electric Gel -- Moderate amount of electrical damage, plus a chance of shocking opponent.
EntryPC=Press <Mapping=Fire> to fire.
EntryPC=\nSprays a stream of chemicals at short range.
EntryPC=\nBase ammo: Napalm -- Moderate amount of heat damage, plus a chance of setting opponent on fire.
EntryPC=\nAdvanced ammo: Liquid Nitrogen -- Moderate amount of cold damage, plus a chance of freezing opponent.
EntryPC=\nInventable ammo: Electric Gel -- Moderate amount of electrical damage, plus a chance of shocking opponent.


[GrenadeLauncher]
TopicType=Weapons
FriendlyName=Grenade Launcher
bHidden=true
Entry=Pull right trigger to fire.
Entry=\nLaunches a variety of grenades.
Entry=\nBase ammo: Fragmentation Grenade -- Large amount of piercing damage in a radius.
Entry=\nAdvanced ammo: Proximity Mine -- A proximity mine that does a large amount of piercing damage in a radius when triggered.
Entry=\nInventable ammo: Heat-seeking Rocket-propelled Grenade -- A guided rocket that does a large amount of heat damage in a radius.
EntryPC=Press <Mapping=Fire> to fire.
EntryPC=\nLaunches a variety of grenades.
EntryPC=\nBase ammo: Fragmentation Grenade -- Large amount of piercing damage in a radius.
EntryPC=\nAdvanced ammo: Proximity Mine -- A proximity mine that does a large amount of piercing damage in a radius when triggered.
EntryPC=\nInventable ammo: Heat-seeking Rocket-propelled Grenade -- A guided rocket that does a large amount of heat damage in a radius.


[Crossbow]
TopicType=Weapons
FriendlyName=Crossbow
bHidden=true
Entry=Pull right trigger to fire.
Entry=\nFires highly accurate crossbow bolts.  Its accuracy and higher head-shot bonus makes it an excellent sniper weapon.
Entry=\nBase ammo: Standard Bolt -- Large amount of piercing damage.
Entry=\nAdvanced ammo: Incendiary Bolt -- Large amount of heat damage.
Entry=\nInventable ammo: Trap Bolt -- Creates a electric wire which, when triggered, does a large amount of electric damage.
EntryPC=Press <Mapping=Fire> to fire.
EntryPC=\nFires highly accurate crossbow bolts.  Its accuracy and higher head-shot bonus makes it an excellent sniper weapon.
EntryPC=\nBase ammo: Standard Bolt -- Large amount of piercing damage.
EntryPC=\nAdvanced ammo: Incendiary Bolt -- Large amount of heat damage.
EntryPC=\nInventable ammo: Trap Bolt -- Creates a electric wire which, when triggered, does a large amount of electric damage.


[MachineGun]
TopicType=Weapons
FriendlyName=Machine Gun
bHidden=true
Entry=Pull and hold right trigger to fire.
Entry=\nFires a rapid spray of bullets. Very effective against groups or at close range.
Entry=\nBase ammo: Machine Gun Rounds -- Small amount of piercing damage.
Entry=\nAdvanced ammo: Antipersonnel Auto Rounds -- Small amount of antipersonnel damage.
Entry=\nInventable ammo: Armor-piercing Auto Rounds -- Small amount of armor-piercing damage.
EntryPC=Press <Mapping=Fire> to fire.
EntryPC=\nFires a rapid spray of bullets. Very effective against groups or at close range.
EntryPC=\nBase ammo: Machine Gun Rounds -- Small amount of piercing damage.
EntryPC=\nAdvanced ammo: Antipersonnel Auto Rounds -- Small amount of antipersonnel damage.
EntryPC=\nInventable ammo: Armor-piercing Auto Rounds -- Small amount of armor-piercing damage.

[ResearchCamera]
TopicType=Weapons
FriendlyName=Research Camera
bHidden=true
Entry=Pull and hold right trigger to take pictures.
Entry=\nUsed to take pictures of the various creatures of Rapture.
Entry=\nTaking enough pictures will give you various bonuses against the type of creature you're photographing.
Entry=\nThe Research Camera requires film, in the same way that weapons require ammunition.
EntryPC=Press <Mapping=Fire> to take pictures.
EntryPC=\nUsed to take pictures of the various creatures of Rapture.
EntryPC=\nTaking enough pictures will give you various bonuses against the type of creature you're photographing.
EntryPC=\nThe Research Camera requires film, in the same way that weapons require ammunition.


;;;;;;;;;;;;;;;;;;
;Ammo
;;;;;;;;;;;;;;;;;;
[Film]
TopicType=Ammo
FriendlyName=Film
bHidden=true
Entry=Film is "ammunition" for your Research Camera.  One unit of film allows you to take one research photo.

[FlameChemical]
TopicType=Ammo
FriendlyName=Napalm
bHidden=true
Entry=Napalm is the base ammunition for the chemical thrower.
Entry=\nNapalm is particularly effective against targets vulnerable to fire, and will set things on fire if continuously applied.

[FreezeChemical]
TopicType=Ammo
FriendlyName=Liquid Nitrogen
bHidden=true
Entry=Liquid Nitrogen is the advanced ammunition for the chemical thrower.
Entry=\nLiquid Nitrogen is particularly effective against targets vulnerable to cold, and will freeze creatures if continuously applied.

[IonicChemical]
TopicType=Ammo
FriendlyName=Electric Gel
bHidden=true
Entry=Electric Gel is the inventable ammunition for the chemical thrower.
Entry=\nElectric Gel deals electric damage to targets, and may send them into shocked convulsions.  It is also good for temporarily disabling machines.

[StandardBolt]
TopicType=Ammo
FriendlyName=Steel-Tip Bolt
bHidden=true
Entry=Steel-Tip Bolts are the base ammunition for the crossbow.
Entry=\nThese bolts fly true even at long ranges.

[SearingBolt]
TopicType=Ammo
FriendlyName=Incendiary Bolt
bHidden=true
Entry=Incendiary Bolts are the advanced ammunition for the crossbow.
Entry=\nThese bolts are particularly effective against targets vulnerable to fire.

[TrapBolt]
TopicType=Ammo
FriendlyName=Trap Bolt
bHidden=true
Entry=Trap Bolts are the Inventable ammunition for the crossbow.
Entry=\nThese ingenious bolts shoot out an electrified tripwire when fired into a wall.

[FragGrenade]
TopicType=Ammo
FriendlyName=Frag Grenade
bHidden=true
Entry=Frag Grenades are the base ammunition for the grenade launcher.
Entry=\nThese basic frag grenades are massively damaging, and have a significant blast radius.

[ProximityGrenade]
TopicType=Ammo
FriendlyName=Proximity Mine
bHidden=true
Entry=Proximity Mines are the advanced ammunition for the grenade launcher.
Entry=\nThese are effectively used as land-mines, staying primed and ready until an unwitting victim walks too close.

[RPG]
TopicType=Ammo
FriendlyName=Heat-seeking RPG
bHidden=true
Entry=Heat-seeking RPGs are the Inventable ammunition for the grenade launcher.
Entry=\nThese homing missiles are the perfect solution for moving targets, delivering a devastating payload even around corners!

[AntiPersonnelBullet]
TopicType=Ammo
FriendlyName=Anitpersonnel Pistol Rounds
bHidden=true
Entry=.38 caliber antipersonnel rounds are the Inventable ammunition for the pistol.
Entry=\nThese bullets are specially designed to neutralize non-armored targets -- like Splicers.

[ArmorPiercingBullet]
TopicType=Ammo
FriendlyName=Armor-piercing Pistol Rounds
bHidden=true
Entry=.38 caliber armor-piercing rounds are the advanced ammunition for the pistol.
Entry=\nThese bullets are particularly effective against metal or armored targets, like turrets, security bots and Big Daddies.

[StandardBullet]
TopicType=Ammo
FriendlyName=Pistol Rounds
bHidden=true
Entry=.38 caliber rounds are the base ammunition for the pistol.
Entry=\nThese bullets are a reliable way to deal moderate damage to almost anything.

[HighExplosiveBuckshot]
TopicType=Ammo
FriendlyName=Exploding Buck
bHidden=true
Entry=Exploding Buck is the Inventable ammunition for the shotgun.
Entry=\nThis powerful buckshot explodes on contact with a target, dealing extra damage to all targets and sometimes setting them on fire.

[IonicBuckshot]
TopicType=Ammo
FriendlyName=Electric Buck
bHidden=true
Entry=Electric Buck is the advanced ammunition for the shotgun.
Entry=\nElectric buckshot is particularly effective against targets vulnerable to electricity.

[StandardBuckshot]
TopicType=Ammo
FriendlyName=00 Buck
bHidden=true
Entry=00 Buck is the base ammunition for the shotgun.
Entry=\nThis basic buckshot for the shotgun provides a devastating blast at short range.

[MachineGunBullet]
TopicType=Ammo
FriendlyName=Machine Gun Rounds
bHidden=true
Entry=.45 caliber rounds are the base ammunition for the machine gun.
Entry=\nThese bullets will do the job you want, if the job is spraying death at your enemies.

[MachineGunFrozenBullet]
TopicType=Ammo
FriendlyName=Antipersonnel Auto Rounds
bHidden=true
Entry=.45 caliber antipersonnel rounds are the advanced ammunition for the machine gun.
Entry=\nThese bullets are specially designed to neutralize non-armored targets -- like Splicers.

[MachineGunArmorPiercingBullet]
TopicType=Ammo
FriendlyName=Armor-piercing Auto Rounds
bHidden=true
Entry=.45 caliber armor-piercing rounds are the Inventable ammunition for the machine gun.
Entry=\nThese bullets are particularly effective against metal or armored targets, like turrets, security bots and Big Daddies.






;;;;;;;;;;;;;;;;;;
;Security System
;;;;;;;;;;;;;;;;;;
[SecurityOverview]
TopicType=Security System
FriendlyName=Security System Overview
bHidden=false
Entry=When a Security Camera emits a bright cone of white light, it has caught a glimpse of you and is trying to focus on you. If you stay in its field of view for a few seconds it will see you clearly and sound an alarm.  If you duck out of sight before the light turns red, the camera will soon return to its unalerted state.
Entry=\nWhile the alarm is on, Security Bots will seek you out and try to kill you.  Alarms typically last for a while, but can be manually turned off at a Security Shutdown Panel.  If you shut off the system at a Shutdown Panel the bots go dormant and can then be hacked.  When the alarm ends, any active Security Bots fly away.
Entry=\nCameras can be destroyed with your weapons. Armor-Piercing or Electrical attacks are most effective.  The Security Bullseye Plasmid can turn Security Cameras to your advantage, so you may want to think twice about destroying them!
Entry=\nSecurity systems are localized within relatively small regions.

[SecurityCamera]
TopicType=Security System
FriendlyName=Security Camera
bHidden=false
Entry=Security Cameras are the eyes of the security system.  If you are spotted by a Security Camera and stay in its field of vision for a few seconds, it will sound an alarm and summon Security Bots to attack.
Entry=\nIf you successfully hack a Security Camera, it will ignore you and start looking for enemies.  If an enemy stays in its field of vision for long enough, the alarm will sound and Security Bots will come to attack it!

[SecurityBot]
TopicType=Security System
FriendlyName=Security Bots
bHidden=false
Entry=Security Bots are the muscle of the security system.  When an alarm sounds they will go to the location where the camera last saw you.  You can hide from them, but cameras will tell them where you are if you are seen again during an active alarm.
Entry=\nIf you cancel an alarm early with a Security Shutdown Panel, the bot is instantly shut down and goes into a dormant state.
Entry=\nWhen dormant, bots can be hacked.  If you successfully hack a dormant Security Bot, it will reactivate and follow you around, helping fight your enemies.
Entry=\nHacked Security Bots will not attack your enemies unprovoked, but will join in attacking any target you yourself have attacked.

[Turret]
TopicType=Security System
FriendlyName=Turrets
bHidden=false
Entry=Security turrets are gun emplacements that protect areas of Rapture.  They will attack you on sight regardless of whether a security alarm is sounding.
Entry=\nTurrets can be hacked when they are unaware of you, or when Shocked or Frozen.  When you successfully hack a turret, it will thereafter ignore you and attack your enemies instead.

[HackingSecurity]
TopicType=Security System
FriendlyName=Hacking Security
bHidden=false
Entry=\nHacking a Security Camera or a Turret makes it react to other creatures as intruders.  It will no longer care about you.
Entry=\nHacking a Security Bot makes it an ally, which will then follow you around and attack your enemies.L o o t T a b l e s . i n i   ”« [ShockGame.TableList]
;list of Loot Tables
TableName=TestTableA
TableName=TestTableB
TableName=TestTableC
TableName=TestTableD
TableName=VisionDemoAggressorSubTableA
TableName=VisionDemoAggressorSubTableB
TableName=VisionDemoAggressorSubTableC
TableName=VisionDemoAggressorSubTableD
TableName=VisionDemoBouncerSubTableA
TableName=VisionDemoBouncerSubTableB
TableName=VisionDemoBouncerSubTableC
TableName=VisionDemoGatherer
TableName=VisionDemoSecurityBot
TableName=VisionDemoContainer1
TableName=VisionDemoContainer2

Tablename=Deck1MeleeThugA
Tablename=Deck1MeleeThugB
Tablename=Deck1MeleeThugC
Tablename=Deck1RangedAggressorA
Tablename=Deck1RangedAggressorB
Tablename=Deck1RangedAggressorC
Tablename=Deck1GrenadeTosserA
Tablename=Deck1GrenadeTosserB
Tablename=Deck1GrenadeTosserC
Tablename=Deck1BouncerA
Tablename=Deck1BouncerB
TableName=Deck1GathererA
TableName=Deck1GathererB
TableName=Deck1TurretA
TableName=Deck1TurretB
TableName=Deck1TurretC
TableName=Deck1MinigunTurretA
TableName=Deck1MinigunTurretB
TableName=Deck1MinigunTurretC
TableName=Deck1FlameTurretA
TableName=Deck1FlameTurretB
TableName=Deck1FlameTurretC
TableName=Deck1RPGTurretA
TableName=Deck1RPGTurretB
TableName=Deck1RPGTurretC
TableName=Deck1SecurityBotA
TableName=Deck1SecurityBotB
TableName=Deck1CameraA
TableName=Deck1CameraB
TableName=Deck1CraftingComponents

Tablename=Deck2RangedAggressorA
Tablename=Deck2RangedAggressorB
Tablename=Deck2RangedAggressorC
Tablename=Deck2GrenadeTosserA
Tablename=Deck2GrenadeTosserB
Tablename=Deck2GrenadeTosserC
TableName=Deck2CeilingCrawlerA
TableName=Deck2CeilingCrawlerB
TableName=Deck2CeilingCrawlerC
Tablename=Deck2RosieA
Tablename=Deck2RosieB
TableName=Deck2GathererA
TableName=Deck2GathererB
TableName=Deck2TurretA
TableName=Deck2TurretB
TableName=Deck2TurretC
TableName=Deck2MinigunTurretA
TableName=Deck2MinigunTurretB
TableName=Deck2MinigunTurretC
TableName=Deck2FlameTurretA
TableName=Deck2FlameTurretB
TableName=Deck2FlameTurretC
TableName=Deck2RPGTurretA
TableName=Deck2RPGTurretB
TableName=Deck2RPGTurretC
TableName=Deck2SecurityBotA
TableName=Deck2SecurityBotB
TableName=Deck2CameraA
TableName=Deck2CameraB
TableName=Deck2CraftingComponents

TableName=Deck3AssassinA
TableName=Deck3AssassinB
TableName=Deck3AssassinC
TableName=Deck3MeleeThugA
TableName=Deck3MeleeThugB
TableName=Deck3MeleeThugC
TableName=Deck3RangedAggressorA
TableName=Deck3RangedAggressorB
TableName=Deck3RangedAggressorC
Tablename=Deck3RosieA
Tablename=Deck3RosieB
TableName=Deck3GathererA
TableName=Deck3GathererB
TableName=Deck3TurretA
TableName=Deck3TurretB
TableName=Deck3TurretC
TableName=Deck3MinigunTurretA
TableName=Deck3MinigunTurretB
TableName=Deck3MinigunTurretC
TableName=Deck3FlameTurretA
TableName=Deck3FlameTurretB
TableName=Deck3FlameTurretC
TableName=Deck3RPGTurretA
TableName=Deck3RPGTurretB
TableName=Deck3RPGTurretC
TableName=Deck3SecurityBotA
TableName=Deck3SecurityBotB
TableName=Deck3CameraA
TableName=Deck3CameraB
TableName=Deck3CraftingComponents

TableName=Deck3GenericLoot

TableName=Deck4CeilingCrawlerA
TableName=Deck4CeilingCrawlerB
TableName=Deck4CeilingCrawlerC
TableName=Deck4CeilingCrawlerCustomA
TableName=Deck4CeilingCrawlerCustomB
TableName=Deck4CeilingCrawlerCustomC
Tablename=Deck4GrenadeTosserA
Tablename=Deck4GrenadeTosserB
Tablename=Deck4GrenadeTosserC
TableName=Deck4AssassinA
TableName=Deck4AssassinB
TableName=Deck4AssassinC
TableName=Deck4MeleeThugA
TableName=Deck4MeleeThugB
TableName=Deck4MeleeThugC
TableName=Deck4MeleeThugCustomA
TableName=Deck4MeleeThugCustomB
TableName=Deck4MeleeThugCustomC
Tablename=Deck4BouncerA
Tablename=Deck4BouncerB
TableName=Deck4GathererA
TableName=Deck4GathererB
TableName=Deck4TurretA
TableName=Deck4TurretB
TableName=Deck4TurretC
TableName=Deck4MinigunTurretA
TableName=Deck4MinigunTurretB
TableName=Deck4MinigunTurretC
TableName=Deck4FlameTurretA
TableName=Deck4FlameTurretB
TableName=Deck4FlameTurretC
TableName=Deck4RPGTurretA
TableName=Deck4RPGTurretB
TableName=Deck4RPGTurretC
TableName=Deck4SecurityBotA
TableName=Deck4SecurityBotB
TableName=Deck4CameraA
TableName=Deck4CameraB
TableName=Deck4ArtistTableA
TableName=Deck4ArtistTableB
TableName=Deck4CraftingComponents

TableName=Deck5RangedAggressorA
TableName=Deck5RangedAggressorB
TableName=Deck5RangedAggressorC
TableName=Deck5AssassinA
TableName=Deck5AssassinB
TableName=Deck5AssassinC
TableName=Deck5CeilingCrawlerA
TableName=Deck5CeilingCrawlerB
TableName=Deck5CeilingCrawlerC
TableName=Deck5MeleeThugA
TableName=Deck5MeleeThugB
TableName=Deck5MeleeThugC
TableName=Deck5BouncerA
TableName=Deck5BouncerB
TableName=Deck5GathererA
TableName=Deck5GathererB
TableName=Deck5TurretA
TableName=Deck5TurretB
TableName=Deck5TurretC
TableName=Deck5MinigunTurretA
TableName=Deck5MinigunTurretB
TableName=Deck5MinigunTurretC
TableName=Deck5FlameTurretA
TableName=Deck5FlameTurretB
TableName=Deck5FlameTurretC
TableName=Deck5RPGTurretA
TableName=Deck5RPGTurretB
TableName=Deck5RPGTurretC
TableName=Deck5SecurityBotA
TableName=Deck5SecurityBotB
TableName=Deck5CameraA
TableName=Deck5CameraB
TableName=Deck5CraftingComponents

TableName=Deck6MeleeThugA
TableName=Deck6MeleeThugB
TableName=Deck6MeleeThugC
Tablename=Deck6GrenadeTosserA
Tablename=Deck6GrenadeTosserB
Tablename=Deck6GrenadeTosserC
TableName=Deck6RangedAggressorA
TableName=Deck6RangedAggressorB
TableName=Deck6RangedAggressorC
TableName=Deck6RosieA
TableName=Deck6RosieB
TableName=Deck6GathererA
TableName=Deck6GathererB
TableName=Deck6TurretA
TableName=Deck6TurretB
TableName=Deck6TurretC
TableName=Deck6MinigunTurretA
TableName=Deck6MinigunTurretB
TableName=Deck6MinigunTurretC
TableName=Deck6FlameTurretA
TableName=Deck6FlameTurretB
TableName=Deck6FlameTurretC
TableName=Deck6RPGTurretA
TableName=Deck6RPGTurretB
TableName=Deck6RPGTurretC
TableName=Deck6SecurityBotA
TableName=Deck6SecurityBotB
TableName=Deck6CameraA
TableName=Deck6CameraB
TableName=Deck6CraftingComponents

TableName=Deck7RangedAggressorA
TableName=Deck7RangedAggressorB
TableName=Deck7RangedAggressorC
TableName=Deck7AssassinA
TableName=Deck7AssassinB
TableName=Deck7AssassinC
TableName=Deck7CeilingCrawlerA
TableName=Deck7CeilingCrawlerB
TableName=Deck7CeilingCrawlerC
TableName=Deck7MeleeThugA
TableName=Deck7MeleeThugB
TableName=Deck7MeleeThugC
Tablename=Deck7RosieA
Tablename=Deck7RosieB
TableName=Deck7GathererA
TableName=Deck7GathererB
TableName=Deck7PlayerEscortedGatherer
TableName=Deck7TurretA
TableName=Deck7TurretB
TableName=Deck7TurretC
TableName=Deck7MinigunTurretA
TableName=Deck7MinigunTurretB
TableName=Deck7MinigunTurretC
TableName=Deck7FlameTurretA
TableName=Deck7FlameTurretB
TableName=Deck7FlameTurretC
TableName=Deck7RPGTurretA
TableName=Deck7RPGTurretB
TableName=Deck7RPGTurretC
TableName=Deck7SecurityBotA
TableName=Deck7SecurityBotB
TableName=Deck7CameraA
TableName=Deck7CameraB
TableName=Deck7Atlas
TableName=Deck7CraftingComponents


TableName=GathererResearched
TableName=SecurityBotResearched
TableName=RosieResearched

TableName=MeleeThugPipe
TableName=RosieRailgun
TableName=RangedAggressorPistol
TableName=RangedAggressorMachineGun
TableName=GrenadierBox


;list of Vending Loot Tables
VendingTableName=TestGrowthTableA
VendingTableName=TestVendingTableA
VendingTableName=TestVendingTableB
VendingTableName=DeckOneBulletsOnlyVendingTable
VendingTableName=DeckOneVendingTable1
VendingTableName=DeckOneVendingTable2
VendingTableName=DeckOneVendingTable3
VendingTableName=DeckTwoVendingTable1
VendingTableName=DeckTwoVendingTable2
VendingTableName=DeckTwoVendingTable3
VendingTableName=DeckTwoVendingTable4
VendingTableName=DeckTwoVendingTable5
VendingTableName=DeckThreeVendingTable1
VendingTableName=DeckThreeVendingTable2
VendingTableName=DeckThreeVendingTable3
VendingTableName=DeckThreeVendingTable4
VendingTableName=DeckThreeVendingTable5
VendingTableName=DeckFourVendingTable1
VendingTableName=DeckFourVendingTable2
VendingTableName=DeckFourVendingTable3
VendingTableName=DeckFourVendingTable4
VendingTableName=DeckFourTheaterVending
VendingTableName=DeckFiveVendingTable1
VendingTableName=DeckFiveVendingTable2
VendingTableName=DeckFiveVendingTable3
VendingTableName=DeckFiveVendingTable4
VendingTableName=DeckSixVendingTable1
VendingTableName=DeckSixVendingTable2
VendingTableName=DeckSixVendingTable3
VendingTableName=DeckSixVendingTable4
VendingTableName=DeckSevenVendingTable1
VendingTableName=DeckSevenVendingTable2
VendingTableName=DeckSevenVendingTable3
VendingTableName=DeckSevenVendingTable4
VendingTableName=AtlasVendingTable
VendingTableName=DeckOneShotgunVendingTable
VendingTableName=DeckOneBerserkOnlyGrowthTable
VendingTableName=DeckOneGrowthTable
VendingTableName=DeckTwoGrowthTable
VendingTableName=DeckThreeGrowthTable
VendingTableName=MarketGrowthTable
VendingTableName=DeckFourGrowthTable
VendingTableName=DeckFiveGrowthTable
VendingTableName=DeckSixGrowthTable
VendingTableName=DeckSevenGrowthTable
VendingTableName=AtlasGrowthTable
VendingTableName=DeckOneBanditoTable
VendingTableName=DeckTwoBanditoTable
VendingTableName=DeckThreeBanditoTable
VendingTableName=DeckFourBanditoTable
VendingTableName=DeckFiveBanditoTable
VendingTableName=DeckSixBanditoTable
VendingTableName=DeckSevenBanditoTable
VendingTableName=PeachVendingTable
VendingTableName=SlumsGrowthTable

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Loot Tables
;
; Note: LootSpec should be defined as follows:
;
; LootSpec=(Chance=<chance>,[ItemClass=<item>,MinStackSize=<minSize>,MaxStackSize=<maxSize>]|[TableName=<otherTable>])
;
;    <chance>=Chance of this loot spec being chosen
;
;    <item>=Class of the item specified
;    <minSize>=Minimum range of this item
;    <maxSize>=Maximum range of this item
;
;    <tableName>=Name of the other table to roll if this spec is rolled
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TestTableA]
LootSpec=(Chance=50,ItemClass=class'ShockGame.Credits',MinStackSize=30,MaxStackSize=50)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Battery',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=20,ItemClass=class'ShockGame.AutoHack',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=20,TableName=TestTableD)

[TestTableB]
LootSpec=(Chance=20,ItemClass=class'ShockGame.AutoHack',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=80,TableName=TestTableD)

[TestTableC]
LootSpec=(Chance=50,ItemClass=class'ShockGame.Credits',MinStackSize=10,MaxStackSize=30)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Battery',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=20,ItemClass=class'ShockGame.AutoHack',MinStackSize=1,MaxStackSize=2)

[TestTableD]
LootSpec=(Chance=90,ItemClass=class'ShockGame.Credits',MinStackSize=10,MaxStackSize=50)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Credits',MinStackSize=50,MaxStackSize=100)



;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                         ;
; Vision Demo Loot Tables ;
;                         ;  
;;;;;;;;;;;;;;;;;;;;;;;;;;;


[VisionDemoAggressorSubTableA]
LootSpec=(Chance=32,ItemClass=None)
LootSpec=(Chance=14,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=8,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=6,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=4,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=8,ItemClass=class'ShockGame.GrenadeLauncher_LiquidNitrogen',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=8,ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',MinStackSize=2,MaxStackSize=2)


[VisionDemoAggressorSubTableB]
LootSpec=(Chance=50,TableName=VisionDemoAggressorSubTableC)
LootSpec=(Chance=50,TableName=VisionDemoAggressorSubTableD)


[VisionDemoAggressorSubTableC]
LootSpec=(Chance=20,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10,ItemClass=class'ShockGame.GrenadeLauncher_LiquidNitrogen',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=5,ItemClass=class'ShockGame.GrenadeLauncher_LiquidNitrogen',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=10,ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=5,ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=40,ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10,ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)

[VisionDemoAggressorSubTableD]
LootSpec=(Chance=20,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=40,ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15,ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15,ItemClass=class'ShockGame.Credits',MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Credits',MinStackSize=10,MaxStackSize=10)


[VisionDemoBouncerSubTableA]
LootSpec=(Chance=15,ItemClass=None)
LootSpec=(Chance=20,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=20,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=13,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=8,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=4,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=3,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=2,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=15,ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)

[VisionDemoBouncerSubTableB]
LootSpec=(Chance=10,ItemClass=None)
LootSpec=(Chance=30,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8,ItemClass=class'ShockGame.GrenadeLauncher_LiquidNitrogen',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=2,ItemClass=class'ShockGame.GrenadeLauncher_LiquidNitrogen',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=8,ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=2,ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=30,ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10,ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)

[VisionDemoBouncerSubTableC]
LootSpec=(Chance=10,ItemClass=None)
LootSpec=(Chance=40,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15,ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10,ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15,ItemClass=class'ShockGame.Credits',MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Credits',MinStackSize=10,MaxStackSize=10)

[VisionDemoGatherer]
LootSpec=(Chance=40,ItemClass=class'ShockGame.Credits',MinStackSize=5,MaxStackSize=15)
LootSpec=(Chance=30,ItemClass=class'ShockGame.Credits',MinStackSize=10,MaxStackSize=20)
LootSpec=(Chance=20,ItemClass=class'ShockGame.Credits',MinStackSize=15,MaxStackSize=30)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Credits',MinStackSize=20,MaxStackSize=50)

[VisionDemoSecurityBot]
LootSpec=(Chance=50,ItemClass=None)
LootSpec=(Chance=25,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=25,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=1,MaxStackSize=1)

[VisionDemoContainer1]
LootSpec=(Chance=10,ItemClass=None)
LootSpec=(Chance=20,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=20,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=10,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=5,ItemClass=class'ShockGame.GrenadeLauncher_LiquidNitrogen',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=5,ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',MinStackSize=2,MaxStackSize=2)
LootSpec=(Chance=10,ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5,ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5,ItemClass=class'ShockGame.Credits',MinStackSize=5,MaxStackSize=5)


[VisionDemoContainer2]
LootSpec=(Chance=10,ItemClass=None)
LootSpec=(Chance=38,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=38,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=2,ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=10,MaxStackSize=12)
LootSpec=(Chance=2,ItemClass=class'ShockGame.Pistol_AntiPersonnel',MinStackSize=10,MaxStackSize=12)
LootSpec=(Chance=2,ItemClass=class'ShockGame.GrenadeLauncher_LiquidNitrogen',MinStackSize=6,MaxStackSize=6)
LootSpec=(Chance=2,ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',MinStackSize=6,MaxStackSize=6)
LootSpec=(Chance=2,ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=2,ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=3,MaxStackSize=3)
LootSpec=(Chance=2,ItemClass=class'ShockGame.Credits',MinStackSize=15,MaxStackSize=15)







;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                         ;
; Deck 1 Loot Tables      ;
;                         ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Deck1MeleeThugA]
LootSpec=(Chance=40, ItemClass=None)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=3)

[Deck1MeleeThugB]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=6)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=7, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=6)
LootSpec=(Chance=3, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=3, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)

[Deck1MeleeThugC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=2,MaxStackSize=6)


[Deck1RangedAggressorA]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=3)

[Deck1RangedAggressorB]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=5,MaxStackSize=12)
LootSpec=(Chance=12, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=6)
LootSpec=(Chance=7, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=6)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)

[Deck1RangedAggressorC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=7)


[Deck1GrenadeTosserA]
LootSpec=(Chance=10, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=3)

[Deck1GrenadeTosserB]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=80, ItemClass=class'ShockGame.Credits',MinStackSize=10,MaxStackSize=25)
;LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=2,MaxStackSize=6)
;LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=3, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=5)
;LootSpec=(Chance=15, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=2,MaxStackSize=6)
;LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=25, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=3)

[Deck1GrenadeTosserC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=7)


[Deck1BouncerA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Credits',MinStackSize=80,MaxStackSize=120)
;LootSpec=(Chance=35, ItemClass=class'ShockGame.Credits',MinStackSize=125,MaxStackSize=175)
;LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=150,MaxStackSize=200)


[Deck1BouncerB]
LootSpec=(Chance=1, ItemClass=None)
LootSpec=(Chance=500000, ItemClass=class'ShockDesignerClasses.R-34', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=3,MaxStackSize=4)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=3,MaxStackSize=4)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=5,MaxStackSize=8)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=5,MaxStackSize=8)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=5,MaxStackSize=8)


[Deck1GathererA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.ADAM',MinStackSize=160,MaxStackSize=160)


[Deck1GathererB]
LootSpec=(Chance=100, ItemClass=None)


[Deck1MinigunTurretA]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=4)

[Deck1MinigunTurretB]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck1MinigunTurretC]
LootSpec=(Chance=83, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)

[Deck1FlameTurretA]
LootSpec=(Chance=50, ItemClass=None)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck1FlameTurretB]
LootSpec=(Chance=50, ItemClass=None)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck1FlameTurretC]
LootSpec=(Chance=80, ItemClass=None)
LootSpec=(Chance=20, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=30,MaxStackSize=80)

[Deck1RPGTurretA]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)

[Deck1RPGTurretB]
LootSpec=(Chance=79, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=2)


[Deck1RPGTurretC]
LootSpec=(Chance=77, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=23, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=0,MaxStackSize=2)

[Deck1SecurityBotA]
LootSpec=(Chance=40,ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=3,MaxStackSize=6)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_ArmorPiercing', MinStackSize=3,MaxStackSize=6)

[Deck1SecurityBotB]
LootSpec=(Chance=83, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)


;[Deck1CameraB]
;LootSpec=(Chance=100, ItemClass=class'ShockGame.Film', MinStackSize=2,MaxStackSize=8)

[Deck1CameraA]
LootSpec=(Chance=86, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)

[Deck1CraftingComponents]
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=14, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                         ;
; Deck 2 Loot Tables      ;
;                         ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Deck2RangedAggressorA]
LootSpec=(Chance=40, ItemClass=None)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=3)

[Deck2RangedAggressorB]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=12, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=6)
LootSpec=(Chance=7, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=6)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)

[Deck2RangedAggressorC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=7)


[Deck2CeilingCrawlerA]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=3)

[Deck2CeilingCrawlerB]
LootSpec=(Chance=30, ItemClass=class'ShockGame.CeilingCrawlerOrgan', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=15,MaxStackSize=30)
LootSpec=(Chance=6, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=6)
LootSpec=(Chance=3, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=6)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=8, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=3, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=10,MaxStackSize=20)

[Deck2CeilingCrawlerC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=7)


[Deck2GrenadeTosserA]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=3)

[Deck2GrenadeTosserB]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockGame.Credits',MinStackSize=4,MaxStackSize=10)
;LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=2,MaxStackSize=6)
;LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=3, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=5)
;LootSpec=(Chance=15, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=2,MaxStackSize=6)
;LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=25, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=0,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=0,MaxStackSize=3)

[Deck2GrenadeTosserC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=7)



[Deck2RosieA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Credits',MinStackSize=60,MaxStackSize=80)
;LootSpec=(Chance=35, ItemClass=class'ShockGame.Credits',MinStackSize=145,MaxStackSize=195)
;LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=170,MaxStackSize=220)


[Deck2RosieB]
LootSpec=(Chance=1, ItemClass=None)
LootSpec=(Chance=500000, ItemClass=class'ShockDesignerClasses.R-34', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=3,MaxStackSize=4)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=3,MaxStackSize=4)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=5,MaxStackSize=8)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=5,MaxStackSize=8)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=5,MaxStackSize=8)


[Deck2GathererA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.ADAM',MinStackSize=160,MaxStackSize=160)


[Deck2GathererB]
LootSpec=(Chance=100, ItemClass=None)

[Deck2MinigunTurretA]
LootSpec=(Chance=40, ItemClass=None)
LootSpec=(Chance=60, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck2MinigunTurretB]
LootSpec=(Chance=40, ItemClass=None)
LootSpec=(Chance=60, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck2MinigunTurretC]
LootSpec=(Chance=83, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)


[Deck2FlameTurretA]
LootSpec=(Chance=50, ItemClass=None)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck2FlameTurretB]
LootSpec=(Chance=50, ItemClass=None)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck2FlameTurretC]
LootSpec=(Chance=40, ItemClass=None)
LootSpec=(Chance=60, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=30,MaxStackSize=80)

[Deck2RPGTurretA]
LootSpec=(Chance=40, ItemClass=None)
LootSpec=(Chance=60, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)

[Deck2RPGTurretB]
LootSpec=(Chance=79, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=2)

[Deck2RPGTurretC]
LootSpec=(Chance=90, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=0,MaxStackSize=2)


[Deck2SecurityBotA]
LootSpec=(Chance=25, ItemClass=None)
LootSpec=(Chance=75, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck2SecurityBotB]
LootSpec=(Chance=83, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=3)


[Deck2CameraA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Film', MinStackSize=1,MaxStackSize=3)

[Deck2CameraB]
LootSpec=(Chance=86, ItemClass=None)
;LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)

[Deck2CraftingComponents]
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=14, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)







;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                         ;
; Deck 3 Loot Tables      ;
;                         ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Deck3MeleeThugA]
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck3MeleeThugB]
LootSpec=(Chance=28, ItemClass=None)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=4,MaxStackSize=10)
LootSpec=(Chance=6, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=6, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=6, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=2, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=6, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=2, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=10,MaxStackSize=20)

[Deck3MeleeThugC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)


[Deck3AssassinA]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck3AssassinB]
LootSpec=(Chance=22, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=12,MaxStackSize=30)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=2, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=2, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=10,MaxStackSize=20)

[Deck3AssassinC]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=6)
LootSpec=(Chance=90000, ItemClass=class'ShockDesignerClasses.ChlorophyllSolutionComponent', MinStackSize=1,MaxStackSize=1)



[Deck3RangedAggressorA]
LootSpec=(Chance=4, ItemClass=None)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)


[Deck3RangedAggressorB]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=6,MaxStackSize=16)
LootSpec=(Chance=11, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=6)
LootSpec=(Chance=7, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=4)


[Deck3RangedAggressorC]
LootSpec=(Chance=16, ItemClass=None)
LootSpec=(Chance=4, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=30, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=5)
LootSpec=(Chance=35, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)



[Deck3RosieA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Credits',MinStackSize=70,MaxStackSize=90)
;LootSpec=(Chance=35, ItemClass=class'ShockGame.Credits',MinStackSize=190,MaxStackSize=290)
;LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=240,MaxStackSize=340)


[Deck3RosieB]
LootSpec=(Chance=3, ItemClass=None)
LootSpec=(Chance=50000000, ItemClass=class'ShockDesignerClasses.R-34', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=3,MaxStackSize=4)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=3,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=5,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=5,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=5,MaxStackSize=8)


[Deck3GathererA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.ADAM',MinStackSize=160,MaxStackSize=160)


[Deck3GathererB]
LootSpec=(Chance=100, ItemClass=None)


[Deck3SecurityBotA]
LootSpec=(Chance=25, ItemClass=None)
LootSpec=(Chance=75, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck3SecurityBotB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)


[Deck3MinigunTurretA]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck3MinigunTurretB]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck3MinigunTurretC]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck3FlameTurretA]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck3FlameTurretB]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck3FlameTurretC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=30,MaxStackSize=80)

[Deck3RPGTurretA]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)

[Deck3RPGTurretB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck3RPGTurretC]
LootSpec=(Chance=58, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)


[Deck3CameraA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Film', MinStackSize=2,MaxStackSize=8)

[Deck3CameraB]
LootSpec=(Chance=86, ItemClass=None)
LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)

[Deck3CraftingComponents]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=16, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=14, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)


;Useful for containers and bodies
[Deck3GenericLoot]
LootSpec=(Chance=50,ItemClass=None)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.MedHypo', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.MedHypo', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BioAmmoHypo', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BioAmmoHypo', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=3,MaxStackSize=8)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_AntiPersonnel', MinStackSize=3,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_TrapBolt', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_TrapBolt', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_LiquidNitrogen', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_HighExplosiveBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=100,MaxStackSize=150)
LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=100,MaxStackSize=150)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_IonicGel', MinStackSize=100,MaxStackSize=150)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Film', MinStackSize=12,MaxStackSize=18)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Credits', MinStackSize=2,MaxStackSize=5)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Credits', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.Powerbar', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockGame.Film', MinStackSize=12,MaxStackSize=18)
LootSpec=(Chance=2, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)



;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                         ;
; Deck 4 Loot Tables      ;
;                         ;  
;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Deck4ArtistTableA]
LootSpec=(Chance=100, ItemClass=class'ShockDesignerClasses.ArtistKey', MinStackSize=1,MaxStackSize=1)

[Deck4ArtistTableB]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Credits',MinStackSize=14,MaxStackSize=14)

[Deck4MeleeThugA]
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck4MeleeThugB]
LootSpec=(Chance=28, ItemClass=None)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=6, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=6, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=2, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=6, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=2, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=6, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=2, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=15,MaxStackSize=25)

[Deck4MeleeThugC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)

[Deck4MeleeThugCustomA]
LootSpec=(Chance=34, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=33, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=33, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)

[Deck4MeleeThugCustomB]
LootSpec=(Chance=75, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)


[Deck4MeleeThugCustomC]
LootSpec=(Chance=75, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=3)


[Deck4CeilingCrawlerA]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck4CeilingCrawlerB]
LootSpec=(Chance=14, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=1, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=15,MaxStackSize=25)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt', MinStackSize=1,MaxStackSize=4)

[Deck4CeilingCrawlerC]
LootSpec=(Chance=10, ItemClass=None)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Film', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Powerbar', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Credits',MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=15)
LootSpec=(Chance=25, ItemClass=class'ShockGame.CeilingCrawlerOrgan', MinStackSize=1,MaxStackSize=1)

[Deck4CeilingCrawlerCustomA]
LootSpec=(Chance=34, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=33, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=33, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)

[Deck4CeilingCrawlerCustomB]
LootSpec=(Chance=60, ItemClass=None)
LootSpec=(Chance=40, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)


[Deck4CeilingCrawlerCustomC]
LootSpec=(Chance=60, ItemClass=None)
LootSpec=(Chance=40, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=3)


[Deck4GrenadeTosserA]
LootSpec=(Chance=23, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=23, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck4GrenadeTosserB]
LootSpec=(Chance=15, ItemClass=None)
LootSpec=(Chance=85, ItemClass=class'ShockGame.Credits',MinStackSize=18,MaxStackSize=36)
;LootSpec=(Chance=15, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=3)
;LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=4,MaxStackSize=5)
;LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)

[Deck4GrenadeTosserC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=5)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)



[Deck4AssassinA]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck4AssassinB]
LootSpec=(Chance=14, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=4,MaxStackSize=12)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=1, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=15,MaxStackSize=25)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt', MinStackSize=1,MaxStackSize=4)

[Deck4AssassinC]
LootSpec=(Chance=15, ItemClass=None)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=6)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Powerbar', MinStackSize=1,MaxStackSize=1)


[Deck4BouncerA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Credits',MinStackSize=80,MaxStackSize=100)
;LootSpec=(Chance=35, ItemClass=class'ShockGame.Credits',MinStackSize=210,MaxStackSize=310)
;LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=260,MaxStackSize=360)


[Deck4BouncerB]
LootSpec=(Chance=50000000, ItemClass=class'ShockDesignerClasses.R-34', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=3, ItemClass=None)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=3,MaxStackSize=4)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=3,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=5,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=5,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=5,MaxStackSize=8)


[Deck4GathererA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.ADAM',MinStackSize=160,MaxStackSize=160)


[Deck4GathererB]
LootSpec=(Chance=100, ItemClass=None)


[Deck4SecurityBotA]
LootSpec=(Chance=25, ItemClass=None)
LootSpec=(Chance=75, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck4SecurityBotB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)


[Deck4MinigunTurretA]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck4MinigunTurretB]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck4MinigunTurretC]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck4FlameTurretA]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck4FlameTurretB]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck4FlameTurretC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=30,MaxStackSize=80)

[Deck4RPGTurretA]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)

[Deck4RPGTurretB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck4RPGTurretC]
LootSpec=(Chance=58, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)


[Deck4CameraA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Film', MinStackSize=2,MaxStackSize=8)

[Deck4CameraB]
LootSpec=(Chance=86, ItemClass=None)
LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)

[Deck4CraftingComponents]
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)




;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                         ;
; Deck 5 Loot Tables      ;
;                         ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;


[Deck5RangedAggressorA]
LootSpec=(Chance=23, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=23, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck5RangedAggressorB]
LootSpec=(Chance=16, ItemClass=None)
LootSpec=(Chance=70, ItemClass=class'ShockGame.Credits',MinStackSize=18,MaxStackSize=38)
LootSpec=(Chance=8, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=4, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=2, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=15,MaxStackSize=30)


[Deck5RangedAggressorC]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=6)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)



[Deck5MeleeThugA]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck5MeleeThugB]
LootSpec=(Chance=14, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=8,MaxStackSize=16)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=1, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=15,MaxStackSize=30)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt', MinStackSize=1,MaxStackSize=4)

[Deck5MeleeThugC]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=6)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)

[Deck5AssassinA]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck5AssassinB]
LootSpec=(Chance=14, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=8,MaxStackSize=16)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=1, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=15,MaxStackSize=30)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt', MinStackSize=1,MaxStackSize=4)

[Deck5AssassinC]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=6)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)


[Deck5CeilingCrawlerA]
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=7,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=7, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=18, ItemClass=class'ShockGame.CeilingCrawlerOrgan', MinStackSize=1,MaxStackSize=1)

[Deck5CeilingCrawlerB]
LootSpec=(Chance=14, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=1,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=1,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=1, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=15,MaxStackSize=30)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt', MinStackSize=1,MaxStackSize=4)

[Deck5CeilingCrawlerC]
LootSpec=(Chance=20, ItemClass=class'ShockGame.CeilingCrawlerOrgan', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockGame.Film', MinStackSize=12,MaxStackSize=18)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Powerbar', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=6)


[Deck5BouncerA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Credits',MinStackSize=90,MaxStackSize=110)
;LootSpec=(Chance=35, ItemClass=class'ShockGame.Credits',MinStackSize=230,MaxStackSize=330)
;LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=280,MaxStackSize=380)

[Deck5BouncerB]
LootSpec=(Chance=1, ItemClass=None)
;LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_ArmorPiercing', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=500000, ItemClass=class'ShockDesignerClasses.R-34', MinStackSize=1,MaxStackSize=1)

[Deck5GathererA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.ADAM',MinStackSize=160,MaxStackSize=160)


[Deck5GathererB]
LootSpec=(Chance=100, ItemClass=None)


[Deck5SecurityBotA]
LootSpec=(Chance=25, ItemClass=None)
LootSpec=(Chance=75, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck5SecurityBotB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)


[Deck5MinigunTurretA]
LootSpec=(Chance=25, ItemClass=None)
LootSpec=(Chance=75, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck5MinigunTurretB]
LootSpec=(Chance=25, ItemClass=None)
LootSpec=(Chance=75, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck5MinigunTurretC]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck5FlameTurretA]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck5FlameTurretB]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck5FlameTurretC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=30,MaxStackSize=80)

[Deck5RPGTurretA]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)

[Deck5RPGTurretB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck5RPGTurretC]
LootSpec=(Chance=58, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)

[Deck5CameraA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Film', MinStackSize=2,MaxStackSize=8)

[Deck5CameraB]
LootSpec=(Chance=86, ItemClass=None)
LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)

[Deck5CraftingComponents]
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)




;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                         ;
; Deck 6 Loot Tables      ;
;                         ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;


[Deck6GrenadeTosserA]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck6GrenadeTosserB]
LootSpec=(Chance=10, ItemClass=None)
LootSpec=(Chance=70, ItemClass=class'ShockGame.Credits',MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=15, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=4,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=1,MaxStackSize=2)

[Deck6GrenadeTosserC]
LootSpec=(Chance=5, ItemClass=None)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Film', MinStackSize=12,MaxStackSize=18)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=6)
LootSpec=(Chance=15, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=15, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Powerbar', MinStackSize=1,MaxStackSize=1)

[Deck6RangedAggressorA]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck6RangedAggressorB]
LootSpec=(Chance=16, ItemClass=None)
LootSpec=(Chance=70, ItemClass=class'ShockGame.Credits',MinStackSize=8,MaxStackSize=16)
LootSpec=(Chance=8, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=4, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=2, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=20,MaxStackSize=30)

[Deck6RangedAggressorC]
LootSpec=(Chance=15, ItemClass=None)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Credits',MinStackSize=3,MaxStackSize=6)
LootSpec=(Chance=15, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=15, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Powerbar', MinStackSize=1,MaxStackSize=1)

[Deck6MeleeThugA]
LootSpec=(Chance=23, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=23, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck6MeleeThugB]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=4,MaxStackSize=10)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=3,MaxStackSize=8)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt', MinStackSize=2,MaxStackSize=6)

[Deck6MeleeThugC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=35, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=15, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)

[Deck6RosieA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Credits',MinStackSize=100,MaxStackSize=120)
;LootSpec=(Chance=35, ItemClass=class'ShockGame.Credits',MinStackSize=230,MaxStackSize=330)
;LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=280,MaxStackSize=380)

[Deck6RosieB]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=3,MaxStackSize=4)
LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=3,MaxStackSize=4)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=5,MaxStackSize=8)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=5,MaxStackSize=8)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=5,MaxStackSize=8)

[Deck6GathererA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.ADAM',MinStackSize=160,MaxStackSize=160)


[Deck6GathererB]
LootSpec=(Chance=100, ItemClass=None)


[Deck6SecurityBotA]
LootSpec=(Chance=25, ItemClass=None)
LootSpec=(Chance=75, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck6SecurityBotB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck6MinigunTurretA]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=80, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck6MinigunTurretB]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=80, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck6MinigunTurretC]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck6FlameTurretA]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck6FlameTurretB]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck6FlameTurretC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=30,MaxStackSize=80)

[Deck6RPGTurretA]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=80, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)

[Deck6RPGTurretB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck6RPGTurretC]
LootSpec=(Chance=58, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)

[Deck6CameraA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Film', MinStackSize=2,MaxStackSize=8)

[Deck6CameraB]
LootSpec=(Chance=86, ItemClass=None)
LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)

[Deck6CraftingComponents]
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=11,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                         ;
; Deck 7 Loot Tables      ;
;                         ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Deck7RangedAggressorA]
LootSpec=(Chance=18, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=18, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck7RangedAggressorB]
LootSpec=(Chance=16, ItemClass=None)
LootSpec=(Chance=70, ItemClass=class'ShockGame.Credits',MinStackSize=12,MaxStackSize=36)
LootSpec=(Chance=8, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=4, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=2, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=20,MaxStackSize=40)

[Deck7RangedAggressorC]
LootSpec=(Chance=15, ItemClass=None)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Powerbar', MinStackSize=1,MaxStackSize=1)





[Deck7AssassinA]
LootSpec=(Chance=14, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=75, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck7AssassinB]
LootSpec=(Chance=14, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=30,MaxStackSize=50)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=1, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=3,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt', MinStackSize=2,MaxStackSize=6)

[Deck7AssassinC]
LootSpec=(Chance=5, ItemClass=None)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Film', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Powerbar', MinStackSize=1,MaxStackSize=1)


[Deck7CeilingCrawlerA]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck7CeilingCrawlerB]
LootSpec=(Chance=14, ItemClass=None)
LootSpec=(Chance=50, ItemClass=class'ShockGame.Credits',MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=1, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=3,MaxStackSize=8)
LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt', MinStackSize=2,MaxStackSize=6)

[Deck7CeilingCrawlerC]
LootSpec=(Chance=30, ItemClass=class'ShockGame.CeilingCrawlerOrgan', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Film', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=20, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)



[Deck7MeleeThugA]
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.MedHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=15, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck7MeleeThugB]
LootSpec=(Chance=30, ItemClass=None)
LootSpec=(Chance=40, ItemClass=class'ShockGame.Credits',MinStackSize=6,MaxStackSize=10)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.Pistol_ArmorPiercing',MinStackSize=2,MaxStackSize=5)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=4,MaxStackSize=8)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.Shotgun_IonicBuck', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=50,MaxStackSize=100)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', MinStackSize=40,MaxStackSize=80)
LootSpec=(Chance=5, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.MachineGun_FrozenBullet', MinStackSize=20,MaxStackSize=40)
LootSpec=(Chance=5, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=4)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=2,MaxStackSize=4)
LootSpec=(Chance=5, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=3,MaxStackSize=8)
;LootSpec=(Chance=1, ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt', MinStackSize=2,MaxStackSize=6)

[Deck7MeleeThugC]
LootSpec=(Chance=10, ItemClass=class'ShockGame.Film', MinStackSize=4,MaxStackSize=8)
LootSpec=(Chance=5, ItemClass=class'ShockGame.AutoHack', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Shotgun_00Buck', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=10, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=5,MaxStackSize=10)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Crossbow_Bolt', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Twinkie', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Chips', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Coffee', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.Powerbar', MinStackSize=1,MaxStackSize=1)


[Deck7RosieA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Credits',MinStackSize=120,MaxStackSize=140)
;LootSpec=(Chance=35, ItemClass=class'ShockGame.Credits',MinStackSize=250,MaxStackSize=350)
;LootSpec=(Chance=25, ItemClass=class'ShockGame.Credits',MinStackSize=300,MaxStackSize=400)

[Deck7RosieB]
LootSpec=(Chance=20, ItemClass=None)
LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=3,MaxStackSize=4)
LootSpec=(Chance=25, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=3,MaxStackSize=4)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=5,MaxStackSize=8)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=5,MaxStackSize=8)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=5,MaxStackSize=8)


[Deck7GathererA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.ADAM',MinStackSize=160,MaxStackSize=160)


[Deck7GathererB]
LootSpec=(Chance=100, ItemClass=None)

[Deck7PlayerEscortedGatherer]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Credits',MinStackSize=5,MaxStackSize=20)

[Deck7Atlas]
LootSpec=(Chance=100, ItemClass=None)

[Deck7SecurityBotA]
LootSpec=(Chance=30,ItemClass=None)
LootSpec=(Chance=60, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=6,MaxStackSize=12)
LootSpec=(Chance=10, ItemClass=class'ShockGame.Pistol_ArmorPiercing', MinStackSize=6,MaxStackSize=12)


[Deck7SecurityBotB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck7MinigunTurretA]
LootSpec=(Chance=10, ItemClass=None)
LootSpec=(Chance=90, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck7MinigunTurretB]
LootSpec=(Chance=10, ItemClass=None)
LootSpec=(Chance=90, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=10,MaxStackSize=30)

[Deck7MinigunTurretC]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck7FlameTurretA]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck7FlameTurretB]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=2)

[Deck7FlameTurretC]
LootSpec=(Chance=35, ItemClass=None)
LootSpec=(Chance=65, ItemClass=class'ShockGame.ChemicalThrower_Kerosene', MinStackSize=30,MaxStackSize=80)

[Deck7RPGTurretA]
LootSpec=(Chance=10, ItemClass=None)
LootSpec=(Chance=90, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)

[Deck7RPGTurretB]
LootSpec=(Chance=64, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

[Deck7RPGTurretC]
LootSpec=(Chance=58, ItemClass=None)
LootSpec=(Chance=6,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=2)
LootSpec=(Chance=6, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=6, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=2)


[Deck7CameraA]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Film', MinStackSize=2,MaxStackSize=8)

[Deck7CameraB]
LootSpec=(Chance=86, ItemClass=None)
LootSpec=(Chance=3,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=3, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=1, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=3)

[Deck7CraftingComponents]
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.EmptyHypoComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=11,  ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=11, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=3)
LootSpec=(Chance=4, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=1,MaxStackSize=1)

;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                         ;
; Research Loot Tables    ;
;                         ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;

[GathererResearched]
LootSpec=(Chance=25,ItemClass=None)
LootSpec=(Chance=75, ItemClass=class'ShockDesignerClasses.BioAmmoHypo',MinStackSize=1,MaxStackSize=1)

[SecurityBotResearched]
LootSpec=(Chance=100, ItemClass=class'ShockGame.Battery',MinStackSize=1,MaxStackSize=1)

[RosieResearched]
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=5,MaxStackSize=5)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.KeroseneComponent', MinStackSize=5,MaxStackSize=5)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GlueComponent', MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=10,  ItemClass=class'ShockDesignerClasses.BrassTubeComponent', MinStackSize=3,MaxStackSize=4)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=5,MaxStackSize=5)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.EnzymeSampleComponent', MinStackSize=5,MaxStackSize=5)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.DistilledWaterComponent', MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=3,MaxStackSize=4)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=5,MaxStackSize=5)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.AlcoholComponent', MinStackSize=3,MaxStackSize=4)




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                               ;
; Dropped Weapon Loot Tables    ;
;                               ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MeleeThugPipe]
LootSpec=(Chance=95, ItemClass=None)
;LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.IronNailComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)

[RosieRailgun]
LootSpec=(Chance=68, ItemClass=None)
;LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.GunpowderComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.BatteryComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=45, ItemClass=class'ShockDesignerClasses.RubberHoseComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=5, ItemClass=class'ShockDesignerClasses.IronNailComponent', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.SteelScrewComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=8, ItemClass=class'ShockDesignerClasses.LeadShotComponent', MinStackSize=1,MaxStackSize=1)

[RangedAggressorPistol]
LootSpec=(Chance=100, ItemClass=class'ShockDesignerClasses.PistolAndStandardBullet', MinStackSize=1,MaxStackSize=3)
;LootSpec=(Chance=50, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=2)
;LootSpec=(Chance=50, ItemClass=class'ShockGame.Pistol_Bullet', MinStackSize=1,MaxStackSize=4)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GunpowderComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.LeadShotComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)

[RangedAggressorMachineGun]
LootSpec=(Chance=100, ItemClass=class'ShockDesignerClasses.MachineGunAndStandardBullet', MinStackSize=3,MaxStackSize=8)
;LootSpec=(Chance=20, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=3,MaxStackSize=10)
;LootSpec=(Chance=70, ItemClass=class'ShockGame.MachineGun_Bullet', MinStackSize=20,MaxStackSize=40)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.GunpowderComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.LeadShotComponent', MinStackSize=1,MaxStackSize=1)
;LootSpec=(Chance=10, ItemClass=class'ShockDesignerClasses.ShellCasingComponent', MinStackSize=1,MaxStackSize=1)

[GrenadierBox]
LootSpec=(Chance=50, ItemClass=None)
LootSpec=(Chance=45, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=1,MaxStackSize=1)
LootSpec=(Chance=3, ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade', MinStackSize=2,MaxStackSize=3)
LootSpec=(Chance=2, ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade', MinStackSize=1,MaxStackSize=3)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Vending Loot Tables
;
; Note: VendingLootSpec should be defined as follows:
;
; LootSpec=(ItemClass=<item>,StackSize=<numItems>,CostAdjustment=<CostAdjustment>,DisplayWhenUnHacked=<disUnHacked>,DisplayWhenHacked=<disHacked>)
;
;    <item>=Class of the item specified
;    <numItems>=amount of the specified item being offered
;    <CostAdjustment>=price of the offered item
;    <disUnHacked>=display this item in an unhacked vending machine
;    <disHacked>=display this item in a hacked vending machine
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TestGrowthTableA]
VendingLootSpec=(ItemClass=class'ShockGame.Incineration',                   PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationTwo',     PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationThree',   PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.IcicleAssault',                  PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultTwo',    PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=None,   StackSize=1, CostAdjustment=1, DisplayWhenUnHacked=True,  DisplayWhenHacked=True, SupplySize=2)

[TestVendingTableA]
VendingLootSpec=(ItemClass=class'ShockGame.Battery',                        PickupClass=class'ShockDesignerClasses.FusePickup',                 StackSize=1, CostAdjustment=30, DisplayWhenUnHacked=True,  DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_AntiPersonnel',           PickupClass=class'ShockDesignerClasses.AntiPersonnelBulletPickup',  StackSize=5, CostAdjustment=10, DisplayWhenUnHacked=True,  DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.AutoHack',                       PickupClass=class'ShockDesignerClasses.AutoHackDevicePickup',       StackSize=1, CostAdjustment=10, DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3, CostAdjustment=15, DisplayWhenUnHacked=False, DisplayWhenHacked=True)


# Deck 1 Vending Machines Tables


[DeckOneBulletsOnlyVendingTable]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.8,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)


[DeckOneVendingTable1]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Vodka',               PickupClass=class'ShockDesignerClasses.VodkaPickup',                StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Vodka',               PickupClass=class'ShockDesignerClasses.VodkaPickup',                StackSize=1,CostAdjustment=0.5,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=0.5,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,    DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckOneVendingTable2]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.8, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Vodka',               PickupClass=class'ShockDesignerClasses.VodkaPickup',                StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Vodka',               PickupClass=class'ShockDesignerClasses.VodkaPickup',                StackSize=1,CostAdjustment=0.5, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)


[DeckOneVendingTable3]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.8, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.8, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Vodka',               PickupClass=class'ShockDesignerClasses.VodkaPickup',                StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Vodka',               PickupClass=class'ShockDesignerClasses.VodkaPickup',                StackSize=1,CostAdjustment=0.5, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.8,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.8, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockGame.VendingExpert',                  PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckOneShotgunVendingTable]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.FakeShotgun',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.FakeShotgun',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False,  DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)


# Deck 2 Vending Machines Tables

[DeckTwoVendingTable1]
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6, CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6, CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6, CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=0.5,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,    DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckTwoVendingTable2]
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6, CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=0.5,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckTwoVendingTable3]
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6, CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6, CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockGame.HealthyConsumer',                PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckTwoVendingTable4]
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.8, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
;VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockGame.MachineBully',                   PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoEfficiency',                   PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckTwoVendingTable5]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6, CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6, CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6, CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)

[PeachVendingTable]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Vodka',               PickupClass=class'ShockDesignerClasses.VodkaPickup',                StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Vodka',               PickupClass=class'ShockDesignerClasses.VodkaPickup',                StackSize=1,CostAdjustment=0.5,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=0.5,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.AutoHack',                       PickupClass=class'ShockDesignerClasses.AutoHackDevicePickup',       StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)




# Deck 3 Vending Machines Tables

[DeckThreeVendingTable1]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6, CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6, CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6, CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Coffee',              PickupClass=class'ShockDesignerClasses.CoffeePickup',               StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Coffee',              PickupClass=class'ShockDesignerClasses.CoffeePickup',               StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=False,  DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Powerbar',            PickupClass=class'ShockDesignerClasses.PowerBarPickup',             StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Powerbar',            PickupClass=class'ShockDesignerClasses.PowerBarPickup',             StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=False,  DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)



[DeckThreeVendingTable2]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6, CostAdjustment=1,  DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Coffee',              PickupClass=class'ShockDesignerClasses.CoffeePickup',               StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Coffee',              PickupClass=class'ShockDesignerClasses.CoffeePickup',               StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=False,  DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)


[DeckThreeVendingTable3]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockGame.SuperHeated',             PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckThreeVendingTable4]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckThreeVendingTable5]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)




# Deck 4 Vending Machines Tables

[DeckFourVendingTable1]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckFourVendingTable2]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',              PickupClass=class'ShockDesignerClasses.TrapBoltPickup',      StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',              PickupClass=class'ShockDesignerClasses.TrapBoltPickup',      StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_FrozenBullet',        PickupClass=class'ShockDesignerClasses.MachineGunFrozenBulletPickup', StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.AutoHack',                       PickupClass=class'ShockDesignerClasses.AutoHackDevicePickup',       StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HackingExpertTwo',                   PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckFourVendingTable3]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntiPersonnelBoltPickup',    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntiPersonnelBoltPickup',    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,  DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockGame.ElectricBody',                   PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckFourVendingTable4]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.AutoHack',                       PickupClass=class'ShockDesignerClasses.AutoHackDevicePickup',       StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.AutoHack',                       PickupClass=class'ShockDesignerClasses.AutoHackDevicePickup',       StackSize=1,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',              PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)

[DeckFourTheaterVending]
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,  DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Twinkie',             PickupClass=class'ShockDesignerClasses.TwinkiePickup',              StackSize=1,CostAdjustment=40, DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Twinkie',             PickupClass=class'ShockDesignerClasses.TwinkiePickup',              StackSize=1,CostAdjustment=30,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Powerbar',            PickupClass=class'ShockDesignerClasses.PowerBarPickup',             StackSize=1,CostAdjustment=40, DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Powerbar',            PickupClass=class'ShockDesignerClasses.PowerBarPickup',             StackSize=1,CostAdjustment=30, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=40, DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.chips',               PickupClass=class'ShockDesignerClasses.ChipsPickup',                StackSize=1,CostAdjustment=30,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)





# Deck 5 Vending Machines Tables

[DeckFiveVendingTable1]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,  DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=1,  DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.AutoHack',                       PickupClass=class'ShockDesignerClasses.AutoHackDevicePickup',       StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.VendingExpertTwo',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckFiveVendingTable2]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',       PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckFiveVendingTable3]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,  DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SneakAttackTwo',      PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckFiveVendingTable4]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Twinkie',             PickupClass=class'ShockDesignerClasses.TwinkiePickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.Twinkie',             PickupClass=class'ShockDesignerClasses.TwinkiePickup',              StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=False,  DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_FrozenBullet',        PickupClass=class'ShockDesignerClasses.MachineGunFrozenBulletPickup', StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)





# Deck 6 Vending Machines Tables

[DeckSixVendingTable1]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,  DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6, CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MachineBullyTwo',     PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckSixVendingTable2]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,  DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckSixVendingTable3]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.AutoHack',                       PickupClass=class'ShockDesignerClasses.AutoHackDevicePickup',       StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckSixVendingTable4]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',       PickupClass=class'ShockDesignerClasses.TrapBoltPickup',                    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',       PickupClass=class'ShockDesignerClasses.TrapBoltPickup',                    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_FrozenBullet',        PickupClass=class'ShockDesignerClasses.MachineGunFrozenBulletPickup', StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SlowFlowTwo',         PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)





# Deck 7 Vending Machines Tables

[DeckSevenVendingTable1]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,  DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.AutoHack',                       PickupClass=class'ShockDesignerClasses.AutoHackDevicePickup',       StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SuperHeatedTwo',   PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=1,CostAdjustment=0.99,   DisplayWhenUnHacked=True, DisplayWhenHacked=True, SupplySize=1)


[DeckSevenVendingTable2]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',              PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',              PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckSevenVendingTable3]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[DeckSevenVendingTable4]
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=1,  DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Film',                           PickupClass=class'ShockDesignerClasses.FilmPickup',                 StackSize=15,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.AutoHack',                       PickupClass=class'ShockDesignerClasses.AutoHackDevicePickup',       StackSize=1,CostAdjustment=0.75,   DisplayWhenUnHacked=True, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=True, DisplayWhenHacked=True)


[AtlasVendingTable]
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypo',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.BioAmmoHypo',         PickupClass=class'ShockDesignerClasses.EVEHypoPickup',              StackSize=1,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)


[DeckOneBanditoTable]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=1,  DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_ArmorPiercing',           PickupClass=class'ShockDesignerClasses.ArmorPiercingBulletPickup',  StackSize=6,CostAdjustment=0.50,  DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_FrozenBullet',        PickupClass=class'ShockDesignerClasses.MachineGunFrozenBulletPickup', StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_FrozenBullet',        PickupClass=class'ShockDesignerClasses.MachineGunFrozenBulletPickup', StackSize=40,CostAdjustment=0.50,   DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)


[DeckTwoBanditoTable]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.50,  DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_FrozenBullet',        PickupClass=class'ShockDesignerClasses.MachineGunFrozenBulletPickup', StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_FrozenBullet',        PickupClass=class'ShockDesignerClasses.MachineGunFrozenBulletPickup', StackSize=40,CostAdjustment=0.50,   DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)


[DeckThreeBanditoTable]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.50,  DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.50, DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)


[DeckFourBanditoTable]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.50, DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',       PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',       PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=0.50,  DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)


[DeckFiveBanditoTable]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',       PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',       PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=0.50,  DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_LiquidNitrogen', PickupClass=class'ShockDesignerClasses.FreezeChemicalPickup',       StackSize=100,CostAdjustment=0.50, DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)


[DeckSixBanditoTable]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_IonicBuck',              PickupClass=class'ShockDesignerClasses.IonicBuckshotPickup',        StackSize=6,CostAdjustment=0.50,  DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_StickyGrenade',  PickupClass=class'ShockDesignerClasses.ProximityGrenadePickup',     StackSize=3,CostAdjustment=0.50, DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)


[DeckSevenBanditoTable]
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Pistol_Bullet',                  PickupClass=class'ShockDesignerClasses.StandardBulletPickup',       StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=1,    DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Shotgun_00Buck',                 PickupClass=class'ShockDesignerClasses.StandardBuckshotPickup',     StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_Bullet',              PickupClass=class'ShockDesignerClasses.MachineGunBulletPickup',     StackSize=40,CostAdjustment=0.75,   DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.GrenadeLauncher_FragGrenade',    PickupClass=class'ShockDesignerClasses.FragGrenadePickup',          StackSize=3,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.ChemicalThrower_Kerosene',       PickupClass=class'ShockDesignerClasses.FlameChemicalPickup',        StackSize=100,CostAdjustment=0.75, DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_Bolt',                  PickupClass=class'ShockDesignerClasses.AntipersonnelBoltPickup',    StackSize=6,CostAdjustment=0.75,  DisplayWhenUnHacked=False, DisplayWhenHacked=True)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_FrozenBullet',        PickupClass=class'ShockDesignerClasses.MachineGunFrozenBulletPickup', StackSize=40,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineGun_FrozenBullet',        PickupClass=class'ShockDesignerClasses.MachineGunFrozenBulletPickup', StackSize=40,CostAdjustment=0.50,   DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',       PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Crossbow_SuperHeatedBolt',       PickupClass=class'ShockDesignerClasses.TrapBoltPickup',             StackSize=6,CostAdjustment=0.50,  DisplayWhenUnHacked=False, DisplayWhenHacked=True, SupplySize=1)




[DeckOneBerserkOnlyGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.BerserkRage',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)


[DeckOneGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.BerserkRage',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=2,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ArmoredBody',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MedHypoOmnisynthesis',           PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
;VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
;VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
;VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)


[DeckTwoGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BerserkRage',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=2,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.AirBlast',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DecoyHuman',                     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=2,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.IcicleAssault',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=12,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ArmoredBody',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MedHypoOmnisynthesis',           PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.HealthyConsumer',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineBully',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GeneticHacker',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecuritySystemsExpert',          PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SlowFlow',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MeleeMaster',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChargedBursts',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
;VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
;VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)


[DeckThreeGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BerserkRage',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.5,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.AirBlast',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DecoyHuman',                     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=2,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.IcicleAssault',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=12,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=24,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SpringboardTrap',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=12,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecurityBeacon',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=2,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Superheated',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoEfficiency',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.VendingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MedicineFriendly',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ElectronicsExpert',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ShorterAlarm',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SneakAttack',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ArmoredBody',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MedHypoOmnisynthesis',           PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.HealthyConsumer',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineBully',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GeneticHacker',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecuritySystemsExpert',          PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SlowFlow',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MeleeMaster',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChargedBursts',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)


[MarketGrowthTable]
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SpringboardTrap',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SecurityBeacon',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=2)
VendingLootSpec=(ItemClass=class'ShockGame.InsectSwarmPlasmid',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=12,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.AirBlast',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Superheated',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoEfficiency',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.VendingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MedicineFriendly',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ElectronicsExpert',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ShorterAlarm',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SneakAttack',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ArmoredBody',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MedHypoOmnisynthesis',           PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.HealthyConsumer',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineBully',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GeneticHacker',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecuritySystemsExpert',          PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SlowFlow',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MeleeMaster',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChargedBursts',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)


[ApiaryGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.InsectSwarmPlasmid',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=12,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)


[DeckFourGrowthTable]
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.Teleportation',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BerserkRage',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.5,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.InsectSwarmPlasmid',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.InsectSwarmPlasmidTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=16,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.AirBlast',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=3,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.AirBlastTwo',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DecoyHuman',                     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.5,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.IcicleAssault',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultTwo',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',  StackSize=1,CostAdjustment=20,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=16,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SpringboardTrap',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=6,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecurityBeacon',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=2,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SummonProtector',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=12,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=16,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HackingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HackingExpertTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.NearSightedCameras',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EyeForDetail',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Superheated',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoEfficiency',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.VendingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MedicineFriendly',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ElectronicsExpert',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ShorterAlarm',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SneakAttack',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ArmoredBody',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.MedHypoOmnisynthesis',           PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypoOmnisynthesisTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.HealthyConsumer',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineBully',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GeneticHacker',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecuritySystemsExpert',          PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SlowFlow',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MeleeMaster',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChargedBursts',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)


[DeckFiveGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BerserkRage',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DecoyHuman',                     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.5,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.IcicleAssault',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=16,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.InsectSwarmPlasmid',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.InsectSwarmPlasmidTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=8,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SpringboardTrap',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=8,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SpringboardTrapTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecurityBeacon',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.5,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.AirBlast',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.AirBlastTwo',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=4,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltThree',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.25,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=16,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SummonProtector',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=12,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.AlarmExpert',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.FreezingNimbus',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ElectricBody',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HackingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HackingExpertTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.NearSightedCameras',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EyeForDetail',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Superheated',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoEfficiency',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.VendingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.VendingExpertTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.MedicineFriendly',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedicineFriendlyTwo',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ElectronicsExpert',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ShorterAlarm',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SneakAttack',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SneakAttackTwo',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ArmoredBody',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.MedHypoOmnisynthesis',           PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypoOmnisynthesisTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HealthyConsumer',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HealthyConsumerTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineBully',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GeneticHacker',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecuritySystemsExpert',          PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SlowFlow',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MeleeMaster',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChargedBursts',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)


[DeckSixGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BerserkRage',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DecoyHuman',                     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.IcicleAssault',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=12,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultThree',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.25,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.AirBlast',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.AirBlastTwo',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.InsectSwarmPlasmid',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.InsectSwarmPlasmidTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.InsectSwarmPlasmidThree',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultThree',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltThree',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=4,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationThree',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.25,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SpringboardTrap',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SpringboardTrapTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecurityBeacon',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.5,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SummonProtector',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=3,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DeepResearcher',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.AlarmExpert',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.FreezingNimbus',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.FreezingNimbusTwo',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ElectricBody',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HackingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HackingExpertTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.NearSightedCameras',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.NearSightedCamerasTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EyeForDetail',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Superheated',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoEfficiency',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.VendingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.VendingExpertTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.MedicineFriendly',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedicineFriendlyTwo',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ElectronicsExpert',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.ShorterAlarm',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ShorterAlarmTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SneakAttack',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SneakAttackTwo',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ArmoredBody',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.MedHypoOmnisynthesis',           PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypoOmnisynthesisTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HealthyConsumer',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HealthyConsumerTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineBully',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MachineBullyTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GeneticHacker',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecuritySystemsExpert',          PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SlowFlow',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SlowFlowTwo',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MeleeMaster',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChargedBursts',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)


[SlumsGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BerserkRage',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DecoyHuman',                     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.IcicleAssault',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=12,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultThree',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.25,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.AirBlast',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.AirBlastTwo',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.InsectSwarmPlasmid',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.InsectSwarmPlasmidTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.InsectSwarmPlasmidThree',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultThree',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltThree',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=4,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationThree',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.25,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SpringboardTrap',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SpringboardTrapTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecurityBeacon',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1.5,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SummonProtector',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=3,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DeepResearcher',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.AlarmExpert',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.FreezingNimbus',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.FreezingNimbusTwo',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ElectricBody',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HackingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HackingExpertTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.NearSightedCameras',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.NearSightedCamerasTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EyeForDetail',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.Superheated',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoEfficiency',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.VendingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.VendingExpertTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.MedicineFriendly',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedicineFriendlyTwo',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ElectronicsExpert',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.ShorterAlarm',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ShorterAlarmTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SneakAttack',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SneakAttackTwo',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ArmoredBody',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.MedHypoOmnisynthesis',           PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypoOmnisynthesisTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HealthyConsumer',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HealthyConsumerTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineBully',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MachineBullyTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GeneticHacker',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecuritySystemsExpert',          PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SlowFlow',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SlowFlowTwo',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MeleeMaster',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChargedBursts',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)



[DeckSevenGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BerserkRage',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DecoyHuman',                     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.IcicleAssault',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IcicleAssaultThree',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.AirBlast',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.AirBlastTwo',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.InsectSwarmPlasmid',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.InsectSwarmPlasmidTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.InsectSwarmPlasmidThree',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBoltThree',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SpringboardTrap',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SpringboardTrapTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecurityBeacon',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SummonProtector',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SummonProtectorTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.IncinerationThree',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EfficientCrafter',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.DeepResearcher',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.AlarmExpert',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.FreezingNimbus',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.FreezingNimbusTwo',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.ElectricBody',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectricBodyTwo',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HackingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HackingExpertTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.NearSightedCameras',             PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.NearSightedCamerasTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.EyeForDetail',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.Superheated',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SuperheatedTwo',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoEfficiency',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.VendingExpert',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.VendingExpertTwo',    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.MedicineFriendly',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedicineFriendlyThree',               PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.ElectronicsExpert',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ElectronicsExpertTwo',              PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.ShorterAlarm',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.ShorterAlarmTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SneakAttack',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SneakAttackTwo',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ArmoredBody',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.MedHypoOmnisynthesis',           PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MedHypoOmnisynthesisTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HealthyConsumer',                PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.HealthyConsumerTwo',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MachineBully',                   PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.MachineBullyTwo',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True, DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.GeneticHacker',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.SecuritySystemsExpert',          PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.SlowFlow',                       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockDesignerClasses.SlowFlowTwo',         PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.MeleeMaster',                    PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.ChargedBursts',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
;VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)


[AtlasGrowthTable]
VendingLootSpec=(ItemClass=class'ShockGame.ActiveGeneticSlotUpgrade',       PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=3)
VendingLootSpec=(ItemClass=class'ShockGame.PhysicalGeneticSlotUpgrade',     PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=3)
VendingLootSpec=(ItemClass=class'ShockGame.EngineeringGeneticSlotUpgrade',  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=3)
VendingLootSpec=(ItemClass=class'ShockGame.WeaponsGeneticSlotUpgrade',      PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=3)
VendingLootSpec=(ItemClass=class'ShockGame.HealthUpgrade',                  PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
VendingLootSpec=(ItemClass=class'ShockGame.BioAmmoUpgrade',                 PickupClass=class'ShockDesignerClasses.MedHypoPickup',              StackSize=1,CostAdjustment=1,   DisplayWhenUnHacked=True,  DisplayWhenHacked=False, SupplySize=1)
H a c k i n g . i n i   0/ [ShockGame.HackInfoList]
;list of HackInfos
HackInfoName=MachineDefault
;
HackInfoName=FirstBotHack
HackInfoName=MedicalGateControl
;
HackInfoName=CraftingStationDefault
HackInfoName=CraftingStationDeck3
HackInfoName=CraftingStationDeck4
HackInfoName=CraftingStationDeck5
HackInfoName=CraftingStationDeck6
HackInfoName=CraftingStationDeck7
HackInfoName=CraftingStationDeck7Plus
;
HackInfoName=KeypadDefault
HackInfoName=KeypadDeck1
HackInfoName=KeypadDeck2
HackInfoName=KeypadDeck3
HackInfoName=KeypadDeck4
HackInfoName=KeypadDeck5
HackInfoName=KeypadDeck6
HackInfoName=KeypadDeck7
;
HackInfoName=HealthStationDefault
HackInfoName=HealthStationDeck1
HackInfoName=HealthStationDeck2
HackInfoName=HealthStationDeck3
HackInfoName=HealthStationDeck4
HackInfoName=HealthStationDeck5
HackInfoName=HealthStationDeck6
HackInfoName=HealthStationDeck7
HackInfoName=HealthStationDeck7Plus
;
HackInfoName=VendingStationDefault
HackInfoName=VendingStationDeck1
HackInfoName=VendingStationDeck2
HackInfoName=VendingStationDeck3
HackInfoName=VendingStationDeck4
HackInfoName=VendingStationDeck5
HackInfoName=VendingStationDeck6
HackInfoName=VendingStationDeck7
HackInfoName=VendingStationDeck7Plus
;
HackInfoName=SecurityCrateDefault
HackInfoName=SecurityCrateDeck1
HackInfoName=SecurityCrateDeck2
HackInfoName=SecurityCrateDeck3
HackInfoName=SecurityCrateDeck4
HackInfoName=SecurityCrateDeck5
HackInfoName=SecurityCrateDeck6
HackInfoName=SecurityCrateDeck7
HackInfoName=SecurityCrateDeck7Plus
;
HackInfoName=SecurityBotDefault
HackInfoName=SecurityBotDeck1
HackInfoName=SecurityBotDeck2
HackInfoName=SecurityBotDeck3
HackInfoName=SecurityBotDeck4
HackInfoName=SecurityBotDeck5
HackInfoName=SecurityBotDeck6
HackInfoName=SecurityBotDeck7
HackInfoName=SecurityBotDeck7Plus
;
HackInfoName=SecurityCameraDefault
HackInfoName=SecurityCameraDeck1
HackInfoName=SecurityCameraDeck2
HackInfoName=SecurityCameraDeck3
HackInfoName=SecurityCameraDeck4
HackInfoName=SecurityCameraDeck5
HackInfoName=SecurityCameraDeck6
HackInfoName=SecurityCameraDeck7
HackInfoName=SecurityCameraDeck7Plus
;
HackInfoName=TurretDefault
HackInfoName=TurretDeck1
HackInfoName=TurretDeck2
HackInfoName=TurretDeck3
HackInfoName=TurretDeck4
HackInfoName=TurretDeck5
HackInfoName=TurretDeck6
HackInfoName=TurretDeck7
HackInfoName=TurretDeck7Plus

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HackInfo
;
; Note: HackInfo should be defined as follows:
;
;	MinimumHackingLevel = The minimum level of hacking skill (engineering slots unlocked) required to hack this object.
;	InitSpeed = The initial speed of the flow, in seconds per tile
;	SlowSpeed = The speed of the flow for slow tiles, in seconds per tile
;	NormalSpeed = The speed of the flow for normal tiles, in seconds per tile
;	FastSpeed = The speed of the flow for fast tiles, in seconds per tile
;	TradeSpeed = How fast the pieces swap places, in seconds per tile
;	TotalPieces = The total number of pieces for the board. Valid counts are 9, 16, 25, and 36. The total number of pieces declared below (except checkpoints) must equal this number minus 5.
;	CheckPointCount = The number of green checkpoints desired on the board. Does not factor in to the total pieces count. TotalPieces:MaximumValue is as follows- 9:2, 16:4, 25:6, 36:8, 49:10, 64:12
;	StraightHCount = The number of straight horizontal pieces desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	StraightVCount = The number of straight vertical pieces desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	ElbowTRCount = The number of top right pieces of a circle split into quadrants desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	ElbowBRCount = The number of bottom right pieces of a circle split into quadrants desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	ElbowTLCount = The number of top left pieces of a circle split into quadrants desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	ElbowBLCount = The number of bottom left pieces of a circle split into quadrants desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	AlarmCount = The number of alarm pieces desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	ResistorVCount = The number of slow vertical pieces desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	ResistorHCount = The number of slow horizontal pieces desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	ShortCircuitCount = The number of short circuit pirces desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	AcceleratorHCount = The number of fast horizontal pieces desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	AcceleratorVCount = The number of fast verital pieces desired on the board. Factors in to the total number of board pieces, which must be TotalPieces - 5.
;	StartRow = The row to place the start tile on.
;	StartColumn = The column to place the start tile on.
;	EndRow = The row to place the end tile on.
;	EndColumn = The column to place the end tile on.
;	WinRow = The row to place the win tile on.
;	WinColumn = The column to place the win tile on.
;   DamageDealtOnOverload = How much damage the player takes for hitting an short circuit tile
;   DamageDealtOnShortCircuit = How much damage the player takes for a basic failure 
;
;	RevealedTile = A tile to automatically place and reveal at startup. Add as many as needed. Defined as follows:
;		RevealedTile=(Type,Row,Column)
; 				Type	- The type of the tile (alarm, elbowBR, etc..)
;				Row	- The row on the board to place this tile.
;				Column	- The column on the board to place this tile.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MachineDefault]
MinimumHackingLevel=0
InitSpeed=4
SlowSpeed=6
NormalSpeed=3
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
StraightHCount=3
StraightVCount=3
ElbowTRCount=2
ElbowBRCount=2
ElbowTLCount=2
ElbowBLCount=3
AlarmCount=1
ResistorVCount=2
ResistorHCount=2
ShortCircuitCount=1
AcceleratorHCount=2
AcceleratorVCount=2
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=-1
WinColumn=1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=50
DamageDealtOnShortCircuit=15
RevealedTile=(Type=elbowTL,Row=0,Column=1)
RevealedTile=(Type=elbowBR,Row=0,Column=2)
RevealedTile=(Type=straightH,Row=1,Column=0)
RevealedTile=(Type=elbowBR,Row=1,Column=1)

;;;;;;;;;;;;;;;;;;;;;
;  QUEST HACKS
;;;;;;;;;;;;;;;;;;;;;

[FirstBotHack]
MinimumHackingLevel=0
InitSpeed=20
NormalSpeed=15
SlowSpeed=8
FastSpeed=2
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
StraightHCount=2
StraightVCount=3
ElbowTRCount=3
ElbowBRCount=4
ElbowTLCount=4
ElbowBLCount=4
AlarmCount=0
ResistorVCount=0
ResistorHCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
StartRow=2
StartColumn=-1
EndRow=4
EndColumn=-1
WinRow=5
WinColumn=3
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedMinimumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=50
DamageDealtOnShortCircuit=20
RevealedTile=(Type=straightH,Row=2 Column=0)
RevealedTile=(Type=elbowTR,Row=2,Column=1)
RevealedTile=(Type=straightV,Row=3,Column=1)
RevealedTile=(Type=elbowBR,Row=4,Column=1)
RevealedTile=(Type=straightH,Row=4,Column=0)
MinimumPurchaseOptionCost=10

[MedicalGateControl]
MinimumHackingLevel=0
InitSpeed=15
NormalSpeed=10
SlowSpeed=20
FastSpeed=5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=6
StraightVCount=6
ElbowTRCount=4
ElbowBRCount=6
ElbowTLCount=6
ElbowBLCount=3
StartRow=-1
StartColumn=3
EndRow=2
EndColumn=6
WinRow=4
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=elbowBL,Row=0,Column=3)
RevealedTile=(Type=elbowTR,Row=0,Column=4)
RevealedTile=(Type=elbowBL,Row=1,Column=4)
RevealedTile=(Type=elbowTR,Row=1,Column=5)
RevealedTile=(Type=elbowBL,Row=2,Column=5)
MinimumPurchaseOptionCost=10


;;;;;;;;;;;;;;;;;;;;;;
; HEALTH STATION
;;;;;;;;;;;;;;;;;;;;;;

[HealthStationDefault]
MinimumHackingLevel=0
InitSpeed=4
SlowSpeed=6
NormalSpeed=3
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=0
StraightVCount=0
ElbowTRCount=0
ElbowBRCount=0
ElbowTLCount=0
ElbowBLCount=0
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=50
DamageDealtOnShortCircuit=15
RevealedTile=(Type=ShortCircuit,Row=0,Column=0)
RevealedTile=(Type=ShortCircuit,Row=0,Column=1)
RevealedTile=(Type=ShortCircuit,Row=0,Column=2)
RevealedTile=(Type=ShortCircuit,Row=0,Column=3)
RevealedTile=(Type=ShortCircuit,Row=0,Column=4)
RevealedTile=(Type=ShortCircuit,Row=0,Column=5)
RevealedTile=(Type=ShortCircuit,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=1,Column=1)
RevealedTile=(Type=ShortCircuit,Row=1,Column=2)
RevealedTile=(Type=ShortCircuit,Row=1,Column=3)
RevealedTile=(Type=ShortCircuit,Row=1,Column=4)
RevealedTile=(Type=ShortCircuit,Row=1,Column=5)
RevealedTile=(Type=ShortCircuit,Row=2,Column=0)
RevealedTile=(Type=ShortCircuit,Row=2,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=ShortCircuit,Row=2,Column=3)
RevealedTile=(Type=ShortCircuit,Row=2,Column=4)
RevealedTile=(Type=ShortCircuit,Row=2,Column=5)
RevealedTile=(Type=ShortCircuit,Row=3,Column=0)
RevealedTile=(Type=ShortCircuit,Row=3,Column=1)
RevealedTile=(Type=ShortCircuit,Row=3,Column=2)
RevealedTile=(Type=ShortCircuit,Row=3,Column=3)
RevealedTile=(Type=ShortCircuit,Row=3,Column=4)
RevealedTile=(Type=ShortCircuit,Row=3,Column=5)
RevealedTile=(Type=ShortCircuit,Row=4,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=1)
RevealedTile=(Type=ShortCircuit,Row=4,Column=2)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)
RevealedTile=(Type=ShortCircuit,Row=4,Column=5)
RevealedTile=(Type=ShortCircuit,Row=5,Column=0)
RevealedTile=(Type=ShortCircuit,Row=5,Column=1)
RevealedTile=(Type=ShortCircuit,Row=5,Column=2)
RevealedTile=(Type=ShortCircuit,Row=5,Column=3)
RevealedTile=(Type=ShortCircuit,Row=5,Column=4)
RevealedTile=(Type=ShortCircuit,Row=5,Column=5)

[HealthStationDeck1]
MinimumHackingLevel=0
InitSpeed=10
NormalSpeed=8
SlowSpeed=16
FastSpeed=4
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=6
StraightVCount=5
ElbowTRCount=4
ElbowBRCount=6
ElbowTLCount=6
ElbowBLCount=5
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck1MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=straightV,Row=4,Column=0)
RevealedTile=(Type=elbowBL,Row=5,Column=0)
RevealedTile=(Type=elbowTR,Row=5,Column=1)
MinimumPurchaseOptionCost=10

[HealthStationDeck2]
MinimumHackingLevel=0
InitSpeed=9
NormalSpeed=7
SlowSpeed=14
FastSpeed=3.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=5
StraightVCount=4
ElbowTRCount=3
ElbowBRCount=6
ElbowTLCount=6
ElbowBLCount=4
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=200
DamageDealtOnShortCircuit=75
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=straightV,Row=4,Column=0)
RevealedTile=(Type=elbowBL,Row=5,Column=0)
RevealedTile=(Type=elbowTR,Row=5,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
MinimumPurchaseOptionCost=12

[HealthStationDeck3]
MinimumHackingLevel=0
InitSpeed=7.5
NormalSpeed=5.5
SlowSpeed=11
FastSpeed=2.75
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=1
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=5
StraightVCount=4
ElbowTRCount=3
ElbowBRCount=5
ElbowTLCount=5
ElbowBLCount=4
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck3MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=100
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=straightV,Row=4,Column=0)
RevealedTile=(Type=elbowBL,Row=5,Column=0)
RevealedTile=(Type=elbowTR,Row=5,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=Alarm,Row=3,Column=5)
MinimumPurchaseOptionCost=15

[HealthStationDeck4]
MinimumHackingLevel=0
InitSpeed=7
NormalSpeed=5
SlowSpeed=10
FastSpeed=2.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=3
ShortCircuitCount=5
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=3
ElbowTRCount=3
ElbowBRCount=4
ElbowTLCount=4
ElbowBLCount=4
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck4MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=125
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=straightV,Row=4,Column=0)
RevealedTile=(Type=elbowBL,Row=5,Column=0)
RevealedTile=(Type=elbowTR,Row=5,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=Alarm,Row=3,Column=5)
MinimumPurchaseOptionCost=20

[HealthStationDeck5]
MinimumHackingLevel=0
InitSpeed=6
NormalSpeed=4
SlowSpeed=8
FastSpeed=2
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=6
ShortCircuitCount=6
AcceleratorHCount=1
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=3
ElbowTRCount=2
ElbowBRCount=4
ElbowTLCount=4
ElbowBLCount=3
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck5MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=150
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=straightV,Row=4,Column=0)
RevealedTile=(Type=elbowBL,Row=5,Column=0)
RevealedTile=(Type=elbowTR,Row=5,Column=1)
MinimumPurchaseOptionCost=25

[HealthStationDeck6]
MinimumHackingLevel=0
InitSpeed=5.5
NormalSpeed=3.5
SlowSpeed=7
FastSpeed=1.75
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=6
AcceleratorHCount=1
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=2
ElbowTRCount=2
ElbowBRCount=3
ElbowTLCount=4
ElbowBLCount=3
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck6MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=175
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=straightV,Row=4,Column=0)
RevealedTile=(Type=elbowBL,Row=5,Column=0)
RevealedTile=(Type=elbowTR,Row=5,Column=1)
MinimumPurchaseOptionCost=30

[HealthStationDeck7]
MinimumHackingLevel=0
InitSpeed=5
NormalSpeed=3
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=7
ShortCircuitCount=7
AcceleratorHCount=2
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=2
ElbowTRCount=2
ElbowBRCount=4
ElbowTLCount=3
ElbowBLCount=2
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=straightV,Row=4,Column=0)
RevealedTile=(Type=elbowBL,Row=5,Column=0)
RevealedTile=(Type=elbowTR,Row=5,Column=1)
MinimumPurchaseOptionCost=30

[HealthStationDeck7Plus]
MinimumHackingLevel=0
InitSpeed=5
NormalSpeed=3
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=8
AcceleratorHCount=2
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=1
StraightVCount=2
ElbowTRCount=2
ElbowBRCount=4
ElbowTLCount=3
ElbowBLCount=2
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=acceleratorV,Row=4,Column=0)
RevealedTile=(Type=elbowBL,Row=5,Column=0)
RevealedTile=(Type=elbowTR,Row=5,Column=1)
MinimumPurchaseOptionCost=30


;;;;;;;;;;;;;;;;;;;;
;  SECURITY TURRET
;;;;;;;;;;;;;;;;;;;;

[TurretDefault]
MinimumHackingLevel=0
InitSpeed=14
NormalSpeed=9
SlowSpeed=18
FastSpeed=4.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=4
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=3
ElbowTRCount=3
ElbowBRCount=3
ElbowTLCount=3
ElbowBLCount=3
StartRow=5
StartColumn=0
EndRow=3
EndColumn=-1
WinRow=0
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=50
DamageDealtOnShortCircuit=15
RevealedTile=(Type=ShortCircuit,Row=0,Column=0)
RevealedTile=(Type=ShortCircuit,Row=0,Column=1)
RevealedTile=(Type=ShortCircuit,Row=0,Column=2)
RevealedTile=(Type=ShortCircuit,Row=0,Column=3)
RevealedTile=(Type=ShortCircuit,Row=0,Column=4)
RevealedTile=(Type=ShortCircuit,Row=0,Column=5)
RevealedTile=(Type=ShortCircuit,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=1,Column=1)
RevealedTile=(Type=ShortCircuit,Row=1,Column=2)
RevealedTile=(Type=ShortCircuit,Row=1,Column=3)
RevealedTile=(Type=ShortCircuit,Row=1,Column=4)
RevealedTile=(Type=ShortCircuit,Row=1,Column=5)
RevealedTile=(Type=ShortCircuit,Row=2,Column=0)
RevealedTile=(Type=ShortCircuit,Row=2,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=ShortCircuit,Row=2,Column=3)
RevealedTile=(Type=ShortCircuit,Row=2,Column=4)
RevealedTile=(Type=ShortCircuit,Row=2,Column=5)
RevealedTile=(Type=ShortCircuit,Row=3,Column=0)
RevealedTile=(Type=ShortCircuit,Row=3,Column=1)
RevealedTile=(Type=ShortCircuit,Row=3,Column=2)
RevealedTile=(Type=ShortCircuit,Row=3,Column=3)
RevealedTile=(Type=ShortCircuit,Row=3,Column=4)
RevealedTile=(Type=ShortCircuit,Row=3,Column=5)
RevealedTile=(Type=ShortCircuit,Row=4,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=1)
RevealedTile=(Type=ShortCircuit,Row=4,Column=2)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)
RevealedTile=(Type=ShortCircuit,Row=4,Column=5)
RevealedTile=(Type=ShortCircuit,Row=5,Column=0)
RevealedTile=(Type=ShortCircuit,Row=5,Column=1)
RevealedTile=(Type=ShortCircuit,Row=5,Column=2)
RevealedTile=(Type=ShortCircuit,Row=5,Column=3)
RevealedTile=(Type=ShortCircuit,Row=5,Column=4)
RevealedTile=(Type=ShortCircuit,Row=5,Column=5)

[TurretDeck1]
MinimumHackingLevel=0
InitSpeed=9
NormalSpeed=7
SlowSpeed=14
FastSpeed=3.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=6
StraightVCount=6
ElbowTRCount=4
ElbowBRCount=5
ElbowTLCount=5
ElbowBLCount=5
StartRow=6
StartColumn=0
EndRow=3
EndColumn=-1
WinRow=0
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck1MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=elbowBR,Row=5,Column=1)
RevealedTile=(Type=elbowTL,Row=5,Column=0)
MinimumPurchaseOptionCost=10

[TurretDeck2]
MinimumHackingLevel=0
InitSpeed=8
NormalSpeed=6
SlowSpeed=12
FastSpeed=3
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=5
StraightVCount=5
ElbowTRCount=3
ElbowBRCount=5
ElbowTLCount=5
ElbowBLCount=4
StartRow=6
StartColumn=0
EndRow=3
EndColumn=-1
WinRow=0
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=200
DamageDealtOnShortCircuit=75
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=elbowBR,Row=5,Column=1)
RevealedTile=(Type=elbowTL,Row=5,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
MinimumPurchaseOptionCost=12

[TurretDeck3]
MinimumHackingLevel=0
InitSpeed=6
NormalSpeed=4
SlowSpeed=8
FastSpeed=2
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=3
ShortCircuitCount=2
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=5
StraightVCount=5
ElbowTRCount=3
ElbowBRCount=3
ElbowTLCount=4
ElbowBLCount=4
StartRow=6
StartColumn=0
EndRow=3
EndColumn=-1
WinRow=0
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck3MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=100
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=elbowBR,Row=5,Column=1)
RevealedTile=(Type=elbowTL,Row=5,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=Alarm,Row=1,Column=2)
MinimumPurchaseOptionCost=15

[TurretDeck4]
MinimumHackingLevel=0
InitSpeed=5.75
NormalSpeed=3.75
SlowSpeed=7.5
FastSpeed=1.875
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=5
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=4
ElbowTRCount=3
ElbowBRCount=3
ElbowTLCount=3
ElbowBLCount=4
StartRow=6
StartColumn=0
EndRow=3
EndColumn=-1
WinRow=0
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck4MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=125
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=elbowBR,Row=5,Column=1)
RevealedTile=(Type=elbowTL,Row=5,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=Alarm,Row=1,Column=2)
MinimumPurchaseOptionCost=20

[TurretDeck5]
MinimumHackingLevel=0
InitSpeed=5.5
NormalSpeed=3.5
SlowSpeed=7
FastSpeed=1.75
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=7
ShortCircuitCount=5
AcceleratorHCount=1
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=3
ElbowTRCount=3
ElbowBRCount=3
ElbowTLCount=2
ElbowBLCount=3
StartRow=6
StartColumn=0
EndRow=3
EndColumn=-1
WinRow=0
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck5MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=150
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=elbowBR,Row=5,Column=1)
RevealedTile=(Type=elbowTL,Row=5,Column=0)
MinimumPurchaseOptionCost=25

[TurretDeck6]
MinimumHackingLevel=0
InitSpeed=5
NormalSpeed=3
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=7
ShortCircuitCount=6
AcceleratorHCount=2
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=3
ElbowTRCount=2
ElbowBRCount=2
ElbowTLCount=3
ElbowBLCount=3
StartRow=6
StartColumn=0
EndRow=3
EndColumn=-1
WinRow=0
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck6MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=175
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=elbowBR,Row=5,Column=1)
RevealedTile=(Type=elbowTL,Row=5,Column=0)
MinimumPurchaseOptionCost=30

[TurretDeck7]
MinimumHackingLevel=0
InitSpeed=4.5
NormalSpeed=2.5
SlowSpeed=5
FastSpeed=1.25
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=7
ShortCircuitCount=7
AcceleratorHCount=2
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=2
ElbowTRCount=3
ElbowBRCount=4
ElbowTLCount=4
ElbowBLCount=3
StartRow=6
StartColumn=0
EndRow=3
EndColumn=-1
WinRow=0
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=elbowBR,Row=5,Column=1)
RevealedTile=(Type=elbowTL,Row=5,Column=0)
MinimumPurchaseOptionCost=30

[TurretDeck7Plus]
MinimumHackingLevel=0
InitSpeed=4.5
NormalSpeed=2.5
SlowSpeed=5
FastSpeed=1.25
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=8
AcceleratorHCount=2
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=2
ElbowTRCount=1
ElbowBRCount=1
ElbowTLCount=2
ElbowBLCount=2
StartRow=6
StartColumn=0
EndRow=3
EndColumn=-1
WinRow=0
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=elbowBR,Row=5,Column=1)
RevealedTile=(Type=elbowTL,Row=5,Column=0)
MinimumPurchaseOptionCost=30

;;;;;;;;;;;;;;;;;;;;;
;  SECURITY BOT
;;;;;;;;;;;;;;;;;;;;;

[SecurityBotDefault]
MinimumHackingLevel=0
InitSpeed=10
NormalSpeed=10
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=2
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=5
ElbowTRCount=5
ElbowBRCount=4
ElbowTLCount=3
ElbowBLCount=5
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=6
WinColumn=4
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=50
DamageDealtOnShortCircuit=15
RevealedTile=(Type=ShortCircuit,Row=0,Column=0)
RevealedTile=(Type=ShortCircuit,Row=0,Column=1)
RevealedTile=(Type=ShortCircuit,Row=0,Column=2)
RevealedTile=(Type=ShortCircuit,Row=0,Column=3)
RevealedTile=(Type=ShortCircuit,Row=0,Column=4)
RevealedTile=(Type=ShortCircuit,Row=0,Column=5)
RevealedTile=(Type=ShortCircuit,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=1,Column=1)
RevealedTile=(Type=ShortCircuit,Row=1,Column=2)
RevealedTile=(Type=ShortCircuit,Row=1,Column=3)
RevealedTile=(Type=ShortCircuit,Row=1,Column=4)
RevealedTile=(Type=ShortCircuit,Row=1,Column=5)
RevealedTile=(Type=ShortCircuit,Row=2,Column=0)
RevealedTile=(Type=ShortCircuit,Row=2,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=ShortCircuit,Row=2,Column=3)
RevealedTile=(Type=ShortCircuit,Row=2,Column=4)
RevealedTile=(Type=ShortCircuit,Row=2,Column=5)
RevealedTile=(Type=ShortCircuit,Row=3,Column=0)
RevealedTile=(Type=ShortCircuit,Row=3,Column=1)
RevealedTile=(Type=ShortCircuit,Row=3,Column=2)
RevealedTile=(Type=ShortCircuit,Row=3,Column=3)
RevealedTile=(Type=ShortCircuit,Row=3,Column=4)
RevealedTile=(Type=ShortCircuit,Row=3,Column=5)
RevealedTile=(Type=ShortCircuit,Row=4,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=1)
RevealedTile=(Type=ShortCircuit,Row=4,Column=2)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)
RevealedTile=(Type=ShortCircuit,Row=4,Column=5)
RevealedTile=(Type=ShortCircuit,Row=5,Column=0)
RevealedTile=(Type=ShortCircuit,Row=5,Column=1)
RevealedTile=(Type=ShortCircuit,Row=5,Column=2)
RevealedTile=(Type=ShortCircuit,Row=5,Column=3)
RevealedTile=(Type=ShortCircuit,Row=5,Column=4)
RevealedTile=(Type=ShortCircuit,Row=5,Column=5)

[SecurityBotDeck1]
MinimumHackingLevel=0
InitSpeed=8.5
NormalSpeed=6.5
SlowSpeed=13
FastSpeed=3.25
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=5
StraightVCount=6
ElbowTRCount=6
ElbowBRCount=4
ElbowTLCount=5
ElbowBLCount=6
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=6
WinColumn=4
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck1MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=elbowBR,Row=0,Column=2)
RevealedTile=(Type=elbowTL,Row=0,Column=0)
RevealedTile=(Type=straightH,Row=0,Column=1)
RevealedTile=(Type=elbowBR,Row=1,Column=0)
MinimumPurchaseOptionCost=10


[SecurityBotDeck2]
MinimumHackingLevel=0
InitSpeed=7.5
NormalSpeed=5.5
SlowSpeed=11
FastSpeed=2.75
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=4
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=5
ElbowTRCount=6
ElbowBRCount=3
ElbowTLCount=4
ElbowBLCount=5
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=6
WinColumn=4
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=200
DamageDealtOnShortCircuit=75
RevealedTile=(Type=elbowBR,Row=0,Column=2)
RevealedTile=(Type=elbowTL,Row=0,Column=0)
RevealedTile=(Type=straightH,Row=0,Column=1)
RevealedTile=(Type=elbowBR,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)
MinimumPurchaseOptionCost=12


[SecurityBotDeck3]
MinimumHackingLevel=0
InitSpeed=6
NormalSpeed=4
SlowSpeed=8
FastSpeed=2
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=4
ShortCircuitCount=2
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=5
ElbowTRCount=4
ElbowBRCount=2
ElbowTLCount=4
ElbowBLCount=5
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=6
WinColumn=4
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck3MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=100
RevealedTile=(Type=elbowBR,Row=0,Column=2)
RevealedTile=(Type=elbowTL,Row=0,Column=0)
RevealedTile=(Type=straightH,Row=0,Column=1)
RevealedTile=(Type=elbowBR,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)
RevealedTile=(Type=Alarm,Row=1,Column=1)
MinimumPurchaseOptionCost=15

[SecurityBotDeck4]
MinimumHackingLevel=0
InitSpeed=5.5
NormalSpeed=3.5
SlowSpeed=7
FastSpeed=1.75
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=4
ElbowTRCount=4
ElbowBRCount=2
ElbowTLCount=3
ElbowBLCount=4
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=6
WinColumn=4
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck4MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=125
RevealedTile=(Type=elbowBR,Row=0,Column=2)
RevealedTile=(Type=elbowTL,Row=0,Column=0)
RevealedTile=(Type=straightH,Row=0,Column=1)
RevealedTile=(Type=elbowBR,Row=1,Column=0)
MinimumPurchaseOptionCost=20


[SecurityBotDeck5]
MinimumHackingLevel=0
InitSpeed=5
NormalSpeed=3
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=2
AcceleratorHCount=1
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=3
ElbowTRCount=4
ElbowBRCount=3
ElbowTLCount=3
ElbowBLCount=5
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=6
WinColumn=4
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck5MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=150
RevealedTile=(Type=elbowBR,Row=0,Column=2)
RevealedTile=(Type=elbowTL,Row=0,Column=0)
RevealedTile=(Type=straightH,Row=0,Column=1)
RevealedTile=(Type=elbowBR,Row=1,Column=0)
MinimumPurchaseOptionCost=25


[SecurityBotDeck6]
MinimumHackingLevel=0
InitSpeed=4.5
NormalSpeed=2.5
SlowSpeed=5
FastSpeed=1.25
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=10
ShortCircuitCount=2
AcceleratorHCount=2
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=4
ElbowTRCount=3
ElbowBRCount=1
ElbowTLCount=3
ElbowBLCount=4
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=6
WinColumn=4
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck6MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=175
RevealedTile=(Type=elbowBR,Row=0,Column=2)
RevealedTile=(Type=elbowTL,Row=0,Column=0)
RevealedTile=(Type=straightH,Row=0,Column=1)
RevealedTile=(Type=elbowBR,Row=1,Column=0)
MinimumPurchaseOptionCost=30


[SecurityBotDeck7]
MinimumHackingLevel=0
InitSpeed=4.25
NormalSpeed=2.25
SlowSpeed=4.5
FastSpeed=1.125
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=11
ShortCircuitCount=3
AcceleratorHCount=1
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=2
ElbowTRCount=3
ElbowBRCount=2
ElbowTLCount=2
ElbowBLCount=4
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=6
WinColumn=4
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowBR,Row=0,Column=2)
RevealedTile=(Type=elbowTL,Row=0,Column=0)
RevealedTile=(Type=straightH,Row=0,Column=1)
RevealedTile=(Type=elbowBR,Row=1,Column=0)
MinimumPurchaseOptionCost=30

[SecurityBotDeck7Plus]
MinimumHackingLevel=0
InitSpeed=4.25
NormalSpeed=2.25
SlowSpeed=4.5
FastSpeed=1.125
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=12
ShortCircuitCount=4
AcceleratorHCount=1
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=2
ElbowTRCount=3
ElbowBRCount=1
ElbowTLCount=2
ElbowBLCount=3
StartRow=1
StartColumn=-1
EndRow=-1
EndColumn=2
WinRow=6
WinColumn=4
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowBR,Row=0,Column=2)
RevealedTile=(Type=elbowTL,Row=0,Column=0)
RevealedTile=(Type=straightH,Row=0,Column=1)
RevealedTile=(Type=elbowBR,Row=1,Column=0)
MinimumPurchaseOptionCost=30

;;;;;;;;;;;;;;;;;;;;;;;
; SECURITY CAMERA
;;;;;;;;;;;;;;;;;;;;;;;

[SecurityCameraDefault]
MinimumHackingLevel=0
InitSpeed=9.5
NormalSpeed=7.5
SlowSpeed=15
FastSpeed=3.75
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
StraightHCount=6
StraightVCount=6
ElbowTRCount=6
ElbowBRCount=6
ElbowTLCount=6
ElbowBLCount=6
AlarmCount=1
ResistorVCount=2
ResistorHCount=2
ShortCircuitCount=1
AcceleratorHCount=2
AcceleratorVCount=2
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=50
DamageDealtOnShortCircuit=15
RevealedTile=(Type=ShortCircuit,Row=0,Column=0)
RevealedTile=(Type=ShortCircuit,Row=0,Column=1)
RevealedTile=(Type=ShortCircuit,Row=0,Column=2)
RevealedTile=(Type=ShortCircuit,Row=0,Column=3)
RevealedTile=(Type=ShortCircuit,Row=0,Column=4)
RevealedTile=(Type=ShortCircuit,Row=0,Column=5)
RevealedTile=(Type=ShortCircuit,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=1,Column=1)
RevealedTile=(Type=ShortCircuit,Row=1,Column=2)
RevealedTile=(Type=ShortCircuit,Row=1,Column=3)
RevealedTile=(Type=ShortCircuit,Row=1,Column=4)
RevealedTile=(Type=ShortCircuit,Row=1,Column=5)
RevealedTile=(Type=ShortCircuit,Row=2,Column=0)
RevealedTile=(Type=ShortCircuit,Row=2,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=ShortCircuit,Row=2,Column=3)
RevealedTile=(Type=ShortCircuit,Row=2,Column=4)
RevealedTile=(Type=ShortCircuit,Row=2,Column=5)
RevealedTile=(Type=ShortCircuit,Row=3,Column=0)
RevealedTile=(Type=ShortCircuit,Row=3,Column=1)
RevealedTile=(Type=ShortCircuit,Row=3,Column=2)
RevealedTile=(Type=ShortCircuit,Row=3,Column=3)
RevealedTile=(Type=ShortCircuit,Row=3,Column=4)
RevealedTile=(Type=ShortCircuit,Row=3,Column=5)
RevealedTile=(Type=ShortCircuit,Row=4,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=1)
RevealedTile=(Type=ShortCircuit,Row=4,Column=2)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)
RevealedTile=(Type=ShortCircuit,Row=4,Column=5)
RevealedTile=(Type=ShortCircuit,Row=5,Column=0)
RevealedTile=(Type=ShortCircuit,Row=5,Column=1)
RevealedTile=(Type=ShortCircuit,Row=5,Column=2)
RevealedTile=(Type=ShortCircuit,Row=5,Column=3)
RevealedTile=(Type=ShortCircuit,Row=5,Column=4)
RevealedTile=(Type=ShortCircuit,Row=5,Column=5)

[SecurityCameraDeck1]
MinimumHackingLevel=0
InitSpeed=9.5
NormalSpeed=7.5
SlowSpeed=15
FastSpeed=3.75
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=5
StraightVCount=5
ElbowTRCount=5
ElbowBRCount=6
ElbowTLCount=6
ElbowBLCount=4
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck1MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=elbowBL,Row=0,Column=3)
RevealedTile=(Type=elbowTR,Row=0,Column=4)
RevealedTile=(Type=straightV,Row=1,Column=4)
RevealedTile=(Type=elbowBL,Row=2,Column=4)
RevealedTile=(Type=straightH,Row=2,Column=5)
MinimumPurchaseOptionCost=10

[SecurityCameraDeck2]
MinimumHackingLevel=0
InitSpeed=8.5
NormalSpeed=6.5
SlowSpeed=13
FastSpeed=3.25
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=4
ElbowTRCount=4
ElbowBRCount=6
ElbowTLCount=6
ElbowBLCount=3
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=200
DamageDealtOnShortCircuit=75
RevealedTile=(Type=elbowBL,Row=0,Column=3)
RevealedTile=(Type=elbowTR,Row=0,Column=4)
RevealedTile=(Type=straightV,Row=1,Column=4)
RevealedTile=(Type=elbowBL,Row=2,Column=4)
RevealedTile=(Type=straightH,Row=2,Column=5)
RevealedTile=(Type=shortcircuit,Row=2,Column=2)
MinimumPurchaseOptionCost=12

[SecurityCameraDeck3]
MinimumHackingLevel=0
InitSpeed=7
NormalSpeed=5
SlowSpeed=10
FastSpeed=2.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=2
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=4
ElbowTRCount=4
ElbowBRCount=4
ElbowTLCount=5
ElbowBLCount=3
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck3MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=100
RevealedTile=(Type=elbowBL,Row=0,Column=3)
RevealedTile=(Type=elbowTR,Row=0,Column=4)
RevealedTile=(Type=straightV,Row=1,Column=4)
RevealedTile=(Type=elbowBL,Row=2,Column=4)
RevealedTile=(Type=straightH,Row=2,Column=5)
RevealedTile=(Type=shortcircuit,Row=2,Column=2)
RevealedTile=(Type=Alarm,Row=5,Column=2)
MinimumPurchaseOptionCost=15

[SecurityCameraDeck4]
MinimumHackingLevel=0
InitSpeed=6.25
NormalSpeed=4.25
SlowSpeed=8.5
FastSpeed=2.215
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=4
ShortCircuitCount=4
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=3
ElbowTRCount=4
ElbowBRCount=4
ElbowTLCount=4
ElbowBLCount=3
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck4MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=125
RevealedTile=(Type=elbowBL,Row=0,Column=3)
RevealedTile=(Type=elbowTR,Row=0,Column=4)
RevealedTile=(Type=straightV,Row=1,Column=4)
RevealedTile=(Type=elbowBL,Row=2,Column=4)
RevealedTile=(Type=straightH,Row=2,Column=5)
RevealedTile=(Type=shortcircuit,Row=2,Column=2)
RevealedTile=(Type=Alarm,Row=5,Column=2)
MinimumPurchaseOptionCost=20

[SecurityCameraDeck5]
MinimumHackingLevel=0
InitSpeed=6
NormalSpeed=4
SlowSpeed=8
FastSpeed=2
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=7
ShortCircuitCount=6
AcceleratorHCount=1
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=3
ElbowTRCount=3
ElbowBRCount=4
ElbowTLCount=3
ElbowBLCount=2
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck5MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=150
RevealedTile=(Type=elbowBL,Row=0,Column=3)
RevealedTile=(Type=elbowTR,Row=0,Column=4)
RevealedTile=(Type=straightV,Row=1,Column=4)
RevealedTile=(Type=elbowBL,Row=2,Column=4)
RevealedTile=(Type=straightH,Row=2,Column=5)
MinimumPurchaseOptionCost=25

[SecurityCameraDeck6]
MinimumHackingLevel=0
InitSpeed=5.5
NormalSpeed=3.5
SlowSpeed=7
FastSpeed=1.75
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=6
AcceleratorHCount=1
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=1
StraightVCount=2
ElbowTRCount=3
ElbowBRCount=4
ElbowTLCount=4
ElbowBLCount=1
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck6MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=175
RevealedTile=(Type=elbowBL,Row=0,Column=3)
RevealedTile=(Type=elbowTR,Row=0,Column=4)
RevealedTile=(Type=straightV,Row=1,Column=4)
RevealedTile=(Type=elbowBL,Row=2,Column=4)
RevealedTile=(Type=straightH,Row=2,Column=5)
MinimumPurchaseOptionCost=30

[SecurityCameraDeck7]
MinimumHackingLevel=0
InitSpeed=4.75
NormalSpeed=2.75
SlowSpeed=5.5
FastSpeed=1.375
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=6
AcceleratorHCount=2
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=1
StraightVCount=1
ElbowTRCount=2
ElbowBRCount=4
ElbowTLCount=4
ElbowBLCount=1
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowBL,Row=0,Column=3)
RevealedTile=(Type=elbowTR,Row=0,Column=4)
RevealedTile=(Type=straightV,Row=1,Column=4)
RevealedTile=(Type=elbowBL,Row=2,Column=4)
RevealedTile=(Type=straightH,Row=2,Column=5)
MinimumPurchaseOptionCost=30

[SecurityCameraDeck7Plus]
MinimumHackingLevel=0
InitSpeed=4.75
NormalSpeed=2.75
SlowSpeed=5.5
FastSpeed=1.375
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=9
ShortCircuitCount=7
AcceleratorHCount=2
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=1
StraightVCount=1
ElbowTRCount=2
ElbowBRCount=3
ElbowTLCount=3
ElbowBLCount=1
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowBL,Row=0,Column=3)
RevealedTile=(Type=elbowTR,Row=0,Column=4)
RevealedTile=(Type=straightV,Row=1,Column=4)
RevealedTile=(Type=elbowBL,Row=2,Column=4)
RevealedTile=(Type=straightH,Row=2,Column=5)
MinimumPurchaseOptionCost=30

;;;;;;;;;;;;;;;;;;;;;
; CRAFTING STATION
;;;;;;;;;;;;;;;;;;;;;

[CraftingStationDefault]
MinimumHackingLevel=0
InitSpeed=4
NormalSpeed=3
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=0
StraightVCount=0
ElbowTRCount=0
ElbowBRCount=0
ElbowTLCount=0
ElbowBLCount=0
StartRow=2
StartColumn=6
EndRow=-1
EndColumn=3
WinRow=6
WinColumn=0
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=200
DamageDealtOnShortCircuit=75
RevealedTile=(Type=ShortCircuit,Row=0,Column=0)
RevealedTile=(Type=ShortCircuit,Row=0,Column=1)
RevealedTile=(Type=ShortCircuit,Row=0,Column=2)
RevealedTile=(Type=ShortCircuit,Row=0,Column=3)
RevealedTile=(Type=ShortCircuit,Row=0,Column=4)
RevealedTile=(Type=ShortCircuit,Row=0,Column=5)
RevealedTile=(Type=ShortCircuit,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=1,Column=1)
RevealedTile=(Type=ShortCircuit,Row=1,Column=2)
RevealedTile=(Type=ShortCircuit,Row=1,Column=3)
RevealedTile=(Type=ShortCircuit,Row=1,Column=4)
RevealedTile=(Type=ShortCircuit,Row=1,Column=5)
RevealedTile=(Type=ShortCircuit,Row=2,Column=0)
RevealedTile=(Type=ShortCircuit,Row=2,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=ShortCircuit,Row=2,Column=3)
RevealedTile=(Type=ShortCircuit,Row=2,Column=4)
RevealedTile=(Type=ShortCircuit,Row=2,Column=5)
RevealedTile=(Type=ShortCircuit,Row=3,Column=0)
RevealedTile=(Type=ShortCircuit,Row=3,Column=1)
RevealedTile=(Type=ShortCircuit,Row=3,Column=2)
RevealedTile=(Type=ShortCircuit,Row=3,Column=3)
RevealedTile=(Type=ShortCircuit,Row=3,Column=4)
RevealedTile=(Type=ShortCircuit,Row=3,Column=5)
RevealedTile=(Type=ShortCircuit,Row=4,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=1)
RevealedTile=(Type=ShortCircuit,Row=4,Column=2)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)
RevealedTile=(Type=ShortCircuit,Row=4,Column=5)
RevealedTile=(Type=ShortCircuit,Row=5,Column=0)
RevealedTile=(Type=ShortCircuit,Row=5,Column=1)
RevealedTile=(Type=ShortCircuit,Row=5,Column=2)
RevealedTile=(Type=ShortCircuit,Row=5,Column=3)
RevealedTile=(Type=ShortCircuit,Row=5,Column=4)
RevealedTile=(Type=ShortCircuit,Row=5,Column=5)

[CraftingStationDeck3]
MinimumHackingLevel=0
InitSpeed=5
NormalSpeed=3
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=1
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=0
StraightVCount=3
ElbowTRCount=2
ElbowBRCount=3
ElbowTLCount=4
ElbowBLCount=3
StartRow=5
StartColumn=3
EndRow=4
EndColumn=-1
WinRow=-1
WinColumn=3
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck3MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=100
RevealedTile=(Type=elbowTR,Row=4,Column=3)
RevealedTile=(Type=straightH,Row=4,Column=2)
RevealedTile=(Type=straightH,Row=4,Column=1)
RevealedTile=(Type=straightH,Row=4,Column=0)
RevealedTile=(Type=alarm,Row=2,Column=3)
RevealedTile=(Type=shortcircuit,Row=3,Column=0)
MinimumPurchaseOptionCost=15


[CraftingStationDeck4]
MinimumHackingLevel=0
InitSpeed=4.75
NormalSpeed=2.75
SlowSpeed=5.5
FastSpeed=1.375
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=1
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=0
StraightVCount=3
ElbowTRCount=2
ElbowBRCount=2
ElbowTLCount=3
ElbowBLCount=3
StartRow=5
StartColumn=3
EndRow=4
EndColumn=-1
WinRow=-1
WinColumn=3
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck4MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=125
RevealedTile=(Type=elbowTR,Row=4,Column=3)
RevealedTile=(Type=straightH,Row=4,Column=2)
RevealedTile=(Type=straightH,Row=4,Column=1)
RevealedTile=(Type=straightH,Row=4,Column=0)
RevealedTile=(Type=alarm,Row=2,Column=3)
RevealedTile=(Type=shortcircuit,Row=3,Column=0)
RevealedTile=(Type=alarm,Row=1,Column=1)
RevealedTile=(Type=shortcircuit,Row=3,Column=2)
MinimumPurchaseOptionCost=20

[CraftingStationDeck5]
MinimumHackingLevel=0
InitSpeed=4.35
NormalSpeed=2.35
SlowSpeed=4.7
FastSpeed=1.175
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=3
ShortCircuitCount=5
AcceleratorHCount=1
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=0
StraightVCount=3
ElbowTRCount=2
ElbowBRCount=2
ElbowTLCount=3
ElbowBLCount=2
StartRow=5
StartColumn=3
EndRow=4
EndColumn=-1
WinRow=-1
WinColumn=3
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck5MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=150
RevealedTile=(Type=elbowTR,Row=4,Column=3)
RevealedTile=(Type=straightH,Row=4,Column=2)
RevealedTile=(Type=straightH,Row=4,Column=1)
RevealedTile=(Type=straightH,Row=4,Column=0)
MinimumPurchaseOptionCost=25

[CraftingStationDeck6]
MinimumHackingLevel=0
InitSpeed=4
NormalSpeed=2
SlowSpeed=4
FastSpeed=1
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=4
ShortCircuitCount=6
AcceleratorHCount=1
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=0
StraightVCount=2
ElbowTRCount=1
ElbowBRCount=2
ElbowTLCount=2
ElbowBLCount=2
StartRow=5
StartColumn=3
EndRow=4
EndColumn=-1
WinRow=-1
WinColumn=3
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck6MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=175
RevealedTile=(Type=elbowTR,Row=4,Column=3)
RevealedTile=(Type=straightH,Row=4,Column=2)
RevealedTile=(Type=straightH,Row=4,Column=1)
RevealedTile=(Type=acceleratorH,Row=4,Column=0)
MinimumPurchaseOptionCost=30

[CraftingStationDeck7]
MinimumHackingLevel=0
InitSpeed=3.75
NormalSpeed=1.75
SlowSpeed=3.5
FastSpeed=0.875
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=5
ShortCircuitCount=6
AcceleratorHCount=0
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=1
StraightVCount=1
ElbowTRCount=1
ElbowBRCount=1
ElbowTLCount=2
ElbowBLCount=2
StartRow=5
StartColumn=3
EndRow=4
EndColumn=-1
WinRow=-1
WinColumn=3
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTR,Row=4,Column=3)
RevealedTile=(Type=straightH,Row=4,Column=2)
RevealedTile=(Type=acceleratorH,Row=4,Column=1)
RevealedTile=(Type=straightH,Row=4,Column=0)
MinimumPurchaseOptionCost=30

[CraftingStationDeck7Plus]
MinimumHackingLevel=0
InitSpeed=3.75
NormalSpeed=1.75
SlowSpeed=3.5
FastSpeed=0.875
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=6
ShortCircuitCount=7
AcceleratorHCount=0
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=0
StraightVCount=1
ElbowTRCount=1
ElbowBRCount=1
ElbowTLCount=2
ElbowBLCount=1
StartRow=5
StartColumn=3
EndRow=4
EndColumn=-1
WinRow=-1
WinColumn=3
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTR,Row=4,Column=3)
RevealedTile=(Type=straightH,Row=4,Column=2)
RevealedTile=(Type=acceleratorH,Row=4,Column=1)
RevealedTile=(Type=straightH,Row=4,Column=0)
MinimumPurchaseOptionCost=30

;;;;;;;;;;;;;;;;;;;;;
;  VENDING STATION
;;;;;;;;;;;;;;;;;;;;;

[VendingStationDefault]
MinimumHackingLevel=0
InitSpeed=4
NormalSpeed=3
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=2
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=5
ElbowTRCount=6
ElbowBRCount=4
ElbowTLCount=3
ElbowBLCount=4
StartRow=2
StartColumn=5
EndRow=4
EndColumn=5
WinRow=0
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=50
DamageDealtOnShortCircuit=15
RevealedTile=(Type=ShortCircuit,Row=0,Column=0)
RevealedTile=(Type=ShortCircuit,Row=0,Column=1)
RevealedTile=(Type=ShortCircuit,Row=0,Column=2)
RevealedTile=(Type=ShortCircuit,Row=0,Column=3)
RevealedTile=(Type=ShortCircuit,Row=0,Column=4)
RevealedTile=(Type=ShortCircuit,Row=0,Column=5)
RevealedTile=(Type=ShortCircuit,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=1,Column=1)
RevealedTile=(Type=ShortCircuit,Row=1,Column=2)
RevealedTile=(Type=ShortCircuit,Row=1,Column=3)
RevealedTile=(Type=ShortCircuit,Row=1,Column=4)
RevealedTile=(Type=ShortCircuit,Row=1,Column=5)
RevealedTile=(Type=ShortCircuit,Row=2,Column=0)
RevealedTile=(Type=ShortCircuit,Row=2,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=ShortCircuit,Row=2,Column=3)
RevealedTile=(Type=ShortCircuit,Row=2,Column=4)
RevealedTile=(Type=ShortCircuit,Row=2,Column=5)
RevealedTile=(Type=ShortCircuit,Row=3,Column=0)
RevealedTile=(Type=ShortCircuit,Row=3,Column=1)
RevealedTile=(Type=ShortCircuit,Row=3,Column=2)
RevealedTile=(Type=ShortCircuit,Row=3,Column=3)
RevealedTile=(Type=ShortCircuit,Row=3,Column=4)
RevealedTile=(Type=ShortCircuit,Row=3,Column=5)
RevealedTile=(Type=ShortCircuit,Row=4,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=1)
RevealedTile=(Type=ShortCircuit,Row=4,Column=2)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)
RevealedTile=(Type=ShortCircuit,Row=4,Column=5)
RevealedTile=(Type=ShortCircuit,Row=5,Column=0)
RevealedTile=(Type=ShortCircuit,Row=5,Column=1)
RevealedTile=(Type=ShortCircuit,Row=5,Column=2)
RevealedTile=(Type=ShortCircuit,Row=5,Column=3)
RevealedTile=(Type=ShortCircuit,Row=5,Column=4)
RevealedTile=(Type=ShortCircuit,Row=5,Column=5)

[VendingStationDeck1]
MinimumHackingLevel=0
InitSpeed=7.5
NormalSpeed=5.5
SlowSpeed=11
FastSpeed=2.75
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=6
StraightVCount=5
ElbowTRCount=6
ElbowBRCount=6
ElbowTLCount=5
ElbowBLCount=5
StartRow=2
StartColumn=6
EndRow=4
EndColumn=6
WinRow=0
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck1MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=elbowTL,Row=2,Column=5)
RevealedTile=(Type=straightV,Row=3,Column=5)
RevealedTile=(Type=elbowBL,Row=4,Column=5)
MinimumPurchaseOptionCost=10


[VendingStationDeck2]
MinimumHackingLevel=0
InitSpeed=6.5
NormalSpeed=4.5
SlowSpeed=9
FastSpeed=2.25
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=5
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=5
StraightVCount=4
ElbowTRCount=5
ElbowBRCount=5
ElbowTLCount=4
ElbowBLCount=4
StartRow=2
StartColumn=6
EndRow=4
EndColumn=6
WinRow=0
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=200
DamageDealtOnShortCircuit=70
RevealedTile=(Type=elbowTL,Row=2,Column=5)
RevealedTile=(Type=straightV,Row=3,Column=5)
RevealedTile=(Type=elbowBL,Row=4,Column=5)
RevealedTile=(Type=shortcircuit,Row=2,Column=2)
MinimumPurchaseOptionCost=12

[VendingStationDeck3]
MinimumHackingLevel=0
InitSpeed=5.75
NormalSpeed=3.75
SlowSpeed=7.5
FastSpeed=1.875
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=3
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=5
StraightVCount=3
ElbowTRCount=5
ElbowBRCount=4
ElbowTLCount=4
ElbowBLCount=4
StartRow=2
StartColumn=6
EndRow=4
EndColumn=6
WinRow=0
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck3MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=100
RevealedTile=(Type=elbowTL,Row=2,Column=5)
RevealedTile=(Type=straightV,Row=3,Column=5)
RevealedTile=(Type=elbowBL,Row=4,Column=5)
RevealedTile=(Type=shortcircuit,Row=2,Column=2)
RevealedTile=(Type=alarm,Row=0,Column=3)
MinimumPurchaseOptionCost=15

[VendingStationDeck4]
MinimumHackingLevel=0
InitSpeed=5.25
NormalSpeed=3.25
SlowSpeed=6.5
FastSpeed=1.625
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=5
ShortCircuitCount=7
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=3
ElbowTRCount=4
ElbowBRCount=4
ElbowTLCount=3
ElbowBLCount=3
StartRow=2
StartColumn=6
EndRow=4
EndColumn=6
WinRow=0
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck4MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=125
RevealedTile=(Type=elbowTL,Row=2,Column=5)
RevealedTile=(Type=straightV,Row=3,Column=5)
RevealedTile=(Type=elbowBL,Row=4,Column=5)
MinimumPurchaseOptionCost=20

[VendingStationDeck5]
MinimumHackingLevel=0
InitSpeed=4.75
NormalSpeed=2.75
SlowSpeed=5.5
FastSpeed=1.375
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=5
ShortCircuitCount=8
AcceleratorHCount=1
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=3
ElbowTRCount=4
ElbowBRCount=3
ElbowTLCount=3
ElbowBLCount=3
StartRow=2
StartColumn=6
EndRow=4
EndColumn=6
WinRow=0
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck5MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=150
RevealedTile=(Type=elbowTL,Row=2,Column=5)
RevealedTile=(Type=straightV,Row=3,Column=5)
RevealedTile=(Type=elbowBL,Row=4,Column=5)
MinimumPurchaseOptionCost=25

[VendingStationDeck6]
MinimumHackingLevel=0
InitSpeed=4.25
NormalSpeed=2.25
SlowSpeed=4.5
FastSpeed=1.125
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=5
ShortCircuitCount=8
AcceleratorHCount=1
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=2
ElbowTRCount=4
ElbowBRCount=4
ElbowTLCount=2
ElbowBLCount=3
StartRow=2
StartColumn=6
EndRow=4
EndColumn=6
WinRow=0
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck6MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=175
RevealedTile=(Type=elbowTL,Row=2,Column=5)
RevealedTile=(Type=straightV,Row=3,Column=5)
RevealedTile=(Type=elbowBL,Row=4,Column=5)
MinimumPurchaseOptionCost=30

[VendingStationDeck7]
MinimumHackingLevel=0
InitSpeed=4
NormalSpeed=2
SlowSpeed=4
FastSpeed=1
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=6
ShortCircuitCount=8
AcceleratorHCount=2
AcceleratorVCount=3
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=1
ElbowTRCount=4
ElbowBRCount=3
ElbowTLCount=2
ElbowBLCount=2
StartRow=2
StartColumn=6
EndRow=4
EndColumn=6
WinRow=0
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTL,Row=2,Column=5)
RevealedTile=(Type=straightV,Row=3,Column=5)
RevealedTile=(Type=elbowBL,Row=4,Column=5)
MinimumPurchaseOptionCost=30

[VendingStationDeck7Plus]
MinimumHackingLevel=0
InitSpeed=4
NormalSpeed=2
SlowSpeed=4
FastSpeed=1
TradeSpeed=0.33
TotalPieces=36
CheckPointCount=0
AlarmCount=7
ShortCircuitCount=9
AcceleratorHCount=2
AcceleratorVCount=3
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=1
ElbowTRCount=3
ElbowBRCount=3
ElbowTLCount=2
ElbowBLCount=1
StartRow=2
StartColumn=6
EndRow=4
EndColumn=6
WinRow=0
WinColumn=-1
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTL,Row=2,Column=5)
RevealedTile=(Type=straightV,Row=3,Column=5)
RevealedTile=(Type=elbowBL,Row=4,Column=5)
MinimumPurchaseOptionCost=30



;;;;;;;;;;;;;;;;;;;;;;
; KEYPAD
;;;;;;;;;;;;;;;;;;;;;;

[KeypadDefault]
MinimumHackingLevel=0
InitSpeed=9
NormalSpeed=5
SlowSpeed=10
FastSpeed=2.5
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=4
ShortCircuitCount=4
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=3
ElbowTRCount=4
ElbowBRCount=4
ElbowTLCount=5
ElbowBLCount=5
StartRow=3
StartColumn=-1
EndRow=6
EndColumn=1
WinRow=1
WinColumn=6
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck1MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=ShortCircuit,Row=0,Column=0)
RevealedTile=(Type=ShortCircuit,Row=0,Column=1)
RevealedTile=(Type=ShortCircuit,Row=0,Column=2)
RevealedTile=(Type=ShortCircuit,Row=0,Column=3)
RevealedTile=(Type=ShortCircuit,Row=0,Column=4)
RevealedTile=(Type=ShortCircuit,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=1,Column=1)
RevealedTile=(Type=ShortCircuit,Row=1,Column=2)
RevealedTile=(Type=ShortCircuit,Row=1,Column=3)
RevealedTile=(Type=ShortCircuit,Row=1,Column=4)
RevealedTile=(Type=ShortCircuit,Row=2,Column=0)
RevealedTile=(Type=ShortCircuit,Row=2,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=ShortCircuit,Row=2,Column=3)
RevealedTile=(Type=ShortCircuit,Row=2,Column=4)
RevealedTile=(Type=ShortCircuit,Row=3,Column=0)
RevealedTile=(Type=ShortCircuit,Row=3,Column=1)
RevealedTile=(Type=ShortCircuit,Row=3,Column=2)
RevealedTile=(Type=ShortCircuit,Row=3,Column=3)
RevealedTile=(Type=ShortCircuit,Row=3,Column=4)
RevealedTile=(Type=ShortCircuit,Row=4,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=1)
RevealedTile=(Type=ShortCircuit,Row=4,Column=2)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)

[KeypadDeck1]
MinimumHackingLevel=0
InitSpeed=7
NormalSpeed=5
SlowSpeed=10
FastSpeed=2.5
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=5
ElbowTRCount=2
ElbowBRCount=4
ElbowTLCount=4
ElbowBLCount=3
StartRow=3
StartColumn=-1
EndRow=5
EndColumn=1
WinRow=1
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck1MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
MinimumPurchaseOptionCost=10


[KeypadDeck2]
MinimumHackingLevel=0
InitSpeed=6
NormalSpeed=4
SlowSpeed=8
FastSpeed=2
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=4
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=4
ElbowTRCount=1
ElbowBRCount=3
ElbowTLCount=3
ElbowBLCount=2
StartRow=3
StartColumn=-1
EndRow=5
EndColumn=1
WinRow=1
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=200
DamageDealtOnShortCircuit=75
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=Shortcircuit,Row=2,Column=2)
MinimumPurchaseOptionCost=12

[KeypadDeck3]
MinimumHackingLevel=0
InitSpeed=5
NormalSpeed=3
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=3
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=3
ElbowTRCount=1
ElbowBRCount=2
ElbowTLCount=3
ElbowBLCount=2
StartRow=3
StartColumn=-1
EndRow=5
EndColumn=1
WinRow=1
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck3MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=100
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
RevealedTile=(Type=Shortcircuit,Row=2,Column=2)
RevealedTile=(Type=Alarm,Row=4,Column=3)
MinimumPurchaseOptionCost=15

[KeypadDeck4]
MinimumHackingLevel=0
InitSpeed=4.5
NormalSpeed=2.5
SlowSpeed=5
FastSpeed=1.25
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=5
ShortCircuitCount=4
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=3
ElbowTRCount=1
ElbowBRCount=2
ElbowTLCount=3
ElbowBLCount=1
StartRow=3
StartColumn=-1
EndRow=5
EndColumn=1
WinRow=1
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck4MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=125
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
MinimumPurchaseOptionCost=20

[KeypadDeck5]
MinimumHackingLevel=0
InitSpeed=4
NormalSpeed=2
SlowSpeed=4
FastSpeed=1
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=6
ShortCircuitCount=3
AcceleratorHCount=1
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=2
ElbowTRCount=1
ElbowBRCount=3
ElbowTLCount=2
ElbowBLCount=1
StartRow=3
StartColumn=-1
EndRow=5
EndColumn=1
WinRow=1
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck5MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=150
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
MinimumPurchaseOptionCost=25

[KeypadDeck6]
MinimumHackingLevel=0
InitSpeed=3.75
NormalSpeed=1.75
SlowSpeed=3.5
FastSpeed=0.875
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=7
ShortCircuitCount=3
AcceleratorHCount=2
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=2
ElbowTRCount=0
ElbowBRCount=2
ElbowTLCount=2
ElbowBLCount=1
StartRow=3
StartColumn=-1
EndRow=5
EndColumn=1
WinRow=1
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck6MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=175
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
MinimumPurchaseOptionCost=30

[KeypadDeck7]
MinimumHackingLevel=0
InitSpeed=3.5
NormalSpeed=1.5
SlowSpeed=3
FastSpeed=0.75
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=7
ShortCircuitCount=3
AcceleratorHCount=2
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=1
StraightVCount=2
ElbowTRCount=0
ElbowBRCount=2
ElbowTLCount=2
ElbowBLCount=1
StartRow=3
StartColumn=-1
EndRow=5
EndColumn=1
WinRow=1
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
MinimumPurchaseOptionCost=30

[KeypadDeck7Plus]
MinimumHackingLevel=0
InitSpeed=3.5
NormalSpeed=1.5
SlowSpeed=3
FastSpeed=0.75
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=4
AcceleratorHCount=2
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=1
StraightVCount=2
ElbowTRCount=0
ElbowBRCount=1
ElbowTLCount=2
ElbowBLCount=0
StartRow=3
StartColumn=-1
EndRow=5
EndColumn=1
WinRow=1
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowTR,Row=3,Column=0)
RevealedTile=(Type=elbowBL,Row=4,Column=0)
RevealedTile=(Type=elbowTR,Row=4,Column=1)
MinimumPurchaseOptionCost=30


;;;;;;;;;;;;;;;;;;;;;
; SECURITY CRATE
;;;;;;;;;;;;;;;;;;;;;

[SecurityCrateDefault]
MinimumHackingLevel=0
InitSpeed=4
NormalSpeed=3
SlowSpeed=6
FastSpeed=1.5
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
StraightHCount=3
StraightVCount=3
ElbowTRCount=2
ElbowBRCount=2
ElbowTLCount=2
ElbowBLCount=3
AlarmCount=1
ResistorVCount=2
ResistorHCount=2
ShortCircuitCount=1
AcceleratorHCount=2
AcceleratorVCount=2
StartRow=-1
StartColumn=1
EndRow=-1
EndColumn=0
WinRow=3
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=ShortCircuit,Row=0,Column=0)
RevealedTile=(Type=ShortCircuit,Row=0,Column=1)
RevealedTile=(Type=ShortCircuit,Row=0,Column=2)
RevealedTile=(Type=ShortCircuit,Row=0,Column=3)
RevealedTile=(Type=ShortCircuit,Row=0,Column=4)
RevealedTile=(Type=ShortCircuit,Row=1,Column=0)
RevealedTile=(Type=ShortCircuit,Row=1,Column=1)
RevealedTile=(Type=ShortCircuit,Row=1,Column=2)
RevealedTile=(Type=ShortCircuit,Row=1,Column=3)
RevealedTile=(Type=ShortCircuit,Row=1,Column=4)
RevealedTile=(Type=ShortCircuit,Row=2,Column=0)
RevealedTile=(Type=ShortCircuit,Row=2,Column=1)
RevealedTile=(Type=ShortCircuit,Row=2,Column=2)
RevealedTile=(Type=ShortCircuit,Row=2,Column=3)
RevealedTile=(Type=ShortCircuit,Row=2,Column=4)
RevealedTile=(Type=ShortCircuit,Row=3,Column=0)
RevealedTile=(Type=ShortCircuit,Row=3,Column=1)
RevealedTile=(Type=ShortCircuit,Row=3,Column=2)
RevealedTile=(Type=ShortCircuit,Row=3,Column=3)
RevealedTile=(Type=ShortCircuit,Row=3,Column=4)
RevealedTile=(Type=ShortCircuit,Row=4,Column=0)
RevealedTile=(Type=ShortCircuit,Row=4,Column=1)
RevealedTile=(Type=ShortCircuit,Row=4,Column=2)
RevealedTile=(Type=ShortCircuit,Row=4,Column=3)
RevealedTile=(Type=ShortCircuit,Row=4,Column=4)

[SecurityCrateDeck1]
MinimumHackingLevel=0
InitSpeed=6
NormalSpeed=4
SlowSpeed=8
FastSpeed=2
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=0
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=5
ElbowTRCount=4
ElbowBRCount=3
ElbowTLCount=4
ElbowBLCount=3
StartRow=-1
StartColumn=1
EndRow=-1
EndColumn=0
WinRow=3
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck1MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=150
DamageDealtOnShortCircuit=50
RevealedTile=(Type=elbowBR,Row=0,Column=1)
RevealedTile=(Type=elbowBL,Row=0,Column=0)
MinimumPurchaseOptionCost=10

[SecurityCrateDeck2]
MinimumHackingLevel=0
InitSpeed=5.5
NormalSpeed=3.5
SlowSpeed=7
FastSpeed=1.75
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=0
ShortCircuitCount=4
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=4
StraightVCount=4
ElbowTRCount=3
ElbowBRCount=2
ElbowTLCount=3
ElbowBLCount=2
StartRow=-1
StartColumn=1
EndRow=-1
EndColumn=0
WinRow=3
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck2MediumSecurityBot"
AlarmBotCount=1
DamageDealtOnOverload=200
DamageDealtOnShortCircuit=75
RevealedTile=(Type=elbowBR,Row=0,Column=1)
RevealedTile=(Type=elbowBL,Row=0,Column=0)
RevealedTile=(Type=shortcircuit,Row=2,Column=1)
MinimumPurchaseOptionCost=20

[SecurityCrateDeck3]
MinimumHackingLevel=0
InitSpeed=4.5
NormalSpeed=2.5
SlowSpeed=5
FastSpeed=1.25
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=4
ShortCircuitCount=2
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=3
ElbowTRCount=3
ElbowBRCount=1
ElbowTLCount=3
ElbowBLCount=2
StartRow=-1
StartColumn=1
EndRow=-1
EndColumn=0
WinRow=3
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck3MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=100
RevealedTile=(Type=elbowBR,Row=0,Column=1)
RevealedTile=(Type=elbowBL,Row=0,Column=0)
RevealedTile=(Type=shortcircuit,Row=2,Column=1)
RevealedTile=(Type=alarm,Row=1,Column=3)
MinimumPurchaseOptionCost=30

[SecurityCrateDeck4]
MinimumHackingLevel=0
InitSpeed=4
NormalSpeed=2
SlowSpeed=4
FastSpeed=1
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=6
ShortCircuitCount=3
AcceleratorHCount=0
AcceleratorVCount=0
ResistorVCount=0
ResistorHCount=0
StraightHCount=3
StraightVCount=3
ElbowTRCount=2
ElbowBRCount=2
ElbowTLCount=2
ElbowBLCount=2
StartRow=-1
StartColumn=1
EndRow=-1
EndColumn=0
WinRow=3
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck4MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=125
RevealedTile=(Type=elbowBR,Row=0,Column=1)
RevealedTile=(Type=elbowBL,Row=0,Column=0)
MinimumPurchaseOptionCost=40

[SecurityCrateDeck5]
MinimumHackingLevel=0
InitSpeed=3.75
NormalSpeed=1.75
SlowSpeed=3.5
FastSpeed=0.875
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=7
ShortCircuitCount=2
AcceleratorHCount=1
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=2
ElbowTRCount=3
ElbowBRCount=1
ElbowTLCount=2
ElbowBLCount=2
StartRow=-1
StartColumn=1
EndRow=-1
EndColumn=0
WinRow=3
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck5MediumSecurityBot"
AlarmBotCount=2
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=150
RevealedTile=(Type=elbowBR,Row=0,Column=1)
RevealedTile=(Type=elbowBL,Row=0,Column=0)
MinimumPurchaseOptionCost=50

[SecurityCrateDeck6]
MinimumHackingLevel=0
InitSpeed=3.5
NormalSpeed=1.5
SlowSpeed=3
FastSpeed=0.75
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=3
AcceleratorHCount=1
AcceleratorVCount=1
ResistorVCount=0
ResistorHCount=0
StraightHCount=2
StraightVCount=2
ElbowTRCount=2
ElbowBRCount=1
ElbowTLCount=2
ElbowBLCount=1
StartRow=-1
StartColumn=1
EndRow=-1
EndColumn=0
WinRow=3
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck6MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=175
RevealedTile=(Type=elbowBR,Row=0,Column=1)
RevealedTile=(Type=elbowBL,Row=0,Column=0)
MinimumPurchaseOptionCost=50

[SecurityCrateDeck7]
MinimumHackingLevel=0
InitSpeed=3
NormalSpeed=1
SlowSpeed=2
FastSpeed=0.5
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=3
AcceleratorHCount=2
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=1
StraightVCount=1
ElbowTRCount=2
ElbowBRCount=1
ElbowTLCount=2
ElbowBLCount=1
StartRow=-1
StartColumn=1
EndRow=-1
EndColumn=0
WinRow=3
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowBR,Row=0,Column=1)
RevealedTile=(Type=elbowBL,Row=0,Column=0)
MinimumPurchaseOptionCost=50


[SecurityCrateDeck7Plus]
MinimumHackingLevel=0
InitSpeed=3
NormalSpeed=1
SlowSpeed=2
FastSpeed=0.5
TradeSpeed=0.33
TotalPieces=25
CheckPointCount=0
AlarmCount=8
ShortCircuitCount=4
AcceleratorHCount=2
AcceleratorVCount=2
ResistorVCount=0
ResistorHCount=0
StraightHCount=1
StraightVCount=1
ElbowTRCount=2
ElbowBRCount=1
ElbowTLCount=2
ElbowBLCount=0
StartRow=-1
StartColumn=1
EndRow=-1
EndColumn=0
WinRow=3
WinColumn=5
HackCost=0
AlarmBotType="ShockAIClasses.SpawnedDeck7MediumSecurityBot"
AlarmBotCount=3
DamageDealtOnOverload=500
DamageDealtOnShortCircuit=200
RevealedTile=(Type=elbowBR,Row=0,Column=1)
RevealedTile=(Type=elbowBL,Row=0,Column=0)
MinimumPurchaseOptionCost=50
G u i . i n i   [P  [Engine.FlashGUIController]

;List all movies here, and then define them in their own section below
MovieName=PlasmidEquip
MovieName=PlasmiNow
MovieName=HUD
MovieName=Pause
MovieName=Hacking
MovieName=InGameManual
MovieName=CraftingStation
MovieName=ComboLock
MovieName=FadeOut
MovieName=FadeIn
MovieName=Maps
MovieName=Warning
;MovieName=ProgressBar
MovieName=NTSCColorBars
MovieName=Bathysphere
MovieName=EndingMovieSavedGatherers
MovieName=EndingMovieHarvestedGatherers
MovieName=IntroMovie
MovieName=PlaneMovie
MovieName=TestFlashback
MovieName=FirstFlashback
MovieName=TestBinkInfoBox
MovieName=AlphaTest
MovieName=SmallFile
MovieName=HarvestMovie
MovieName=WouldYouKindlyMovie
MovieName=Credits
MovieName=Controls
MovieName=SummonProtector
MovieName=IcicleAssault
MovieName=DecoyHuman
MovieName=ElectricBolt
MovieName=BerserkRage
MovieName=Incineration
MovieName=InsectSwarmPlasmid
MovieName=SecurityBeacon
MovieName=AirBlast
MovieName=Telekinesis
MovieName=SpringboardTrap
MovieName=PCWeaponSelection

SplashScreen=Pause
SplashScreenStartFunction=SwitchToTitleScreen
SplashScreenBackgroundBinkMovie="..\BinkMovies\GathererTeddyBear.bik"
;SplashScreenBackgroundBinkMovie=""
SplashScreenBackgroundBinkMovieBufferSize=0

HighlightDiagonalMoveTolerance=-1.0
HighlightMoveBlockingTime=0.05

TimeToSuppressGuiInterfaceButton=0.5

:Controls the sensitivity of the mouse in flash
FlashMouseSensitivity=0.75

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Automatically start these movies when the GUI is created

AutoStart=HUD

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Automatically load these movies at startup so that we don't dynamically 
;; load them at runtime

AutoLoad=PlasmidEquip
AutoLoad=PlasmiNow
AutoLoad=HUD
AutoLoad=Pause
AutoLoad=ComboLock
AutoLoad=Bathysphere
AutoLoad=Hacking
AutoLoad=InGameManual
AutoLoad=FadeOut
AutoLoad=FadeIn
AutoLoad=Warning
AutoLoad=CraftingStation
AutoLoad=EndingMovieSavedGatherers
AutoLoad=EndingMovieHarvestedGatherers
AutoLoad=IntroMovie
AutoLoad=PlaneMovie
AutoLoad=TestFlashback
AutoLoad=FirstFlashback
AutoLoad=TestBinkInfoBox
AutoLoad=AlphaTest
AutoLoad=SmallFile
;AutoLoad=ProgressBar
AutoLoad=Maps
AutoLoad=HarvestMovie
AutoLoad=WouldYouKindlyMovie
AutoLoad=Credits
AutoLoad=Controls
AutoLoad=SummonProtector
AutoLoad=IcicleAssault
AutoLoad=DecoyHuman
AutoLoad=ElectricBolt
AutoLoad=BerserkRage
AutoLoad=Incineration
AutoLoad=InsectSwarmPlasmid
AutoLoad=SecurityBeacon
AutoLoad=AirBlast
AutoLoad=Telekinesis
AutoLoad=SpringboardTrap

;AutoLoad=Inventory
;AutoLoad=VendingStation
;AutoLoad=WeaponStation

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Parameters for each MovieName listed in [Engine.FlashGUIController]
;
; (Mandatory Parameters)
;
;   Filename=           The path to the .swf file.  Each movie should
;                       specify this parameter.
;
;   DefaultPosition=    The default position of the movie on the screen,
;                       in the form (X=###,Y=###).  Each movie should
;                       specify this parameter.
;
; (Optional Parameters)
;
;   Input=              The key code of an input that this movie receives.
;                       (See the Input Keys table at the  bottom for reference.)
;                       Movies can have any number of Inputs, including zero.
;
;   InputRange=         A range of input keys that this movie receives, in
;                       the form (LowKey=IK_?,HighKey=IK_?).
;                       (See the Input Keys table at the bottom for reference.)
;                       Movies can have any number of InputRanges, including zero.
;
;   MouseCursor=        The material to use for this movie's mouse cursor, if any.
;                       Tip: A movie should only specify a MouseCursor if it also
;                       specifies InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
;
;   BackgroundAlpha=    The transparency of the background of the movie,
;                       where 0 is fully transparent and 1 is fully opaque.
;                       E.g. 0.5 is half transparent.
;                       (The default is 0, i.e. fully transparent.)
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[Inventory]
;Filename=..\FlashMovies\inventory.swf
;DefaultPosition=(X=0,Y=0)
;BackgroundAlpha=0.0
;InputContextName=InventoryUIActive
;Input=IK_LeftMouse 
;InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).

;[Container]
;Filename=..\FlashMovies\Container.swf
;DefaultPosition=(X=0,Y=0)
;BackgroundAlpha=0.0
;InputContextName=ContainerUIActive
;Input=IK_LeftMouse 
;InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).

[HUD]
PCFilename=..\FlashMovies\HUDPC.swf
Filename=..\FlashMovies\HUDRadial.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=Default

[PlasmidEquip]
Filename=..\FlashMovies\PlasmidEquipStation.swf
PCFilename=..\FlashMovies\GeneBankPC.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PlasmidEquipUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
bShowMouseCursor=true

[PlasmiNow]
PCFilename=..\FlashMovies\PlasmiNowPC.swf
Filename=..\FlashMovies\PlasmiNow.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PlasmidEquipUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
BackgroundMovie="..\BinkMovies\PlasmaNow_BG1.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=false
;Bink43XOffsetOverride=0
BinkClearBackground=false
BinkXOffsetOverride=-480
BinkYOffsetOverride=-360
BinkWidthOverride=960
BinkHeightOverride=720
BinkAlphaOverride=1
bShowMouseCursor=true


;[VendingStation]
;Filename=..\FlashMovies\vendingStation.swf
;DefaultPosition=(X=0,Y=0)
;BackgroundAlpha=0.0
;InputContextName=VendingMachineUIActive
;Input=IK_LeftMouse 
;InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).

[Pause]
PCFilename=..\FlashMovies\PausePC.swf
Filename=..\FlashMovies\Pause.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
bShowMouseCursor=true
;BackgroundMovie="..\BinkMovies\BioshockLogo.bik"

[Hacking]
PCFilename=..\FlashMovies\HackingPC.swf
Filename=..\FlashMovies\Hacking.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=HackingUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
BackgroundMovie="..\BinkMovies\HackingBG.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=false
BinkClearBackground=true
Bink43XOffsetOverride=0
BinkXOffsetOverride=-205
BinkYOffsetOverride=-310
BinkWidthOverride=640
BinkHeightOverride=640
BinkAlphaOverride=1
ShouldPauseGameRenderingWhileActive=true
bShowMouseCursor=true

[Maps]
PCFilename=..\FlashMovies\MapsPC.swf
Filename=..\FlashMovies\Maps.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=MapsUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
bShowMouseCursor=true

[InGameManual]
PCFilename=..\FlashMovies\ingamemanualPC.swf
Filename=..\FlashMovies\ingamemanual.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=InGameManualUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
;BackgroundMovie="..\BinkMovies\ManualBG.bik"
;BackgroundMovieBufferSize=0
;BackgroundMovieCloseWhenFinished=false
;BinkClearBackground=false
;Bink43XOffsetOverride=0
;BinkXOffsetOverride=-480
;BinkYOffsetOverride=-360
;BinkWidthOverride=960
;BinkHeightOverride=720
;BinkAlphaOverride=1
bShowMouseCursor=true

[CraftingStation]
PCFilename=..\FlashMovies\craftingstationPC.swf
Filename=..\FlashMovies\craftingstation.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=CraftingUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
BackgroundMovie="..\BinkMovies\CraftingBG.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=false
BinkClearBackground=false
Bink43XOffsetOverride=-480
BinkXOffsetOverride=-640
BinkYOffsetOverride=-360
BinkWidthOverride=960
BinkHeightOverride=720
BinkAlphaOverride=1
bShowMouseCursor=true

[ComboLock]
PCFilename=..\FlashMovies\combolockPC.swf
Filename=..\FlashMovies\combolock.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=ComboLockUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY)
bShowMouseCursor=true

[FadeOut]
Filename=..\FlashMovies\Fadeout.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive

[FadeIn]
Filename=..\FlashMovies\FadeIn.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive

;[WeaponStation]
;Filename=..\FlashMovies\WeaponStation.swf
;DefaultPosition=(X=0,Y=0)
;BackgroundAlpha=0.0
;InputContextName=WeaponStationUIActive
;Input=IK_LeftMouse 
;InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).

[Warning]
PCFilename=..\FlashMovies\WarningPC.swf
Filename=..\FlashMovies\Warning.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=WarningUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
bShowMouseCursor=true
;BackgroundMovie="..\BinkMovies\TrainingBG.bik"
;BackgroundMovieBufferSize=0
;BackgroundMovieCloseWhenFinished=false
;Bink43XOffsetOverride=-480
;BinkXOffsetOverride=-300
;BinkYOffsetOverride=-170
;BinkWidthOverride=600
;BinkHeightOverride=340
;BinkAlphaOverride=1

[ProgressBar]
Filename=..\FlashMovies\ProgressBar.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=Default

[NTSCColorBars]
Filename=..\FlashMovies\NTSCColorBars.swf
PCFilename=..\FlashMovies\NTSCColorBarsPC.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=CalibrationUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
BackgroundMovie="..\BinkMovies\BrightnessAdjust.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=false
BinkClearBackground=true
BinkXOffsetOverride=-480
BinkYOffsetOverride=-360
BinkWidthOverride=960
BinkHeightOverride=720
BinkAlphaOverride=1
bShowMouseCursor=true

[Bathysphere]
Filename=..\FlashMovies\Bathysphere.swf
PCFilename=..\FlashMovies\BathyspherePC.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
bShowMouseCursor=true
BackgroundMovie="..\BinkMovies\Bathy_BG.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=false
;Bink43XOffsetOverride=0
BinkClearBackground=false
BinkXOffsetOverride=-480
BinkYOffsetOverride=-360
BinkWidthOverride=960
BinkHeightOverride=720
BinkAlphaOverride=1
bShowMouseCursor=true

[EndingMovieSavedGatherers]
Filename=..\FlashMovies\EndingMovieSavedGatherers.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
BackgroundMovie="..\BinkMovies\SavedGatherers.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
bShowMouseCursor=false
LocalizedAudio=1

[EndingMovieHarvestedGatherers]
Filename=..\FlashMovies\EndingMovieHarvestedGatherers.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
BackgroundMovie="..\BinkMovies\HarvestedGatherers.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
bShowMouseCursor=false
LocalizedAudio=1

[IntroMovie]
Filename=..\FlashMovies\GenericBinkContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
BackgroundMovie="..\BinkMovies\LogoVid.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true

[PlaneMovie]
Filename=..\FlashMovies\GenericBinkContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
BackgroundMovie="..\BinkMovies\PlaneSequence.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
ShouldPauseGameRenderingWhileActive=true
LocalizedAudio=1

[TestFlashback]
Filename=..\FlashMovies\GenericBinkContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
BackgroundMovie="..\BinkMovies\LogoVid.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true

[FirstFlashback]
Filename=..\FlashMovies\GenericBinkContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
BackgroundMovie="..\BinkMovies\LogoVid.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true

[TestBinkInfoBox]
Filename=..\FlashMovies\InfoBoxContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
BackgroundMovie="..\BinkMovies\TestBox.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=false


[AlphaTest]
Filename=..\FlashMovies\InfoBoxContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
BackgroundMovie="..\BinkMovies\AlphaTest.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=false
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1

[SmallFile]
Filename=..\FlashMovies\InfoBoxContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
BackgroundMovie="..\BinkMovies\300K-640X360.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=false
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1

[HarvestMovie]
Filename=..\FlashMovies\GenericBinkContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
BackgroundMovie="..\BinkMovies\Harvest.bik"
BackgroundMovie43="..\BinkMovies\Harvest4x3.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkAlphaOverride=1
BinkClearBackground=false
BinkFitToScreen=true

[WouldYouKindlyMovie]
Filename=..\FlashMovies\GenericBinkContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=BathysphereUIActive
BackgroundMovie="..\BinkMovies\WouldYouKindly.bik"
BackgroundMovie43="..\BinkMovies\WouldYouKindly4x3.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkAlphaOverride=1
BinkClearBackground=false
LocalizedAudio=1
BinkFitToScreen=true

[Credits]
Filename=..\FlashMovies\CreditsContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\Credits.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true

[Controls]
Filename=..\FlashMovies\ControlsContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\Controls.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=false

[SummonProtector]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidBefriendBigDaddyTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[IcicleAssault]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidCryoShardTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[DecoyHuman]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidDecoyTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[ElectricBolt]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidElectroBoltTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[BerserkRage]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidEnrageTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[Incineration]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidIncinerateTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[InsectSwarmPlasmid]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidInsectSwarmTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[SecurityBeacon]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidSecurityBeaconTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[AirBlast]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidSonicBoomTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[Telekinesis]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidTelekinesisTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[SpringboardTrap]
Filename=..\FlashMovies\PlasmidTrainingContainer.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
BackgroundMovie="..\BinkMovies\PlasmidVortexTrapTraining.bik"
BackgroundMovieBufferSize=0
BackgroundMovieCloseWhenFinished=true
BinkClearBackground=false
BinkXOffsetOverride=-300
BinkYOffsetOverride=-160
BinkWidthOverride=640
BinkHeightOverride=360
BinkAlphaOverride=1
LocalizedAudio=1

[PCWeaponSelection]
Filename=..\FlashMovies\PCWeaponSelection.swf
DefaultPosition=(X=0,Y=0)
BackgroundAlpha=0.0
InputContextName=PauseUIActive
Input=IK_LeftMouse 
InputRange=(LowKey=IK_MouseX,HighKey=IK_MouseY).
bShowMouseCursor=trueD i f f i c u l t y . i n i   ðM  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Overall configuration of adaptive difficulty
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.DifficultyManager]

; Turn on/off creation of the session file. Doesn't affect stats gathering
; or adaptive difficulty
EnableSessionLogging=false

; Turn on/off adaptive difficulty system. This doesn't affect the stats
; gathering or session logging
EnableAdaptiveDifficulty=true

; Tuning variables are specified in Low, Normal or High variety
; to correspond to the DifficultySetting.
;
; Possible values are:
;	DIFFICULTY_Low
;	DIFFICULTY_Normal
;	DIFFICULTY_High
;
DifficultySetting=DIFFICULTY_Normal

; List of objects that adaptive difficulty wouldn't spawn stuff in
NoDifficultySpawnClassNames=MeleeThugClub
NoDifficultySpawnClassNames=Gatherer
NoDifficultySpawnClassNames=BotMiniGun
NoDifficultySpawnClassNames=TurretMiniGun
NoDifficultySpawnClassNames=TurretFlameThrower
NoDifficultySpawnClassNames=TurretRPG
NoDifficultySpawnClassNames=RangedAggressorPistolWeapon
NoDifficultySpawnClassNames=RosieRangedWeapon
NoDifficultySpawnClassNames=RosieEliteRangedWeapon
NoDifficultySpawnClassNames=RangedAggressorMachineGun
NoDifficultySpawnClassNames=GrenadeBox
NoDifficultySpawnClassNames=GrenadeBoxMolotov
NoDifficultySpawnClassNames=SpawnedSecurityCamera
NoDifficultySpawnClassNames=SecurityBot
NoDifficultySpawnClassNames=Turret

; List of objects that adaptive difficulty wouldn't take stuff OUT of

NoDifficultyRemoveClassNames=PistolAndStandardBullet
NoDifficultyRemoveClassNames=ShotgunAnd00Buck
NoDifficultyRemoveClassNames=CrossbowAndStandardBolt
NoDifficultyRemoveClassNames=ChemicalThrowerAndNapalm
NoDifficultyRemoveClassNames=GrenadeLauncherAndFragGrenades
NoDifficultyRemoveClassNames=MachineGunAndStandardBullet


; List of advisors that will suggest adjustments to the game
; Programmer will place all possible advisors here and designer 
; can comment out un-needed advisors
AdvisorClasses=class'Shockgame.HealthAdvisor'
AdvisorClasses=class'Shockgame.BioAmmoAdvisor'
AdvisorClasses=class'Shockgame.AmmoAdvisor'
AdvisorClasses=class'Shockgame.FrequentDeathAdvisor'

; List of adjustments that will actually be used affect the game
; Programmer will place all possible adjustments here and designer 
; can comment out un-needed adjustments. If an adjustment is 
; commented out and is recommended by an advisor above, it wouldn't
; take effect
;
AdjustmentClasses=class'Shockgame.SpawnMedHypoAdjustment'
AdjustmentClasses=class'Shockgame.SpawnBioAmmoAdjustment'
AdjustmentClasses=class'Shockgame.SpawnAmmoAdjustment'
AdjustmentClasses=class'Shockgame.RemoveMedHypoAdjustment'
AdjustmentClasses=class'Shockgame.RemoveBioAmmoAdjustment'
AdjustmentClasses=class'Shockgame.RemoveAmmoAdjustment'

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Stats gathering parameters
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[ShockGame.DifficultyStatsManager]

; How often to take a snapshot of player's stats in seconds, 0 means don't take time based snapshots
; but instead take a snapshot when player opens a container
SnapshotRate=0

; Configure how stats are gathered on the player
;----------------------------------------------------------------------
; MaxSamples: how many samples to keep for calculating the stats
;
; StatType: how to calculate the value of the stat
; 	STAT_AVERAGE is averaging all the samples
; 	STAT_DURATION is the difference between the earliest sample time and the latest sample times
;
; BonusPerCredit: how much the amount of credits that the player has will affect the stat.
; 	If the player has 100 credits, and the BonusPerCredit is .1, then the stat will
;	10 more than if calculated without the bonus

HealthStats=(MaxSamples=(Low=4,Normal=4,High=4), FriendlyName="Current Health", BonusPerCredit=0.03, StatType=STAT_AVERAGE)

TotalHealthStats=(MaxSamples=(Low=4,Normal=4,High=4), FriendlyName="Total Health", BonusPerCredit=0.03, StatType=STAT_AVERAGE)

MedHypoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="Med Hypo", StatType=STAT_AVERAGE)

BioAmmoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="BioAmmo", BonusPerCredit=0.025, StatType=STAT_AVERAGE)

TotalBioAmmoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="Total BioAmmo", BonusPerCredit=0.025, StatType=STAT_AVERAGE)

BioAmmoHypoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="BioAmmo Hypo", StatType=STAT_AVERAGE)

CreditsStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="Credits", StatType=STAT_AVERAGE)

PistolAmmoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="Pistol Ammo", BonusPerCredit=0.08, StatType=STAT_AVERAGE)
ShotgunAmmoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="Shotgun Ammo", BonusPerCredit=0.05, StatType=STAT_AVERAGE)
CrossbowAmmoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="Crossbow Ammo", BonusPerCredit=0.09, StatType=STAT_AVERAGE)
ChemicalThrowerAmmoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="Chemical Thrower Ammo", BonusPerCredit=0.44, StatType=STAT_AVERAGE)
MachineGunAmmoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="Machine Gun Ammo", BonusPerCredit=0.33, StatType=STAT_AVERAGE)
GrenadeLauncherAmmoStats=(MaxSamples=(Low=5,Normal=5,High=5), FriendlyName="Grenade Launcher Ammo", BonusPerCredit=0.025, StatType=STAT_AVERAGE)


DeathReloadStats=(MaxSamples=(Low=1,Normal=2,High=3), FriendlyName="Death/Reload", StatType=STAT_DURATION)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Advisors
;
; Advisors have two main components, an algorithm to decide if the game
; is too difficulty or too easy (an ease value), and a list of
; recommended adjustments to try and correct the situation.
;
; The algorithm is called the DifficultyEvaulator, and the advisor
; selects the type and name of DifficultyEvaulator to use
;
; There are currently two types of evaulators. 
;	ThresholdEvaluator - return -1 when the value is less than the threshold
;	EaseTableEvaulator - returns an easy value by looking up an ease table
;
; An advisor returns one recommendation chosen randomly from the list of
; AdjustmentRecommendations. The fields of a recommendations are:
; 	AdjustmentClass - the type of adjustment to use
;	ProbabilityTableName - look up the ease value in this table used 
;			       to determine the probability of the adjustment firing,
;	Count - the max number of times an adjustment fires. This is reset when the adjustment is
;		not recommended anymore. Used to prevent exploit. (May not work well in practice, needs more thought)
;	Weight - The weight determines how often a recommendation is picked from the list of AdjustmentRecommendations
;		 This is a relative weight against the other recommendations in the list. The sign of the weight
;		 is important, as a negative weight recommendation will only be picked if the ease value is negative
;		 This is so the same advisor can recommend to spawn a hypo when too difficult and remove a hypo when
;		 too easy
;	Priority - a priority to rank this against all the other recommendations by other advisors, this affects
;		   the order an adjustment is used. For example, spawning medhypo is more important than spawning
;		   bioammo, so put it at a higher priority would mean it get first chance to fill in an empty slot
;		   in a container.
; 
; MaxEaseDifferenceDueToCreditBonus is the maximum difference between evaluating the difficulty with credits factored in
; 	and without credits, before the training system is notified, and should tell the player to use some of their
;	credits
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[ShockGame.HealthAdvisor]

DifficultyEvaluatorClass=class'ShockGame.EaseTableEvaluator'
DifficultyEvaluatorName=HealthEaseTableEvaluator

; Recommend spawning a hypo when too difficult
AdjustmentRecommendations=(AdjustmentClass=class'ShockGame.SpawnMedHypoAdjustment', ProbabilityTableName=DefaultProbabilityTable, Count=10, Weight=-1.0, Priority=10)
; Recommend removing a hypo when too easy
AdjustmentRecommendations=(AdjustmentClass=class'ShockGame.RemoveMedHypoAdjustment', ProbabilityTableName=DefaultProbabilityTable, Weight=1.0, Priority=9)

; Remove after next release
; If credits will increase the ease level by 2, then notify training
MaxEaseDifferenceDueToCreditBonus=2

; If health is low and the player has more than this many credits then notify training
CreditsNeededToBeConsideredRich=100

AdvisorCategory=Health

[ShockGame.BioAmmoAdvisor]

DifficultyEvaluatorClass=class'ShockGame.EaseTableEvaluator'
DifficultyEvaluatorName=BioAmmoEaseTableEvaluator

; Recommend spawning a hypo
AdjustmentRecommendations=(AdjustmentClass=class'ShockGame.SpawnBioAmmoAdjustment', ProbabilityTableName=BioAmmoProbabilityTable, Count=10, Weight=-1.0, Priority=5)
; Recommend removing a hypo when too easy
AdjustmentRecommendations=(AdjustmentClass=class'ShockGame.RemoveBioAmmoAdjustment', ProbabilityTableName=DefaultProbabilityTable, Weight=1.0, Priority=4)

; Remove after next release
; If credits will increase the ease level by 2, then notify training
MaxEaseDifferenceDueToCreditBonus=2

; If bioammo is low and the player has more than this many credits then notify training
CreditsNeededToBeConsideredRich=100

AdvisorCategory=Bioammo

[ShockGame.AmmoAdvisor]

DifficultyEvaluatorClass=class'ShockGame.AmmoEaseTablesEvaluator'
DifficultyEvaluatorName=AmmoEaseTablesEvaluator

; Recommend spawning some ammo
AdjustmentRecommendations=(AdjustmentClass=class'ShockGame.SpawnAmmoAdjustment', ProbabilityTableName=DefaultProbabilityTable, Count=10, Weight=-1.0, Priority=4)
; Recommend removing some ammo
AdjustmentRecommendations=(AdjustmentClass=class'ShockGame.RemoveAmmoAdjustment', ProbabilityTableName=DefaultProbabilityTable, Weight=1.0, Priority=3)

; Remove after next release
; If credits will increase the ease level by 2, then notify training
MaxEaseDifferenceDueToCreditBonus=2

; If ammo is low and the player has more than this many credits then notify training
CreditsNeededToBeConsideredRich=100

AdvisorCategory=Ammo

[ShockGame.FrequentDeathAdvisor]

; If player dies multiple times in this many seconds or less, then we consider the game too difficult
; the number of times we care about is determined by the DeathReloadStats.MaxSamples
MaxDeathDuration=(Low=2000, Normal=1200, High=300)

; How long should the player be alive before we stop considering death too frequent
; 15 minutes for low difficulty
; 5 minutes for normal difficulty
; 2 minutes for high difficulty
AliveDuration=(Low=900, Normal=300, High=120) 

; Recommend spawning everything randomly

AdjustmentRecommendations=(AdjustmentClass=class'ShockGame.SpawnMedHypoAdjustment', ProbabilityTableName=DeathProbabilityTable, Count=4, Weight=-1.0, Priority=10)
AdjustmentRecommendations=(AdjustmentClass=class'ShockGame.SpawnAmmoAdjustment', ProbabilityTableName=DeathProbabilityTable, Count=4, Weight=-1.0, Priority=4)
AdjustmentRecommendations=(AdjustmentClass=class'ShockGame.SpawnBioAmmoAdjustment', ProbabilityTableName=DeathProbabilityTable, Count=4, Weight=-1.0, Priority=5)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Probability Tables
;
; Used by recommendations to find the probability an adjustment fires
; given an ease value.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


; Default probability that all un-tuned recommendation uses
[DeathProbabilityTable]
Entries=(EaseValue=-3, Value=(Low=0.99,Normal=0.7,High=0.5))
Entries=(EaseValue=-2, Value=(Low=0.9,Normal=0.6,High=0.4))
Entries=(EaseValue=-1, Value=(Low=0.8,Normal=0.5,High=0.3))
Entries=(EaseValue=0, Value=(Low=0,Normal=0,High=0))
Entries=(EaseValue=1, Value=(Low=0.5,Normal=0.5,High=0.3))
Entries=(EaseValue=2, Value=(Low=0.8,Normal=0.6,High=0.4))
Entries=(EaseValue=3, Value=(Low=0.95,Normal=0.7,High=0.5))

[DefaultProbabilityTable]
Entries=(EaseValue=-3, Value=(Low=0.99,Normal=0.99,High=0.95))
Entries=(EaseValue=-2, Value=(Low=0.9,Normal=0.85,High=0.65))
Entries=(EaseValue=-1, Value=(Low=0.8,Normal=0.7,High=0.5))
Entries=(EaseValue=0, Value=(Low=0,Normal=0,High=0))
Entries=(EaseValue=1, Value=(Low=0.5,Normal=0.5,High=0.5))
Entries=(EaseValue=2, Value=(Low=0.8,Normal=0.8,High=0.8))
Entries=(EaseValue=3, Value=(Low=0.95,Normal=0.95,High=0.95))

[BioAmmoProbabilityTable]
Entries=(EaseValue=-3, Value=(Low=0.99,Normal=0.99,High=0.95))
Entries=(EaseValue=-2, Value=(Low=0.9,Normal=0.85,High=0.8))
Entries=(EaseValue=-1, Value=(Low=0.8,Normal=0.7,High=0.5))
Entries=(EaseValue=0, Value=(Low=0,Normal=0,High=0))
Entries=(EaseValue=1, Value=(Low=0.5,Normal=0.5,High=0.5))
Entries=(EaseValue=2, Value=(Low=0.8,Normal=0.8,High=0.8))
Entries=(EaseValue=3, Value=(Low=0.95,Normal=0.95,High=0.95))




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Ease Lookup Tables
;
; Used by EaseTableEvaluators to return an ease value
; they are specified the same way as probability tables
; but are used to lookup ease value.
; So HealthToEaseTable will take the current player health pct 
; and lookup the ease value associated with it.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[HealthToEaseTable]
Entries=(EaseValue=-3, Value=(Low=0.0,Normal=0.0,High=0.0))
Entries=(EaseValue=-2, Value=(Low=2.0,Normal=0.85,High=0.33))
Entries=(EaseValue=-1, Value=(Low=4.0,Normal=1.2,High=0.66))
Entries=(EaseValue=0, Value=(Low=6.0,Normal=1.75,High=1.0))
Entries=(EaseValue=1, Value=(Low=8.0,Normal=2.5,High=1.5))
Entries=(EaseValue=2, Value=(Low=9.0,Normal=4.0,High=2.0))
Entries=(EaseValue=3, Value=(Low=9.99,Normal=6.0,High=3.0))


[BioAmmoToEaseTable]
Entries=(EaseValue=-3, Value=(Low=0.0,Normal=0.0,High=0.0))
Entries=(EaseValue=-2, Value=(Low=2.0,Normal=0.66,High=0.33))
Entries=(EaseValue=-1, Value=(Low=4.0,Normal=0.1,High=0.66))
Entries=(EaseValue=0, Value=(Low=6.0,Normal=1.5,High=1.0))
Entries=(EaseValue=1, Value=(Low=8.0,Normal=2.5,High=1.5))
Entries=(EaseValue=2, Value=(Low=9.0,Normal=4.0,High=2.0))
Entries=(EaseValue=3, Value=(Low=9.99,Normal=6.0,High=3.0))

[AmmoToEaseTable]
Entries=(EaseValue=-3, Value=(Low=0.0,Normal=0.0,High=0.0))
Entries=(EaseValue=-2, Value=(Low=3000.0,Normal=500.0,High=400.0))
Entries=(EaseValue=-1, Value=(Low=5000.0,Normal=1000.0,High=1000.0))
Entries=(EaseValue=0, Value=(Low=7000.0,Normal=2500.0,High=2000.0))
Entries=(EaseValue=1, Value=(Low=12000.0,Normal=8000.0,High=7500.0))
Entries=(EaseValue=2, Value=(Low=15000.0,Normal=11000.0,High=9000.0))
Entries=(EaseValue=3, Value=(Low=20000.0,Normal=15000.0,High=12000.0))

[WeaponAverageToEaseTable]
Entries=(EaseValue=-3, Value=(Low=-1.0,Normal=-1.0,High=-1.0))
Entries=(EaseValue=-2, Value=(Low=0.5,Normal=0.2,High=0.1))
Entries=(EaseValue=-1, Value=(Low=1.2,Normal=0.4,High=0.2))
Entries=(EaseValue=0, Value=(Low=1.5,Normal=0.9,High=0.3))
Entries=(EaseValue=1, Value=(Low=2.0,Normal=1.1,High=0.4))
Entries=(EaseValue=2, Value=(Low=2.3,Normal=1.3,High=0.5))
Entries=(EaseValue=3, Value=(Low=2.7,Normal=1.5,High=0.6))

[PistolAmmoToEaseTable]
Entries=(EaseValue=-1, Value=(Low=0.0,Normal=0.0,High=0.0))
Entries=(EaseValue=0, Value=(Low=5,Normal=5,High=5))
Entries=(EaseValue=1, Value=(Low=10,Normal=10,High=10))
Entries=(EaseValue=2, Value=(Low=16,Normal=16,High=16))
Entries=(EaseValue=3, Value=(Low=20,Normal=20,High=20))

[ShotgunAmmoToEaseTable]
Entries=(EaseValue=-1, Value=(Low=0.0,Normal=0.0,High=0.0))
Entries=(EaseValue=0, Value=(Low=3,Normal=3,High=3))
Entries=(EaseValue=1, Value=(Low=7,Normal=7,High=7))
Entries=(EaseValue=2, Value=(Low=11,Normal=11,High=11))
Entries=(EaseValue=3, Value=(Low=17,Normal=17,High=17))

[CrossbowAmmoToEaseTable]
Entries=(EaseValue=-1, Value=(Low=0.0,Normal=0.0,High=0.0))
Entries=(EaseValue=0, Value=(Low=4,Normal=4,High=4))
Entries=(EaseValue=1, Value=(Low=7,Normal=7,High=7))
Entries=(EaseValue=2, Value=(Low=11,Normal=11,High=11))
Entries=(EaseValue=3, Value=(Low=16,Normal=16,High=16))

[ChemicalThrowerAmmoToEaseTable]
Entries=(EaseValue=-1, Value=(Low=0.0,Normal=0.0,High=0.0))
Entries=(EaseValue=0, Value=(Low=21,Normal=21,High=21))
Entries=(EaseValue=1, Value=(Low=41,Normal=41,High=41))
Entries=(EaseValue=2, Value=(Low=81,Normal=81,High=81))
Entries=(EaseValue=3, Value=(Low=121,Normal=121,High=121))

[MachineGunAmmoToEaseTable]
Entries=(EaseValue=-1, Value=(Low=0.0,Normal=0.0,High=0.0))
Entries=(EaseValue=0, Value=(Low=9,Normal=9,High=9))
Entries=(EaseValue=1, Value=(Low=15,Normal=15,High=15))
Entries=(EaseValue=2, Value=(Low=31,Normal=31,High=31))
Entries=(EaseValue=3, Value=(Low=51,Normal=51,High=51))

[GrenadeLauncherAmmoToEaseTable]
Entries=(EaseValue=-1, Value=(Low=0.0,Normal=0.0,High=0.0))
Entries=(EaseValue=0, Value=(Low=2,Normal=2,High=2))
Entries=(EaseValue=1, Value=(Low=4,Normal=4,High=4))
Entries=(EaseValue=2, Value=(Low=6,Normal=6,High=6))
Entries=(EaseValue=3, Value=(Low=9,Normal=9,High=9))


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Evaluators Per Object Configuration
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[HealthThresholdEvaluator]
; the thresholds are for the ratio of total health  to max health
Thresholds=(Low=.25,Normal=.15,High=.1)

[BioAmmoThresholdEvaluator]
; the thresholds are for the ratio of total bioammo to max bioammo
Thresholds=(Low=.5,Normal=.3,High=.1)

[AmmoThresholdEvaluator]
; the threshold is for the damage potential
Thresholds=(Low=50,Normal=30,High=10)


[HealthEaseTableEvaluator]
; Use this named table to map health / max health to an ease value
EaseTableName=HealthToEaseTable

[BioAmmoEaseTableEvaluator]
; Use this named table to map bio ammo / max bio ammo to an ease value
EaseTableName=BioAmmoToEaseTable

[AmmoEaseTablesEvaluator]
; Use this named table to map averaged weapon score to an ease value
EaseTableName=WeaponAverageToEaseTable
WeaponEaseTableNames=PistolAmmoToEaseTable
WeaponEaseTableNames=ShotgunAmmoToEaseTable
WeaponEaseTableNames=CrossbowAmmoToEaseTable
WeaponEaseTableNames=ChemicalThrowerAmmoToEaseTable
WeaponEaseTableNames=MachineGunAmmoToEaseTable
WeaponEaseTableNames=GrenadeLauncherAmmoToEaseTable

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; Adjustments
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockGame.SpawnMedHypoAdjustment]
; The Min and Max rate define  a randomly
; selected time that a med hypo will spawn
; 
MinSpawnRate=(Low=30.0, Normal=100.0, High=280.0)
MaxSpawnRate=(Low=60.0, Normal=140.0, High=320.0)
MinStackSize=1
MaxStackSize=1

[ShockGame.SpawnBioAmmoAdjustment]
; The Min and Max rate define  a randomly
; selected time that a bioammo hypo will spawn
; 
MinSpawnRate=(Low=30.0, Normal=100.0, High=280.0)
MaxSpawnRate=(Low=60.0, Normal=140.0, High=320.0)
MinStackSize=1
MaxStackSize=1

[ShockGame.SpawnAmmoAdjustment]
; The Min and Max rate define  a randomly
; selected time that an ammo stack will spawn
; 
MinSpawnRate=(Low=30.0, Normal=100.0, High=280.0)
MaxSpawnRate=(Low=60.0, Normal=140.0, High=320.0)
; How many of each type of weapon's ammo to spawn per level
; Default is used if the current level's label doesn't match any
; other in the list
AmmoStackSizes=(Level=Default, PistolAmmoStackSize=8, ShotGunAmmoStackSize=6, ChemicalThrowerAmmoStackSize=50, CrossbowAmmoStackSize=5, GrenadeLauncherAmmoStackSize=3)

[ShockGame.RemoveItemsAdjustment]
RemoveItemClasses=class'ShockDesignerClasses.MedHypo'B a t h y s p h e r e . i n i   $  [BioshockBathyspheres]
Destinations=(Title="Medical Pavilion",MapName="1-Medical",StartLocationLabel="Backtrack_MedicalStart")
Destinations=(Title="Neptune's Bounty",MapName="2-Fisheries",StartLocationLabel="PlayerStart1")
Destinations=(Title="Arcadia",MapName="3-Arcadia",StartLocationLabel="ArcBathyEndPS")
Destinations=(Title="Fort Frolic",MapName="4-Recreation",StartLocationLabel="PlayerStart0")
Destinations=(Title="Hephaestus",MapName="5-Hephaestus",StartLocationLabel="EngBathyStartPS")
Destinations=(Title="Apollo Square",MapName="6-Slums",StartLocationLabel="PlayerStart_FromDeck7Bathy")
Destinations=(Title="Point Prometheus",MapName="7-Science",StartLocationLabel="FromResidential")
Destinations=(Title="Download Content Hub",MapName="DownloadHub",StartLocationLabel="PlayerStart0")
A i . i n i   û… ;
; AI.ini - everything related to the Bioshock AI in config form
; For everything spawning-related use Spawning.ini
; 

[ShockAI.ShockAI]

; extra cost for flying AIs to use walking path nodes
; DO NOT CHANGE
FlyingAIExtraCostMultiplierOnWalkNodes=1.2

; extra cost for flying AIs to use paths that are mostly vertical.
FlyingAIExtraCostMultiplierOnVerticalPaths=3.0

; extra cost for ceiling AIs to use walking path nodes when they are on the ceiling
; DO NOT CHANGE
CeilingAIExtraCostMultiplierOnWalkNodes=2.0

; extra cost for ceiling AIs to use nodes that are above their attack target (so they don't try to land on their target!)
; DO NOT CHANGE
CeilingAIExtraCostMuliplierForPointAboveAttackTarget=5.0

; extra cost for certain AIs to avoid using their last path
; DO NOT CHANGE
LastPathMultiplier=5.0

; the (2-D) distance we consider when testing whether we are above the target
; DO NOT CHANGE
CeilingAIAboveTargetRadius=300.0

; additional cost when dealing with an AI that is using a node
; DO NOT CHANGE
AdditionalCostForUsingInUseNode=1000.0

; distance we use to determine nearby AIs
; DO NOT CHANGE
NearbyAIMaxDistance=3000.0

; distance used to determine whether we need to avoid nearby ais while pathing
; DO NOT CHANGE
MaxDistanceTraveledToAvoidNearbyAIs=2000.0

; distance used to determine whether we can stop at a point near the player 
; (for attacking or hiding from a non-player attack target)
; DO NOT CHANGE
MinDistanceToStopNearPlayer=700.0

; Default Vision Cone
; If you specify cones then these will not be used
FOV=45.0
ViewDistance=3000.0

; used to determine how we test for vision
; this is the percentage of the collision radius and height 
; that will be used for the vision line of sight tests
; DO NOT CHANGE
VisionRadiusMultiplier=1.0
VisionHeightMultiplier=1.0

; Animation that is played when any AI is speaking
LipSynchAnimation=LipFlap
LipSynchFrequency=4.0
LipSynchChannel=7

; Head Tracking
QuickHeadTurnAcceleration=250000.0
CasualHeadTurnAcceleration=50000.0
LimitAngle=1.5
SpotEnemyTurnDelay=0.25

;scale value we use when attacking a player that isn't looking at us
;by default we do not scale the translation of an AI when attacking a player that isn't looking at us
LocomotionTranslationScaleAgainstPlayer=1.0

;by default use eye height for ShockAIs
bUsesEyeHeight=true
;Ais cone location extends from eyebone
bUsesEyeBoneLocation=true

;by default AIs use Collision Avoidance and avoid future pawn collisions (the latter requires the former)
bUseCollisionAvoidance=true
bAvoidFuturePawnCollisions=true
CollisionAvoidanceAttackingPushDistance=25.0

; default aim pose error episilon in degrees
AimPoseAngleEpsilonDegrees=5.0

; how long we delay on the ground before getting up from ragdoll
DelayOnGroundRange=(Min=0.0,Max=0.0)

; how long we play the shocked animation for when we die in water
ShockedInWaterDeathAnimationDurationRange=(Min=2.0,Max=4.0)

; how long we have to be in water to stop burning
TimeInWaterToStopBurning=0.25

; AI LOD

; how often we tick our resources when the LOD level is Normal (20 hz)
NormalLODTyrionTickUpdateRange=(Min=0.01,Max=0.02)

; how often we tick vision when the LOD level is Normal (4 hz)
NormalLODVisionTickUpdateRange=(Min=0.25,Max=0.25)

; how often we tick our resources when the LOD level is Minimal (1-0.5 hz)
LowLODTyrionTickUpdateRange=(Min=1.0,Max=2.0)

; how often we tick vision when the LOD level is Low 
; note that since vision always updates when Tyrion updates, 
; this number doesn't really matter as long as it's lower than the Tyrion update range
LowLODVisionTickUpdateRange=(Min=1.0,Max=1.0)

; how much time since we were last rendered that just makes us use Normal LOD
; 1 second is probably fine
LastRenderedForNormalLODDeltaTime=1.0

; Melee Weapon Offset for all AIs
MeleeWeaponOffset=(Z=0.0)

; The default event reactions.  This must be kept in order!  This is because we just use a lookup in here.
; If you're confused about this, find a programmer.
; Valid reaction types are:     
;    AIReaction_None
;    AIReaction_LookAt
;    AIReaction_TurnTowards
;    AIReaction_Search
DefaultEventReactions=(Event=AIEvent_GetAttention,Reaction=(ReactionType=AIReaction_LookAt,Duration=(Min=1.5,Max=2.0),Delay=(Min=0.0,Max=0.3)))
DefaultEventReactions=(Event=AIEvent_AttackingInitialReaction,Reaction=(ReactionType=AIReaction_TurnTowards,Delay=(Min=0.0,Max=0.3)))
DefaultEventReactions=(Event=AIEvent_CameraInspecting,Reaction=(ReactionType=AIReaction_Search,Duration=(Min=1.5,Max=2.0),Delay=(Min=0.0,Max=0.3)))
DefaultEventReactions=(Event=AIEvent_TurretAttacking,Reaction=(ReactionType=AIReaction_None))


; the maximum z difference between AIs to determine whether they are on an even surface
; (if the z difference is greater than this value, then we will return false when testing AIs)
MinZDifferenceForUsingUnevenSurface=4.0

; default time we remain in the burning behavior (not how long we burn for, but this random range of time should be less than that)
BurningTimeRange=(Min=2.0,Max=4.0)

; default time we reamin in the swarm reaction beahvior (not how long we are affected by an insect swarm, but the range of time where we are reacting to the swarm)
SwarmReactionTimeRange=(Min=3.0,Max=5.0)

; base class for Aggressors, Protectors, & Gatherers
[ShockAI.EcologyAI]
; chance to douse if we are currently attacking
ChanceToDouseAttacking=1.0

; chance to douse if we are not currently attacking
ChanceToDouseNormal=1.0

; minimum time between the end of a douse behavior, and the start of a new one
MinTimeBetweenDouses=10.0

; from our current location, how far we'll move to get into water
MaxDistanceToMoveToWater=3000.0

; base class for Aggressors and Protectors
[ShockAI.EcologyFighter]

bOptimizeAIPhysicsAtLowDetail=true
OptimizedPhysicsWalkSpeed=200.0
OptimizedPhysicsRunSpeed=450.0

; Min and Max Search time 
; (defaults, can be specialized per AI type)
MinSearchTime=12.0
MaxSearchTime=20.0

; How long we run while searching before starting to walk (in distance units)
; (defaults, can be specialized per AI type)
DistanceToRunWhileSearching=2000.0

; When we can't normally detect a target (due to the chameleon blood pasmid or other method of 
; disguise), but we've bumped into it, this is the time required to detect them if we bumped 
; them recently enough to detect them
TargetBumpDetectionTime=2.0

; if an attack target becomes unreachable, how long we wait before trying to attack them again (if we can attack another target)
UnreachableTargetRecentTime=5.0

; if a non-player attack target becomes unreachable for this long, we will stop trying to attack them
UnreachableTargetAttackTimeout=15.0

; how often we can recheck to see if a target is reachable
; DO NOT CHANGE
MinTimeBetweenUnreachableTargetChecks=2.5

; how often we can recheck to see if any target is reachable (should be less than MinTimeBetweenUnreachableTargetChecks)
; DO NOT CHANGE
MinTimeBetweenUnreachableChecks=0.25

; The percentage compared to the unintentional damage taken from a target divided 
; by our default health value to determine if we should attack a target
; (0.30 = 30% of our total health)
UnintentionalDamageAggroPercentage=0.50

; aggro weight for distance = AggroDistanceMultiplier * AggroDistanceNumerator / DistanceToTarget
;                             (within the range specified)
AggroDistanceNumerator=500.0
AggroDistanceMultiplier=1.0
AggroDistanceWeightRange=(Min=0.0,Max=1.0)

; aggro weight for damage = Total Damage Done By Target / Default Health for AI * AggroDamageRange.Max
AggroDamageRange=(Min=0.0,Max=7.0)

; aggro weight for AIs we currently consider visible
; if the AI is not visible, we will only consider attacking it if we've never seen it
AggroVisibleTargetWeight=1.0

; aggro weight bonus for our current attack target (if we have one)
AggroWeightBonusForCurrentTarget=1.0

; aggro weight bonus for when we are berserk and looking at a non-player target
; set to 15 to overcome Distance, Damage, Visible, and Current Target weight on a player (over 10 would probably suffice)
AggroWeightBonusWhenBerserkNonPlayerTarget=15.0

; aggro target type weights are per class, if the target is not any of the class specified, then the default value is used
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.DecoyHumanAI',	TargetWeight=15.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.SecurityBot',		TargetWeight=5.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.SecurityCamera',	TargetWeight=5.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.Turret',			TargetWeight=5.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.Aggressor',		TargetWeight=3.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.Protector',		TargetWeight=3.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockGame.ShockPlayer',	TargetWeight=1.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.Gatherer',	    TargetWeight=0.0)

AggroTargetTypeOtherWeight=1.0

; the vision sensor for Ecology AIs
[ShockAI.VisionSensor]
; the range of illumination we use to determine how fast we ramp up to seeing a character
IlluminationRange=(Min=0.1,Max=0.35)

; the range of the number of Line of Sights (LOS) we have to a target that (also) determines
; how fast we ramp up to see a character
LOSVisionRange=(Min=5,Max=5)

; if the illumination value is below the IlluminationRange Min, we return this value
; (0.5 means 2x slower)
MinIlluminationTimeMultiplier=0.05

; if the illumination value is between the IlluminationRange Min and the Max, we return this value
; (0.75 means 1.33x slower)
MidIlluminationTimeMultiplier=0.3

; if the illumination value is above the IlluminationRange Max, we return this value
; (1 means 1x slower)
MaxIlluminationTimeMultiplier=1.0

; if the number of Line of Sights to a target is below the LOSVisionTimeRange Min, we return this value
; (0.5 means 2x slower)
MinLOSVisionTimeMultiplier=0.2

; if the number of Line of Sights to a target is between the LOSVisionTimeRange Min and Max, we return this value
; (0.75 means 1.33x slower)
MidLOSVisionTimeMultiplier=1.0

; if the number of Line of Sights to a target is above the LOSVisionTimeRange Max, we return this value
; (1 means 1x slower)
MaxLOSVisionTimeMultiplier=1.0

; if the player is not facing us (180 degrees check), then we will return this value
; (0.5 means 2x slower)
PlayerNotFacingMultiplier=0.25

; base class for Ecology Fighter AIs (Aggressors & Protectors)
[ShockAI.EcologyFighterCommanderAction]
; how long we wait before investigating a sound of the same or lesser priority
MinTimeToIgnoreOtherSounds=0.5

; base attacking action for Ecology Fighter AIs
[ShockAI.CharacterAttackAction]
; how long we wait while we CanHit (trace) to the target before being able to attack with our weapon
MinCanHitTimeToWaitRangedWeapon=0.5

; random interval between combat taunts (seconds)
CombatTauntDelay=(Min=8.0,Max=12.0)

; minimum time since we were damaged by the target to do an initial reaction
InitialReactionIgnoreDamageTime=5.0

; Angle in unreal units that we are allowed to be off to be rotated
; defaults to 5 degrees (on either side), but can be changed per AI attack behavior
AttackBehaviorAllowedYawRotationErrorTwoByte=910

; how close the point can be that we move to when running away from the target because we can't move to them
MinDistanceToTargetWhileAvoiding=100.0

; the minimum (pathfinding) distance we have to move to a new point to avoid the target
MinDistanceToMoveWhileAvoiding=100.0

; how long the target must be unreachable before running away
UnreachableTimeBeforeAvoidingTarget=0.5

; how often we can update our point to see if the target can see it
AvoidUpdateAvoidancePointTime=0.25

; how long we wait after running away before going back
HangoutTimeRange=(Min=5.0,Max=15.0)

; the chance that we will run away again upon hearing footsteps
ChanceToMoveAwayUponHearingFootsteps=0.25

; the required distance to be at to even consider running away when hearing footsteps
MinDistanceToMoveAwayUponHearingFootsteps=500.0

; if the target is greater than this distance away, and we have a line of sight to the target, 
; we will try to run away again
MinDistanceToMoveAwayForLineOfSight=1000.0

; at this distance from the target, we will have 100% chance of moving towards the target again
MinDistanceToMoveOut=100.0

[ShockAI.Protector]

; default time we remain in the burning behavior (not how long we burn for, but this random range of time should be less than that)
BurningTimeRange=(Min=2.0,Max=2.0)

; chance to douse if we are currently attacking
ChanceToDouseAttacking=0.0

; chance to douse if we are not currently attacking
ChanceToDouseNormal=1.0

; minimum time between the end of a douse behavior, and the start of a new one
MinTimeBetweenDouses=10.0

; Protectors: from our current location, how far we'll move to get into water
MaxDistanceToMoveToWater=1000.0

bConsiderAsBootyForGatherersWhenDead=false

UnintentionalDamageAggroPercentage=0.025

; DO NOT CHANGE
bAvoidNearbyAIsWhilePathing=false

DamageLocationMultipliers=(DamageRegion=REGION_Head, Multiplier=0.0)

; getting our frozen health bar to zero causes this amount of damage
ShatteredDamageAmount=5000.0

; range of how long (in seconds) we search for after we have moved to the last known location
MinSearchTime=15.0
MaxSearchTime=30.0

; the amount of time since we stopped threatening, that if the player gets threatened again 
; we won't forget about before
PlayerResetThreatenTime=20.0

; moving targets out of the way
;150 is good start
DistanceFromTargetToMoveOutOfTheWay=150.0
MinTimeBetweenMovingTargetOutOfTheWay=5.0
MinDotProductToMoveTargetOutOfTheWay=0.5
MoveAIStimuliSetName=ProtectorPushAIStimuliSet

; Vision Decay Protectors
NormalVisionDecayTime=1.0
SearchingVisionDecayTime=1.0
AttackingVisionDecayTime=1.0
BerserkVisionDecayTime=1.0
PatrolVisionDecayTime=1.0

;These are the damageEvent overrides for protectors
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=0.0,AggressiveChance=0.9,ReactionCoolOffTime=0.75,FailedDamageEvent=FullBodyAnimation,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.5,AggressiveChance=0.05,ReactionCoolOffTime=0.75,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.7,AggressiveChance=0.07,ReactionCoolOffTime=0.75,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=0.75,ReactionCoolOffTime=1.0,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.2,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.4,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=1.0,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.1,AggressiveChance=0.05,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.75,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))

CriticalHitDamageEvent=FullBodyAnimation

;DAMAGE EVENT OVERRIDES, use this line: AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=RangedAggressorPistolWeaponStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=InsectSwarmStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=FireStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)

; These are the damage overrides for Protector vs. Player.
; Check ShockPawn.ini for instructions on use of this system.
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.05,Max=1.0), PassiveChanceRange=(Min=1.0,Max=1.0), AggressiveChanceRange=(Min=1.0,Max=1.0), DamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.01,Max=1.0), PassiveChanceRange=(Min=1.0,Max=1.0), AggressiveChanceRange=(Min=1.0,Max=1.0), DamageEvent=Fall, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.01,Max=1.0), PassiveChanceRange=(Min=0.3,Max=1.0), AggressiveChanceRange=(Min=0.3,Max=1.0), DamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)


; Stimuli set overrides
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ThrownObjectStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ChargedBurstStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=WrenchAmmoStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=0.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=StandardBulletStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=AntiPersonnelStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ArmorPiercingStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.05, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=HighExplosiveBuckStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.05, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=IonicBuckStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.05, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=Buck00StimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.05, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunArmorPiercingBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunFrozenBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunStandardBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=FragGrenadeStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.8, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=LiquidNitrogenStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.8, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=StickyProxStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.8, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=KeroseneStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ChemLiquidNitrogenStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=IonicGelStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=SuperHeatedBoltStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.8, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=TrapBoltStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.8, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=BoltStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.8, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)

; Location based damage modifiers
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_Head, Multiplier=1.0)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_LeftArm, Multiplier=0.6)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_RightArm, Multiplier=0.6)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_LeftLeg, Multiplier=0.8)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_RightLeg, Multiplier=0.8)

;******************************
; Normal (Default) Vision Cones
;******************************
; Straight ahead Certainty cone
NormalVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
NormalVisionCones=(NearGainTime=0.1,FarGainTime=0.3,FOV=120,NearDistance=2000.0,FarDistance=3500.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))

;******************************
; Searching Vision Cones
;******************************
; Straight ahead Certainty cone
SearchingVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
SearchingVisionCones=(NearGainTime=0.15,FarGainTime=0.4,FOV=110,NearDistance=2000.0,FarDistance=3500.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))
;Doubt cone
SearchingVisionCones=(NearGainTime=1.0,FarGainTime=2.0,FOV=150,NearDistance=800.0,FarDistance=2000.0,bIsDoubtCone=true,ViewDirectionOffset=(Pitch=-20))

;******************************
; Attacking Vision Cones
;******************************
AttackingVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
AttackingVisionCones=(NearGainTime=0.1,FarGainTime=0.1,FOV=180,NearDistance=1000.0,FarDistance=3500.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))
AttackingVisionCones=(NearGainTime=0.2,FarGainTime=0.2,FOV=180,NearDistance=1000.0,FarDistance=1000.0,bIsDoubtCone=false,ViewDirectionOffset=(Yaw=180))

;******************************
; Berserk Vision Cones
;******************************
; 360 degrees vision cone
BerserkVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=4000.0,FarDistance=4000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
BerserkVisionCones=(NearGainTime=0.01,FarGainTime=0.01,FOV=360,NearDistance=4000.0,FarDistance=4000.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))

; Critical Damage
CriticalDamageEffectInfos=(DamagePercentage=0.66,EffectEvent=Hurt,bUnTriggerEffectEvent=false)
CriticalDamageEffectInfos=(DamagePercentage=0.5,EffectEvent=HalfHurt,bUnTriggerEffectEvent=false)
CriticalDamageEffectInfos=(DamagePercentage=0.33,EffectEvent=VeryHurt,bUnTriggerEffectEvent=false)
CriticalDamageEffectInfos=(DamagePercentage=0.1,EffectEvent=NearDeath,bUnTriggerEffectEvent=false)


[ShockAI.ProtectorCommanderAction]
; when we look for other Pawns to attack, the amount of time to check if we have seen them recently enough 
; so that if we have a line of sight to them and we should attack we will
RecentlySeenTime=20.0

[ShockAI.ProtectorAttackAction]
; the allowed rotation offset for doing the scream
; note that we rotate while doing the animation
ScreamAllowedYawRotationErrorTwoByte=8192

; how often we send out "we are attacking" messages to nearby protectors
TimeBetweenProtectorAttackingNotifications=1.5

[ShockAI.Aggressor]
bConsiderAsBootyForGatherersWhenDead=true

ShatteredDamageAmount=2000.0

; chance we'll run away when we hear a hit spang if we're not aggressive and it's within a certain distance
ChanceToRunAwayOnHitSpang=0.25

;Max distance an aggressor will path to water when on fire
MaxDistanceToMoveToWater=3000.0

; bone name the AIs use to aim at aggressors (if rendered recently)
TargetTrackingBoneName=Bip01_Spine2

; vector offset from the location AIs use to aim at aggressors (if NOT rendered recently)
TargetTrackingOffset=(X=0.0,Y=0.0,Z=30.0)

; DO NOT CHANGE
bAvoidNearbyAIsWhilePathing=false

; the additional Aggro weight given to any target with the Aggressor Irritant on it
AggressorIrritantAggroWeight=15.0

; the percentage using the forumula: [current health] / [starting health]
; where we will tryo to heal at a health station
HealAtHealthStationHealthPct=0.25

; chance that we will try to heal at a health station after our current 
; percentage of health equals or goes below HealAtHealthStationHealthPct
HealAtHealthStationChance=0.66

; how long we play the looping animation while we are healing at the health station
HealAtHealthStationTimeRange=(Min=3.0,Max=3.0)

; Animations for AI's to play at a health station while healing
HealAtHealthStationAnimations=GetHealthLoop

; Animations for AI's to play at a health station when the machine is hacked and it poisons them
; SHAWN: insert animation here.
PoisonedAtHealthStationAnimations=GetHealthHackedLoop

; default damage caused for all aggressors by a hacked health station
; to put different values on a specific AI, copy this variable to their section (ie. [ShockAIClasses.SpawnedMeleeThug])
PoisonedAtHealthStationDamageRange=(Min=300.0,Max=800.0)

; default animation for a "post shatter" animation 
; (when the AI doesn't shatter when frozen due to ShatteredDamageAmount being greater than 0.0)
PostShatteredAnimations=BreakIce

; range of how long (in seconds) we search for after we have moved to the last known location
MinSearchTime=15.0
MaxSearchTime=30.0

; Vision Decay Aggressors
NormalVisionDecayTime=10.0
SearchingVisionDecayTime=10.0
AttackingVisionDecayTime=4.0
MimicVisionDecayTime=1.0
BerserkVisionDecayTime=1.0
PatrolVisionDecayTime=1.0

; Aggressor hit reaction overrides
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=0.9,ReactionCoolOffTime=0.75,FailedDamageEvent=FullBodyAnimation,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.5,ReactionCoolOffTime=0.75,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=0.75,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=Fall,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=4.0,FailedDamageEvent=FullBodyAnimation,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=Fall,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=4.0,FailedDamageEvent=FullBodyAnimation,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.1,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.7,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=Fall,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=1.0,FailedDamageEvent=FullBodyAnimation,bTriggerOnce=false,bTriggerWhenDead=false))

; OVERRIDES: to add these, preface each entry with DamageEventInfoOverrides=, and change "class'Actor'" to the specific actor type
CriticalHitDamageEvent=Fall

;DAMAGE EVENT OVERRIDES, use this line: AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=RangedAggressorPistolWeaponStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=InsectSwarmStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=FireStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=3.0)

; These are the damage overrides for Aggressor vs. Player.
; Check ShockPawn.ini for instructions on use of this system.
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.15,Max=0.9), PassiveChanceRange=(Min=0.9,Max=0.9), AggressiveChanceRange=(Min=0.1,Max=0.8), DamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.8,Max=1.0), PassiveChanceRange=(Min=0.9,Max=0.9), AggressiveChanceRange=(Min=0.6,Max=0.0), DamageEvent=Fall, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.0,Max=1.0), PassiveChanceRange=(Min=1.0,Max=1.0), AggressiveChanceRange=(Min=1.0,Max=1.0), DamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)

; Stimuli set overrides
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ThrownObjectStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ChargedBurstStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=WrenchAmmoStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=StandardBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=AntiPersonnelStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ArmorPiercingStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=HighExplosiveBuckStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=IonicBuckStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=Buck00StimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunArmorPiercingBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunFrozenBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunStandardBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=FragGrenadeStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=0.4, FailedDamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=LiquidNitrogenStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=0.4, FailedDamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=StickyProxStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=0.4, FailedDamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=KeroseneStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ChemLiquidNitrogenStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=IonicGelStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=SuperHeatedBoltStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=TrapBoltStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=BoltStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)

; This is a list of multipliers to change the severity of a reaction based on the damage location.  These don't actually change any of the
; damage done to the AI.  Note that these are added on top of the actual damage mutliplers, so they should usually be left alone.
; DamageRegion - The region that this was damaged.  REGION_Head, REGION_Torso, REGION_LeftArm, REGION_RightArm, REGION_LeftLeg, REGION_RightLeg.
; Multiplier - The multiplier that is applied. > 1.0 increases the reaction, < 1.0 decreases the reaction.

;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_Head, Multiplier=1.0)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_LeftArm, Multiplier=1.0)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_RightArm, Multiplier=1.0)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_LeftLeg, Multiplier=1.0)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_RightLeg, Multiplier=1.0)

; Location based damage modifiers.  Modifies the actual amount of damage the player deals when hitting an AI in that damage region
DamageMultiplierSetName=AggressorDamageMultiplierSet


EventReactionOverrides=(Event=AIEvent_TurretAttacking,Reaction=(ReactionType=AIReaction_Search,Duration=(Min=1.5,Max=2.0),Delay=(Min=0.0,Max=0.3)))

;******************************
; Normal (Default) Vision Cones Aggressor
;******************************
; Straight ahead Certainty cone
NormalVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
NormalVisionCones=(NearGainTime=3.0,FarGainTime=3.0,FOV=360,NearDistance=250.0,FarDistance=250.0,bIsDoubtCone=True,ViewDirectionOffset=(Pitch=0))
NormalVisionCones=(NearGainTime=0.01,FarGainTime=0.1,FOV=40,NearDistance=500.0,FarDistance=700.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))
NormalVisionCones=(NearGainTime=0.3,FarGainTime=0.3,FOV=20,NearDistance=1000.0,FarDistance=1000.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))
NormalVisionCones=(NearGainTime=0.6,FarGainTime=1.0,FOV=20,NearDistance=1800.0,FarDistance=2200.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))
NormalVisionCones=(NearGainTime=0.2,FarGainTime=0.2,FOV=100,NearDistance=1400.0,FarDistance=1400.0,bIsDoubtCone=True,ViewDirectionOffset=(Pitch=-30))
NormalVisionCones=(NearGainTime=0.4,FarGainTime=0.4,FOV=60,NearDistance=3000.0,FarDistance=3000.0,bIsDoubtCone=True,ViewDirectionOffset=(Pitch=0))

;******************************
; Searching Vision Cones Aggressor
;******************************
; Straight ahead Certainty cone
SearchingVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
SearchingVisionCones=(NearGainTime=3.0,FarGainTime=3.0,FOV=360,NearDistance=250.0,FarDistance=250.0,bIsDoubtCone=True,ViewDirectionOffset=(Pitch=0))
SearchingVisionCones=(NearGainTime=0.01,FarGainTime=0.1,FOV=40,NearDistance=500.0,FarDistance=700.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))
SearchingVisionCones=(NearGainTime=0.4,FarGainTime=0.4,FOV=20,NearDistance=1000.0,FarDistance=1000.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))
SearchingVisionCones=(NearGainTime=0.6,FarGainTime=1.0,FOV=20,NearDistance=1800.0,FarDistance=2200.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))
SearchingVisionCones=(NearGainTime=0.25,FarGainTime=0.25,FOV=120,NearDistance=1400.0,FarDistance=1400.0,bIsDoubtCone=True,ViewDirectionOffset=(Pitch=-30))
SearchingVisionCones=(NearGainTime=0.45,FarGainTime=0.45,FOV=60,NearDistance=3000.0,FarDistance=3000.0,bIsDoubtCone=True,ViewDirectionOffset=(Pitch=0))

;******************************
; Attacking Vision Cones Aggressor
;******************************
AttackingVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
AttackingVisionCones=(NearGainTime=0.1,FarGainTime=0.4,FOV=180,NearDistance=1000.0,FarDistance=2000.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))

;******************************
; Mimic Vision Cones Aggressor
;******************************
; One certainty cone w/360 degrees
MimicVisionCones=(NearGainTime=0.1,FarGainTime=0.1,FOV=360,NearDistance=400.0,FarDistance=400.0,bIsDoubtCone=false)

;******************************
; Berserk Vision Cones Aggressor
;******************************
; 360 degrees vision cone
BerserkVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=4000.0,FarDistance=4000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
BerserkVisionCones=(NearGainTime=0.01,FarGainTime=0.01,FOV=360,NearDistance=4000.0,FarDistance=4000.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))

;******************************
; Patrol Vision Cones Aggressor (for when Aggressor is playing animation)
;******************************
PatrolVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
PatrolVisionCones=(NearGainTime=1.5,FarGainTime=1.5,FOV=360,NearDistance=250.0,FarDistance=250.0,bIsDoubtCone=True,ViewDirectionOffset=(Pitch=0))
PatrolVisionCones=(NearGainTime=0.01,FarGainTime=0.3,FOV=20,NearDistance=500.0,FarDistance=1400.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))
PatrolVisionCones=(NearGainTime=0.2,FarGainTime=0.3,FOV=100,NearDistance=1400.0,FarDistance=2000.0,bIsDoubtCone=True,ViewDirectionOffset=(Pitch=0))

; Animation that is played when aggressor is speaking
LipSynchAnimation=LipFlap
LipSynchFrequency=4.0
LipSynchChannel=7

; Shocked Looping Animation
ShockedAnimations=ShockedLOOP

; Flailing Looping Animation
FlailingAnimations=ThrownInAirLoop

; Jump In Water Animation
JumpInWaterAnimations=JumpInWater

;This should make it so Aggressor dead bodies never fade.
DeadFadeRadius=0

[ShockAI.AggressorCommanderAction]
; when we look for other Pawns to attack, the amount of time to check if we have seen them recently enough 
; so that if we have a line of sight to them and we should attack we will
RecentlySeenTime=20.0

; a hit spang within this distance may cause an unaware AI to flee
MinDistanceToFleeFromHitSpang=500.0

; weapon fire behind us at this distance may cause an unaware AI to flee
MinDistanceToFleeFromWeaponFire=1000.0

[ShockAI.HealAtHealthStationAction]
; the maximum pathfinding distance to a health station that we use to determine if we can actually run away
MaxPathfindingDistanceToUsableHealthStation=4000.0

; the max distance we can approach the attack target
MinApproachDistanceToAttackTarget=300.0

; the damage stimuli type caused by a poisoned health station
PoisonedHealthStationDamageStimuliType=STIMULUS_AIGenericPiercing

; How long to wait before telling player stats system that the AI is going to heal
TimeToWaitForGoingToHealEvent=5.0

[ShockAI.SecurityManager]
; The length of time for a security alarm
PlayerAlarmTime=60.0
AIAlarmTime=60.0
SecurityBeaconAlarmTime=60.0

; The amount of time it takes for the alarm to count down when using a reduction plasmid.
RapidDepletionPhase=3.0


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[ShockAI.CommanderAction]
; min time between starting a new reaction to an insect swarm (so we don't do it very often)
MinTimeBetweenStartingInsectSwarmReaction=7.0

[ShockAI.DouseAction]
; maximum allowed alignment error for jumping into water
; 1820.45 = ~ 10 degrees on either side
JumpIntoWaterAllowedAlignmentDeltaYaw=1820.45

; if we're attacking, how close we can get to the target when moving to water
MinApproachDistanceToAttackTarget=200.0

; the closest we want to end up to the target in water
MinDistanceToTarget=200.0

; the minimum distance we can move to water
MinDesiredDistanceToMove=100.0

[ShockAI.FallDownReactionAction]
; how long we wait before we start to play the flailing animation
TimeToWaitBeforeFlailingRange=(Min=0.1,Max=0.25)

[ShockAI.FleeAction]
; min (pathfinding) distance we try to flee
MinDistanceToFlee=1000.0

; how long we wait once we have fled to a point
FleeCooldownTimeRange=(Min=20.0,Max=40.0)

; how often we rotate once we have fled to a point
FleeLookAroundRotationUpdateTime=(Min=3.0,Max=6.0)

; how long we try to look at the what we're fleeing from
TimeToLookAtFleeOrigin=(Min=2.0,Max=5.0)

[ShockAI.FrozenAction]
; while frozen, we restrict the AI speech priority to this value 
; (speech with priorites above this value will not be played)
FrozenSpeechPriorityRestriction=2

[ShockAI.FullBodyReactionAction]
; this is an angle that determines whether we were hit on the front or the back
; for example, if it's 45 degrees, than 45 degrees on either side of the pawn's rotation forward will be considered the front
; and 45 degrees on either side of the pawn's rotation backward will be considered the back
; angles in between the front and back will coorespond to the left or right
HitFrontOrBackDegrees=45.0

[ShockAI.InvestigateAction]
; how long we look using head tracking
HeadTrackingInitialLookTime=2.0 

; if we hear a new noise, the amount of time since our last noise occurred before we start the investigation over
MinTimeBetweenRestartingInvestigation=2.0

; how long we wait after rotating to face the investigate direction before we look around
TimeBeforePlayingSearchAnimation=(Min=0.0,Max=0.5)

; if we're this distance (or closer) to the point we are investigating,
;  and we can trace to the location, then we will stop moving
MaxDistanceToApproachVisibleInvestigateLocation=200.0

; When an AI turns to investigate before moving, how long they sit there looking at the investigation origin
MinTimeToViewInvestigateOrigin=0.5
MaxTimeToViewInvestigateOrigin=0.5

; When an AI reaches the investigate origin, how long he plays the search animation
MinTimeToSearchAtInvestigateOrigin=3.0
MaxTimeToSearchAtInvestigateOrigin=5.0

; If we have the InvestigateDirection (which will be the direction of the velocity of the AI that we saw to cause us
; to investigate), we will trace in that direction and will face it if there is enough room
MinDistanceToFaceInvestigateDirection=100.0

; how far (in units), we want to search in the investigate direction
DistanceToSearch=500.0

[ShockAI.SearchAction]
; range of how long (in seconds) we search for after we have moved to the last known location
MinSearchTime=15.0
MaxSearchTime=30.0

; range of how long we will try and play the search animation
MinTimeToPlaySearchAnim=2.0
MaxTimeToPlaySearchAnim=5.0

; when we receive a notification from our "doubt cone", we will rebuild our search path
; then wait this amount of time (seconds) before rebuilding the path again
MinTimeBetweenRespondingToSuspiciousEvents=3.0

; how long we look at the last known location of our target for once we can trace to it
QuickLookToLastKnownLocationDuration=1.0

[ShockAI.TeleportAction]
; the range of distance that the AI will use to determine where it will teleport
TeleportDistanceRange=(Min=350.0,Max=1200.0)

; points that are outside of this distance (but under TeleportDistanceRange.Max) are more favored
TeleportDesiredMinDistance=700.0

; the range of time we wait after disappearing before starting the effect to reappear
TeleportTimeRange=(Min=1.0,Max=2.0)

; time the AI spends telegraphing his teleport and actually changing state (out and in)
; these should match up with effects, so don't change for other reasons.
TeleportOutTelegraphTime=1.0
TeleportOutTransitionTime=0.5
ExtendedTeleportInTelegraphTime=2.0
TeleportInTelegraphTime=0.4
TeleportInTransitionTime=1.0

; bias towards using teleport points to teleport to instead of regular path nodes
; 1.0 means teleport points will always be chosen, 0 means they never will
TeleportPointBias=0.5

[ShockAI.JumpToCeilingGoal]
; maximum ceiling height we can use
MaximumCeilingHeight=1500.0

; maximum dot product for the ceiling
; about 10 degrees
MaximumCeilingNormal=0.985

; how far about in Z that the hit points can be
MaximumCeilingZVariance=16.0

[ShockAI.JumpToCeilingAction]
; desired velocity when we hit the ceiling
DesiredVelocityToReachCeiling=1300.0

; animation we play before jumping to the ceiling
JumpToCeilingInitialAnimations=CR_JumpToCeilingBegin

; animation we play while travelling to the ceiling
JumpToCeilingTravelAnimations=CR_JumpToCeilingTravel

; animation we play when landing on the ceiling
JumpToCeilingEndAnimations=CR_JumpToCeilingEnd

[ShockAI.JumpToFloorAction]
; maximum ceiling height we can use
MaximumCeilingHeight=3000.0

; animation we play before jumping to the floor
JumpToFloorInitialAnimations=CR_JumpToFloorBegin

; animation we play while travelling to the floor
JumpToFloorTravelAnimations=CR_JumpToFloorTravel

; animation we play when landing on the floor
JumpToFloorEndAnimations=CR_JumpToFloorEnd

[ShockAI.UnconsciousAction]
; configurable amount of time we wait before getting back up
UnconsciousTimeRange=(Min=5.0,Max=5.0)


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;;;  SECURITY ELEMENTS  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Bots, cameras, and turrets all derive from this class.

[ShockAI.SecurityElement]

; If a security element is attacked by these stimuli sets it will not become a target for the attackers bots.
DontAttackWithControllablesStimuliSetNames=IcicleAssaultStimuliSet
DontAttackWithControllablesStimuliSetNames=IcicleAssaultTwoStimuliSet
DontAttackWithControllablesStimuliSetNames=IcicleAssaultThreeStimuliSet
DontAttackWithControllablesStimuliSetNames=ElectricBoltStimuliSet
DontAttackWithControllablesStimuliSetNames=ElectricBoltTwoStimuliSet
DontAttackWithControllablesStimuliSetNames=ElectricBoltThreeStimuliSet

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;  SECURITY CAMERAS  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAIClasses.SpawnedSecurityCamera]

DamageResistanceSetName=TurretResistanceSet

; Make sure we tick every frame for movement.
NormalLODTyrionTickUpdateRange=(Min=0.0,Max=0.0)

; Critical Damage
CriticalDamageEffectInfos=(DamagePercentage=0.5,EffectEvent=HalfHealth,bUnTriggerEffectEvent=false)
CriticalDamageEffectInfos=(DamagePercentage=0.25,EffectEvent=QuarterHealth,bUnTriggerEffectEvent=false)

Health=240
MaxHealth=240
MaxFrozenHealth=120

; The location of the health bar.
HealthBarNormalOffset=(X=0,Y=0,Z=-100)

FriendlyName=Security Camera
ResearchTrack=SecurityCamera

; Label of Corpse
CorpseString=Destroyed Camera

; The names of the pitch and yaw bones.
PitchBoneName=Pitch
YawBoneName=Yaw

; The name of the from which the view cone is emitted.
EyeBoneName=Lens

; The type of SecurityCameraSpotLight that is created for this camera.
; This is the light that tracks the player in various states.
SpotlightClass=class'SecurityCameraSpotlights.DefaultSecurityCameraSpotlight'

; When this bone is hit the damage is multiplied by the specified number.
LensDamageMultiplierBone=fxLens
LensDamageMultiplier=1.0

; The default speed of the camera.
SearchingPitchSpeed=30.0
SearchingYawSpeed=30.0

; The speed of the camera while it's tracking a target in its alerted mode.
AlertedPitchSpeed=60.0
AlertedYawSpeed=60.0

; This is the pitch at which the camera will sit while it's dormant (the security system is hacked).
DormantPitch=-50.0

; The camera will wait for this amount at each end of its panning arc.
SearchLimitPauseTime=1.5

; The camera alerts the security system if it sees its target for the BaseInspectionTimerAmount time.  It
; will lose interest if it can't see its target for longer than LostContactTimerAmount time.
PlayerBaseInspectionTimerAmount=4.0
AIBaseInspectionTimerAmount=2.0
SecurityBeaconInspectionTimerAmount=0.0
LostContactTimerAmount=4.0

; The amount of time the camera should pause when it sees something it wants to inspect.
SearchingInspectionPauseTime=0.25

; The amount of time the camera should pause before starting to pan again when it loses its target
; in alerted mode.
AlertedTargetLostPauseTime=0.2

; The amount of time the camera should continue to pan before starting to inspect a target.
SearchingInspectionPanOvershootTime=0.4

; The class and quantity of the security bot that will be spawned when the camera alerts the security system.
SecurityBotClass=None
NumSecurityBotsSpawned=1

; The class that should be spawned when the camera dies and the location at which the dead body should be spawned.
DeadBodyClass=class'SecurityCameraDeadBody'
DeadBodyAttachBone=Pitch

; The dead camera will be given this force in the direction of the hit impulse when the camera is killed.
DeadBodyExplosionForce=5000

; The cylinder that defines where the event notification will be sent when the camera starts inspecting.
EventNotificationCylinderRadius=1000
EventNotificationCylinderHeight=300

; The amount of time that the camera waits before going dormant when it is shocked.
ShockedDormantDelay=0.5

; The amount of time that it takes for the camera to slow down and become fully frozen.
FrozenTransitionTime=1.0

; This is how often we check to see if the target is potentially visible when inspecting it.  Higher numbers improve
; performance, lower numbers improve fidelity.
InspectLostTargetTestPeriod=0.1

; This is how long the target must not even be potentially visible before we give up looking for it.
InspectLostTargetDuration=1.5

; This is how long we wait before returning to the cannot see target state when the target shoots us when
; the security system is active.
AlertedReturnToCannotSeeStateWhenDamaged=5.0

; If this is set to true, we will not consider our inspect target potentially visible when it's
; outside of our maximum yaw range.
DoNotTrackInspectTargetWhenOutsideOfMaximumYawRange=true

; The info displayed after hacking the camera
HackingSuccessFeedbackText="Hacked cameras work for you, spotting enemies and sending Security Bots after them."

; The colors and brightness of the light in the searching state.  Set the brightness to -1 to use the default
; light brightness.
HackedSearchingSpotlightColor=(R=150,G=200,B=100,A=0)
NotHackedSearchingSpotlightColor=(R=207,G=90,B=80,A=0)
HackedSearchingSpotlightBrightness=2.5
NotHackedSearchingSpotlightBrightness=2.5


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Per-Deck Camera Properties

[ShockAIClasses.SpawnedDeck1SecurityCamera]
DamageResistanceSetName=Deck1CameraResistanceSet
SecurityBotClass=class'ShockAIClasses.SpawnedDeck1MediumSecurityBot'
NumSecurityBotsSpawned=1
PlayerBaseInspectionTimerAmount=4.0
AIBaseInspectionTimerAmount=2.0
SecurityBeaconInspectionTimerAmount=0.0
LostContactTimerAmount=4.0

[ShockAIClasses.SpawnedDeck2SecurityCamera]
DamageResistanceSetName=Deck2CameraResistanceSet
SecurityBotClass=class'ShockAIClasses.SpawnedDeck2MediumSecurityBot'
NumSecurityBotsSpawned=1
PlayerBaseInspectionTimerAmount=3.5
AIBaseInspectionTimerAmount=2.0
SecurityBeaconInspectionTimerAmount=0.0
LostContactTimerAmount=4.0

[ShockAIClasses.SpawnedDeck3SecurityCamera]
DamageResistanceSetName=Deck3CameraResistanceSet
SecurityBotClass=class'ShockAIClasses.SpawnedDeck3MediumSecurityBot'
NumSecurityBotsSpawned=2
PlayerBaseInspectionTimerAmount=3.0
AIBaseInspectionTimerAmount=1.5
SecurityBeaconInspectionTimerAmount=0.0
LostContactTimerAmount=4.0

[ShockAIClasses.SpawnedDeck4SecurityCamera]
DamageResistanceSetName=Deck4CameraResistanceSet
SecurityBotClass=class'ShockAIClasses.SpawnedDeck4MediumSecurityBot'
NumSecurityBotsSpawned=2
PlayerBaseInspectionTimerAmount=2.5
AIBaseInspectionTimerAmount=1.5
SecurityBeaconInspectionTimerAmount=0.0
LostContactTimerAmount=4.0

[ShockAIClasses.SpawnedDeck5SecurityCamera]
DamageResistanceSetName=Deck5CameraResistanceSet
SecurityBotClass=class'ShockAIClasses.SpawnedDeck5MediumSecurityBot'
NumSecurityBotsSpawned=1
PlayerBaseInspectionTimerAmount=2.0
AIBaseInspectionTimerAmount=1.0
SecurityBeaconInspectionTimerAmount=0.0
LostContactTimerAmount=4.0

[ShockAIClasses.SpawnedDeck6SecurityCamera]
DamageResistanceSetName=Deck6CameraResistanceSet
SecurityBotClass=class'ShockAIClasses.SpawnedDeck6MediumSecurityBot'
NumSecurityBotsSpawned=2
PlayerBaseInspectionTimerAmount=1.5
AIBaseInspectionTimerAmount=1.0
SecurityBeaconInspectionTimerAmount=0.0
LostContactTimerAmount=4.0

[ShockAIClasses.SpawnedDeck7SecurityCamera]
DamageResistanceSetName=Deck7CameraResistanceSet
SecurityBotClass=class'ShockAIClasses.SpawnedDeck7MediumSecurityBot'
NumSecurityBotsSpawned=2
PlayerBaseInspectionTimerAmount=1.0
AIBaseInspectionTimerAmount=1.0
SecurityBeaconInspectionTimerAmount=0.0
LostContactTimerAmount=4.0

; special one-off camera that spots AIs almost instantly
[ShockDesignerClasses.SpawnedWelcomeMediumSecurityCameraWall]
SecurityBotClass=class'ShockAIClasses.SpawnedWelcomeSecurityBotA'
AIBaseInspectionTimerAmount=0.01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;  SECURITY BOTS  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; What the bot params mean:
;
; ForceDistributionPercentage (Default: 0.5)
;  This is the percentage of the bot's translational force that should be applied to the
;  ball (from which the ragdoll is hanging) versus the percentage applied evenly over the
;  whole ragdoll. E.g. if the value is 0.0, the bot will not lean as it moves; if 1.0, it
;  will look like all of the thrust is applied to the top propellor of the bot. You should
;  probably not go much below 0.1 for this value.
;
; BrakingCoefficient (Default: 5.0)
;  The braking force is directly proportional to our velocity in the direction opposite it.
;
; MaxThrust (Default: 8.0)
;  This determines how much thrust Havok applies to the bot when it is supposed to move.
;  This thrust is applied as long as the bot is not braking (near a pathnode or its
;  destination). This thrust determines the bot's speed, but there's no way to tell how
;  this relates to Unreal speeds except by playtesting.
;
; BrakingRadius (Default: 175.0)
;  How far away from it's destination (pathnode or attack target) the bot starts slowing
;  down. (This is in Unreal units.)
;
; ProperVelocityCoefficient (Default: 2.0)
;  How steep the velocity vs. distance to destination line is within the braking radius.
;  (This will be really hard to tweak, and I'm looking for a better way to represent
;  this. For now, talk to me if you are curious. -MCJ)


[StandardNavigatingBotMotionParams]
KeepOffFloorMultiplier=0.5
MaxThrust=8.0
LateralThrustModifier=1.7
MomentumTorqueModifier=0.2
MinNextHeadingAngleLookahead=30.0
MaxNextHeadingAngleLookahead=90.0
MinAngleExceededLookAheadDistance=2.0

[StandardAttackingBotMotionParams]
KeepOffFloorMultiplier=0.7
MaxThrust=5.0
MomentumTorqueModifier=0.05
MinNextHeadingAngleLookahead=45.0
MaxNextHeadingAngleLookahead=115.0
MinAngleExceededLookAheadDistance=3.0

[StandardGoingHomeBotMotionParams]
KeepOffFloorMultiplier=0.8
MaxThrust=12.0
LateralThrustModifier=1.7
MomentumTorqueModifier=0.2
MinNextHeadingAngleLookahead=30.0
MaxNextHeadingAngleLookahead=90.0
MinAngleExceededLookAheadDistance=2.0

[StandardGettingUpBotMotionParams]
KeepOffFloorMultiplier=0.8
MaxThrust=8.0
LateralThrustModifier=1.7
MomentumTorqueModifier=0.2
MinNextHeadingAngleLookahead=30.0
MaxNextHeadingAngleLookahead=90.0
MinAngleExceededLookAheadDistance=2.0

[ShockAI.SecurityBot]
ResearchTrack=SecurityBot
EyeBoneName=Sec_Bot

AirBlastReactionMultiplier=4.0

; how often we tick our resources when the LOD level is Minimal
LowLODTyrionTickUpdateRange=(Min=0.1,Max=0.2)

; Label of Corpse
CorpseString=Destroyed Bot

LockedSlotLootTableName=SecurityBotResearched

bUseCollisionAvoidance=false

ActivateUseVerbString="Reactivate"
DeactivateUseVerbString="Deactivate"

; If this is true the bot can be deactivated and reactivated.
AllowFriendlyBotsToBeDeactivated=true

; Feedback for a successful hack.
HackingSuccessFeedbackText="Hacked Security Bots are friendly and will attack your enemies."

; Skins while the bot has it's lights on.
;LightsOnSkins=Shader'MA_Security.TurretFlameThrowerLightOn_Shader'
;LightsOnSkins=Shader'SecurityBot.SecBotShader'

; Skins while the bot is inactive (only used for dying currently)
;LightsOffSkins=Shader'MA_Security.TurretFlameThrowerLight_Shader'
;LightsOffSkins=Shader'SecurityBot.SecBotInactiveShader'

; Multiplier to adjust how often the lights swich on and off while dying
; basically we switch the light on or off using the following equation:
; sqrt(DeathTime - CurrentTime) * LightSwitchTimeMultiplier
; both are absolute times (not relative) using a value from TimeSeconds
LightSwitchTimeMultiplier=0.1

; Critical Damage
CriticalDamageEffectInfos=(DamagePercentage=0.5,EffectEvent=HalfHealth,bUnTriggerEffectEvent=false)
CriticalDamageEffectInfos=(DamagePercentage=0.25,EffectEvent=QuarterHealth,bUnTriggerEffectEvent=false)

; inner and outer radii for attenuating the damage of our explosion
InnerExplosionAttenuationRadius=300.0
OuterExplosionAttenuationRadius=500.0

; the damage stimuli set we use when exploding
ExplosionDamageStimuliSetName=SecurityBotExplosionStimuliSet

; using the vector from the target to the bot, the angle (in degrees) we use to 
; to determine a point to move to while attacking
MoveWhileAttackingAngleRange=(Min=20.0,Max=20.0)

; This is the range from the target at which the bot goes into attack mode or protect mode.
DetectRadius=2000.0

; the number of times we try to find a usable point (used for non-random and random test)
NumTimesToFindUsablePoint=10

; When colliding with another bot we will pick a completely new point this percent of the time rather than just another adjacent point.
OnBumpedBotNewPointChance=0.5f

; when we can't find a space in the donut around the target to attack from
; we choose random points to move to, these variables determine how those
; random points are chosen.

; the multiplier we use to prevent hitting the floor
CollisionRadiusMultiplierForRandomPoint=1.75

; the maximum distance from our current location that we use to pick a random point
RandomPointDistance=300.0

; the range we try to maintain while protecting
DesiredRangeWhileProtecting=(Min=250.0, Max=450.0)

; the vertical range we try to maintain while protecting
DesiredHeightWhileProtecting=(Min=50.0, Max=300.0)

;Health bar offset
HealthBarNormalOffset=(X=0,Y=0,Z=32)

;The hacking game setup info.
HackingGameSetupInfo=(InitSpeed=15,SlowSpeed=15,NormalSpeed=10,FastSpeed=4,TradeSpeed=1,TotalPieces=16,CheckPointCount=1,StraightHCount=1,StraightVCount=1,ElbowTRCount=2,ElbowBRCount=2,ElbowTLCount=2,ElbowBLCount=2,AlarmCount=1,ResistorVCount=1,ResistorHCount=1,ShortCircuitCount=1,AcceleratorHCount=1,AcceleratorVCount=1,HackingHandSize=1,CanRotate=0)

;Motion parameters for the security bot.
NavigatingMotionParametersName=StandardNavigatingBotMotionParams
AttackingMotionParametersName=StandardAttackingBotMotionParams
SearchingMotionParametersName=StandardNavigatingBotMotionParams
GoingHomeMotionParametersName=StandardGoingHomeBotMotionParams
GettingUpMotionParametersName=StandardGettingUpBotMotionParams

;When the security bot gets hit by weapons, we modify the forces applied to make it look better.  This
;number determines how much we modify the forces.  1.0 means we move all force to the center of mass of the 
;hit rigid body (no spin), 0.0 means we leave all force at the point of impact (full spin).
HitTorqueModifier=0.95

;The amount of time the bot should wait after being hacked before doing anything.
HackedStartUpDelay=0.5

;The amount of time after the engine starts but before the bot gets off of the ground.
HackedRotorStartDelay=1.0

;The amount of time after the rotor starts before we should start applying physics to the bot and 
;pulling up off of the ground;
HackedMovementStartDelay=0.75

;The bots will wait a certain amount of time after the security system is shut down before turning off.  This
;makes it so if multiple bots are active they won't all fall at the same exact tick.
SecuritySystemShutdownDormantDelay=(Min=0.0,Max=0.5)

;This is how far in advance the bot should play it's "I'm about to explode" noise before it actually explodes.
PreExplodeNoiseTime=0.1

; This determines how long we will wait at a hover point while attacking.
AttackingHoverPointWaitTimeRangePlayer=(Min=0.3,Max=0.7)

; The amount of time it takes for the bot to slow down and turn of movement when it goes frozen.
FrozenMovementStopDelay=0.7f

; The multiplier that gets applied when the turret is damaged while hacked.
HackedDamageMultiplier=0.5

; This is the value we use to determine if the bot is too close to the floor.
TooCloseToFloorDistance=90.0

; This is the value we use to determine if we should show the dust kicked up by the bot's propeller.
BotDustEffectDistance=0.0

; These are the names of the ragdoll propeller and body bones.
BotPropellerRagdollBoneName=Ragdoll_sec_bot_top
BotBodyRagdollBoneName=Ragdoll_Sec_Bot

; This is the center of mass we should use for our main body while we're flying.  This is
; in havok units as an offset from the center of the body.
BodyCenterOfMassWhileFlying=(x=0.0, y=0.0, z=-0.35)

; The bot will complete one full up down up motion in this time.
VerticalSwayPeriod=3.0

; This determines the amount of sway the bot will have.  This is only on when the bot is still.
VerticalSwayDistance=0.5

; This is a value that determines how quickly the bot will sway.
VerticalSwayThrust=2.0

; This is the amount of time we wait when we reach a point before enabling vertical sway.
VerticalSwayDelay=0.5

; These are variables that affect how the bot responds to being attacked by something that's not it's attack target.
; The bot will ignore anything that hasn't damaged us in this amount of time;
MeanAlternateDamagerTimeout=10.0
FriendlyAlternateDamagerTimeout=15.0
; The bot will only switch targets if we've been damaged this amount.
AlternateDamagerMinDamage=5.0
; The bot will check for new targets every so often.
AlternateDamagerCheckTime=1.0

; This sets how often the bot will change targets when it's told to attack but isn't forced.  This should be set high enough
; so that the bot will not get stuck if constantly told to attack different targets.
MinFriendlyAttackTargetSwitchTime=4.0

; When we're friendly/mean this will determine how close we should be before always looking at our attack target.
FriendlyLookAtAttackTargetDistance=750.0
MeanLookAtAttackTargetDistance=700.0

; This determines how close the bot needs to be to it's desired rotation to be considered at the rotation.
AlignmentAllowedDeltaYaw=16384;

; These are multipliers which determine how much we weight damage when choosing targets when friendly.
DamageToFriendlyBotAggroWeight=0.5
DamageToProtectTargetAggroWeight=1.0
DamageFromProtectTargetAggroWeight=0.33

; This prevents the bot's propeller from sending the BotPropellerCollided event too often.
BotPropellerCollidedEventPeriod=(Min=0.3,Max=0.8)



[ShockAIClasses.SpawnedMinimumSecurityBot]
FriendlyName=Security Bot
DormantString=Security Bot(Disabled)
DeactivatedString=Security (Deactivated)

WeaponClass=class'ShockAI.BotShockGun'
BurstIntervalRange=(Min=2.0,Max=2.0)
Health=300
MaxHealth=300
MaxFrozenHealth=150
DamageResistanceSetName=SecurityBotResistanceSet
AirSpeed=400.0
FOV=90.0
ViewDistance=1500.0
SpeechInterval=3.0
DormantDuration=240.0
BotLifeSpanAfterDeath=1.0
BotLifeSpawnAfterFailedHack=0.5
WeaponUpperPitchLimit=30.0
WeaponLowerPitchLimit=-30.0
WeaponIsFixed=true

; the minimum distance we try to maintain from the target when picking a random point
MinRandomPointDistanceFromTarget=200.0

; the range we try to maintain while attacking
DesiredRangeWhileAttacking=(Min=200.0, Max=400.0)

; the vertical range we try to maintain while attacking
DesiredHeightWhileAttacking=(Min=50.0, Max=150.0)

; The maximum range at which the bot will try to attack it's target.
MaximumAttackRange=1600.0


[ShockAI.MediumSecurityBot]
FriendlyName=Security Bot
DormantString=Security Bot (Disabled)
DeactivatedString=Security Bot (Deactivated)

; WeaponClass=class'ShockAIClasses.BotMiniGunA'
BurstIntervalRange=(Min=2.0,Max=7.0)
Health=300
MaxHealth=300
MaxFrozenHealth=150
DamageResistanceSetName=SecurityBotResistanceSet
AirSpeed=400.0
FOV=90.0
ViewDistance=1500.0
SpeechInterval=3.0
DormantDuration=240.0
BotLifeSpanAfterDeath=1.0
BotLifeSpawnAfterFailedHack=0.5
WeaponUpperPitchLimit=30.0
WeaponLowerPitchLimit=-30.0

; the minimum distance we try to maintain from the target when picking a random point
MinRandomPointDistanceFromTarget=300.0

; the range we try to maintain while attacking
DesiredRangeWhileAttacking=(Min=400.0, Max=600.0)

; the vertical range we try to maintain while attacking
DesiredHeightWhileAttacking=(Min=50.0, Max=500.0)

; The maximum range at which the bot will try to attack it's target.
MaximumAttackRange=1600.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Per-Deck security bot config

[ShockAIClasses.SpawnedDeck1MediumSecurityBot]
WeaponClass=class'ShockAIClasses.Deck1BotMiniGun'
Health=300
MaxHealth=300
MaxFrozenHealth=150
DamageResistanceSetName=Deck1SecurityBotResistanceSet

[ShockAIClasses.SpawnedDeck2MediumSecurityBot]
WeaponClass=class'ShockAIClasses.Deck2BotMiniGun'
Health=300
MaxHealth=300
MaxFrozenHealth=150
DamageResistanceSetName=Deck2SecurityBotResistanceSet

[ShockAIClasses.SpawnedDeck3MediumSecurityBot]
WeaponClass=class'ShockAIClasses.Deck3BotMiniGun'
Health=200
MaxHealth=200
MaxFrozenHealth=100
DamageResistanceSetName=Deck3SecurityBotResistanceSet

[ShockAIClasses.SpawnedDeck4MediumSecurityBot]
WeaponClass=class'ShockAIClasses.Deck4BotMiniGun'
Health=200
MaxHealth=200
MaxFrozenHealth=100
DamageResistanceSetName=Deck4SecurityBotResistanceSet

[ShockAIClasses.SpawnedDeck5MediumSecurityBot]
WeaponClass=class'ShockAIClasses.Deck5BotMiniGun'
Health=600
MaxHealth=600
MaxFrozenHealth=300
DamageResistanceSetName=Deck5SecurityBotResistanceSet

[ShockAIClasses.SpawnedDeck6MediumSecurityBot]
WeaponClass=class'ShockAIClasses.Deck6BotMiniGun'
Health=400
MaxHealth=400
MaxFrozenHealth=200
DamageResistanceSetName=Deck6SecurityBotResistanceSet

[ShockAIClasses.SpawnedDeck7MediumSecurityBot]
WeaponClass=class'ShockAIClasses.Deck7BotMiniGun'
Health=400
MaxHealth=400
MaxFrozenHealth=200
DamageResistanceSetName=Deck7SecurityBotResistanceSet


[ShockAIClasses.SpawnedMaximumSecurityBot]
FriendlyName=Security Bot Mark 2
DormantString=Security Bot Mark 2 (Disabled)
DeactivatedString=Security Bot Mark 2 (Deactivated)

WeaponClass=class'ShockAI.BotRailGun'
BurstIntervalRange=(Min=4.0,Max=4.0)
Health=600
MaxHealth=600
MaxFrozenHealth=300
DamageResistanceSetName=SecurityBotResistanceSet
AirSpeed=350.0
FOV=90.0
ViewDistance=1500.0
SpeechInterval=3.0
DormantDuration=240.0
BotLifeSpanAfterDeath=1.0
BotLifeSpawnAfterFailedHack=0.5
WeaponUpperPitchLimit=30.0
WeaponLowerPitchLimit=-30.0
WeaponIsFixed=false

; the minimum distance we try to maintain from the target when picking a random point
MinRandomPointDistanceFromTarget=300.0

; the range we try to maintain while attacking
DesiredRangeWhileAttacking=(Min=300.0, Max=500.0)

; the vertical range we try to maintain while attacking
DesiredHeightWhileAttacking=(Min=50.0, Max=500.0)

; The maximum range at which the bot will try to attack it's target.
MaximumAttackRange=1600.0


[ShockAIClasses.SpawnedWelcomeSecurityBotA]
FriendlyName=Security Bot
DormantString=Security Bot (Disabled)
DeactivatedString=Security Bot (Deactivated)

WeaponClass=class'ShockAIClasses.BotMiniGunWelcomeA'
BurstIntervalRange=(Min=2.0,Max=2.0)
Health=300
MaxHealth=600
MaxFrozenHealth=150
DamageResistanceSetName=SecurityBotResistanceSet
AirSpeed=400.0
FOV=90.0
ViewDistance=1500.0
SpeechInterval=3.0
DormantDuration=240.0
BotLifeSpanAfterDeath=1.0
BotLifeSpawnAfterFailedHack=0.5
WeaponUpperPitchLimit=30.0
WeaponLowerPitchLimit=-30.0

; the minimum distance we try to maintain from the target when picking a random point
MinRandomPointDistanceFromTarget=200.0

; the range we try to maintain while attacking
DesiredRangeWhileAttacking=(Min=200.0, Max=200.0)

; the vertical range we try to maintain while attacking
DesiredHeightWhileAttacking=(Min=200.0, Max=400.0)

; The maximum range at which the bot will try to attack it's target.
MaximumAttackRange=1600.0

CollisionRadiusMultiplierForRandomPoint=1.75

; This determines how long we will wait at a hover point while attacking.
; AttackingHoverPointWaitTimeRangeAI=(Min=0.1,Max=0.1)

; This is the range from the target at which the bot goes into attack mode or protect mode.
DetectRadius=2000.0

[ShockAIClasses.SpawnedMedicalFirstSecurityBotA]
ExplodeOnFailedHack=false
HackPurchaseOptionEnabled=false


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;  TURRETS  ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.Turret]
ResearchTrack=Turret

; These variables control the size of the explosion that occurs when the turret is destroyed
TurretDestroyedExplosionInnerRadius=300.0;
TurretDestroyedExplosionOuterRadius=500.0;

; Make sure we tick every frame for movement.
NormalLODTyrionTickUpdateRange=(Min=0.0,Max=0.0)

; Label of Corpse
CorpseString=Destroyed Turret

; Critical Damage
CriticalDamageEffectInfos=(DamagePercentage=0.5,EffectEvent=HalfHealth,bUnTriggerEffectEvent=false)
CriticalDamageEffectInfos=(DamagePercentage=0.25,EffectEvent=QuarterHealth,bUnTriggerEffectEvent=false)
CriticalDamageEffectInfos=(DamagePercentage=0.0,EffectEvent=HalfHealth,bUnTriggerEffectEvent=true)
CriticalDamageEffectInfos=(DamagePercentage=0.0,EffectEvent=QuarterHealth,bUnTriggerEffectEvent=true)

; The turret will spawn an actor of this class when it dies.  This will 
; be searchable and end up being bolted to the floor.
DeadBodyClass=class'ShockAIClasses.SpawnedTurretDeadBody'

; The dead body will be placed at this bone.
DeadBodyAttachBone=Destroyed

; Variables for AIs shooting at us
TargetTrackingOffset=(Z=50.0)

; The names of the bones that control the pitch and yaw of the turret.
PitchBoneName=Pitch
YawBoneName=Yaw

; The names of the bones that control the wheel.
WheelBoneName=Wheel
GearBoneName=GearWheel

; These are needed to calculate the correct wheel rotation values so the wheel appears that it's actually
; turning the turret.  They should be based off of the turret model.  NOTE: WheelShaftLength / WheelRadius
; should be a whole number.  If they're not you'll occationally notice a hitching in the wheel when the turret
; turns past 0 yaw rotation.
; The radius of the wheel itself
WheelRadius=15.875
; The distance of the wheel from the center of the turret.
WheelShaftLength=63.5

; How fast the turret can move in degrees
PitchSpeed=60
YawSpeed=90

; The pitch at which the turret sits when it's dormant in degrees.
DormantPitch=-30

; If the turret is facing within this many degrees of the aim target it will fire.
TargetDeadZone=10

; How long the turret waits without seeing its target before it gives up.
LostContactDurationPlayer=60.0
LostContactDurationAI=10.0

; The minimum amount of time we should wait before looking for a new target when we lose our current target.
NewTargetAcquisitionDelay=3.0

; The amount of time we should wait after we see a target from standby before we turn on the light.
StandbyLightDelay=0.0

; The amount of time we should wait after we turn on the light before we turn on the engine.
EngineStartupDelay=0.3

; The amount of time we should wait after the engine starts up before we start moving and attacking.
AttackDelay=1.7

; Turret animation names.
EngineAnimationName=EngineOn
EngineAnimationEaseOutTime=4.0
FireAnimationName=Fire

; The amount of time we wait before going dormant when in the shocked state.
ShockedDormantDelay=0.5

; This determines how the light flickers on and off when the turret goes into the shocked state.
ShockedFlickerDelay=(Min=0.05, Max=0.1)

; The amount of time it takes to be fully frozen when entering the frozen state.
FrozenTransitionTime=1.0

; The standby FOV.
StandbyFOV=360

; The info displayed after hacking the turrey
HackingSuccessFeedbackText="Hacked turrets are friendly and will attack your enemies."

; The multiplier that gets applied when the turret is damaged while hacked.
HackedDamageMultiplier=1.0

; The cylinder that defines where the event notification will be sent when the turret starts attacking.
EventNotificationCylinderRadius=1000
EventNotificationCylinderHeight=300

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAIClasses.SpawnedMinimumSecurityTurret]
Health=300
MaxHealth=300
MaxFrozenHealth=150
FriendlyName=Gun Turret
BaseEyeHeight=46.0

; The class of weapon that should be strapped to this thing.
WeaponClass=class'ShockAI.TurretMiniGun'

; The maximum burst time and cool off for this bot's weapon.  The bot can fire for a maximum
; of MaximumBurstTime seconds before it has to stop.  If it is forced to stop it has to wait
; CoolOffTime seconds before it can fire again.
MaximumBurstTime=4.0
CoolOffTime=2.0

; This is the length of time that we will fire for when we lose our target.
LostTargetBurstTime=1.3

DamageResistanceSetName=TurretResistanceSet

; The skins that are applied when the light is on or off.
LightOffSkin=Material'MA_Security.TurretFlameThrowerLight_Shader'
LightOnSkin=Material'MA_Security.TurretFlameThrowerLightOn_Shader'



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAIClasses.SpawnedMediumSecurityTurret]
Health=400
MaxHealth=400
MaxFrozenHealth=120
FriendlyName=Flame Turret
BaseEyeHeight=54.0

; The class of weapon that should be strapped to this thing.
WeaponClass=class'ShockAI.TurretFlamethrower'

; The maximum burst time and cool off for this bot's weapon.  The bot can fire for a maximum
; of MaximumBurstTime seconds before it has to stop.  If it is forced to stop it has to wait
; CoolOffTime seconds before it can fire again.
MaximumBurstTime=4.0
CoolOffTime=2.0

; This is the length of time that we will fire for when we lose our target.
LostTargetBurstTime=1.3

DamageResistanceSetName=TurretResistanceSet

; The skins that are applied when the light is on or off.
LightOffSkin=Material'MA_Security.TurretFlameThrowerLight_Shader'
LightOnSkin=Material'MA_Security.TurretFlameThrowerLightOn_Shader'

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAIClasses.SpawnedMaximumSecurityTurret]
Health=600
MaxHealth=600
MaxFrozenHealth=300
FriendlyName=RPG Turret
BaseEyeHeight=60.0

; The class of weapon that should be strapped to this thing.
WeaponClass=class'ShockAI.TurretRPG'

; the multiplier we use when the player has telekinesis as its current ability
; 2 means it will take twice as long for the AI to shoot grenades
PlayerUsingTelekinesisReadyToUseMultiplier=2.0

; The maximum burst time and cool off for this bot's weapon.  The bot can fire for a maximum
; of MaximumBurstTime seconds before it has to stop.  If it is forced to stop it has to wait
; CoolOffTime seconds before it can fire again.
MaximumBurstTime=0.0
CoolOffTime=3.0

; This is the length of time that we will fire for when we lose our target.
LostTargetBurstTime=0.0

DamageResistanceSetName=TurretResistanceSet

; The grenade launcher wheel assembly animations.
GrenadeLauncherAnimationName=WheelOn
GrenadeLauncherAnimationEaseOutTime=4.0

; The skins that are applied when the light is on or off.
LightOffSkin=Material'MA_Security.TurretFlameThrowerLight_Shader'
LightOnSkin=Material'MA_Security.TurretFlameThrowerLightOn_Shader'


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Per-Deck turret config
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;minigun turrets

[ShockAIClasses.SpawnedDeck1MinimumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck1TurretMiniGun'
Health=300
MaxHealth=300
MaxFrozenHealth=150
DamageResistanceSetName=Deck1TurretResistanceSet

[ShockAIClasses.SpawnedDeck2MinimumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck2TurretMiniGun'
Health=350
MaxHealth=350
MaxFrozenHealth=175
DamageResistanceSetName=Deck2TurretResistanceSet

[ShockAIClasses.SpawnedDeck3MinimumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck3TurretMiniGun'
Health=400
MaxHealth=400
MaxFrozenHealth=200
DamageResistanceSetName=Deck3TurretResistanceSet

[ShockAIClasses.SpawnedDeck4MinimumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck4TurretMiniGun'
Health=450
MaxHealth=450
MaxFrozenHealth=225
DamageResistanceSetName=Deck4TurretResistanceSet

[ShockAIClasses.SpawnedDeck5MinimumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck5TurretMiniGun'
Health=500
MaxHealth=500
MaxFrozenHealth=250
DamageResistanceSetName=Deck5TurretResistanceSet

[ShockAIClasses.SpawnedDeck6MinimumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck6TurretMiniGun'
Health=550
MaxHealth=550
MaxFrozenHealth=275
DamageResistanceSetName=Deck6TurretResistanceSet

[ShockAIClasses.SpawnedDeck7MinimumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck7TurretMiniGun'
Health=600
MaxHealth=600
MaxFrozenHealth=300
DamageResistanceSetName=Deck7TurretResistanceSet


;flamethrower turrets

[ShockAIClasses.SpawnedDeck1MediumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck1TurretFlamethrower'
Health=400
MaxHealth=400
MaxFrozenHealth=200
DamageResistanceSetName=Deck1TurretResistanceSet

[ShockAIClasses.SpawnedDeck2MediumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck2TurretFlamethrower'
Health=450
MaxHealth=450
MaxFrozenHealth=225
DamageResistanceSetName=Deck2TurretResistanceSet

[ShockAIClasses.SpawnedDeck3MediumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck3TurretFlamethrower'
Health=500
MaxHealth=500
MaxFrozenHealth=250
DamageResistanceSetName=Deck3TurretResistanceSet

[ShockAIClasses.SpawnedDeck4MediumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck4TurretFlamethrower'
Health=550
MaxHealth=550
MaxFrozenHealth=275
DamageResistanceSetName=Deck4TurretResistanceSet

[ShockAIClasses.SpawnedDeck5MediumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck5TurretFlamethrower'
Health=600
MaxHealth=600
MaxFrozenHealth=300
DamageResistanceSetName=Deck5TurretResistanceSet

[ShockAIClasses.SpawnedDeck6MediumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck6TurretFlamethrower'
Health=650
MaxHealth=650
MaxFrozenHealth=325
DamageResistanceSetName=Deck6TurretResistanceSet

[ShockAIClasses.SpawnedDeck7MediumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck7TurretFlamethrower'
Health=700
MaxHealth=700
MaxFrozenHealth=350
DamageResistanceSetName=Deck7TurretResistanceSet

;RPG turrets

[ShockAIClasses.SpawnedDeck1MaximumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck1TurretRPG'
Health=500
MaxHealth=500
MaxFrozenHealth=250
DamageResistanceSetName=Deck1TurretResistanceSet

[ShockAIClasses.SpawnedDeck2MaximumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck2TurretRPG'
Health=550
MaxHealth=550
MaxFrozenHealth=275
DamageResistanceSetName=Deck2TurretResistanceSet

[ShockAIClasses.SpawnedDeck3MaximumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck3TurretRPG'
Health=600
MaxHealth=600
MaxFrozenHealth=300
DamageResistanceSetName=Deck3TurretResistanceSet

[ShockAIClasses.SpawnedDeck4MaximumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck4TurretRPG'
Health=650
MaxHealth=650
MaxFrozenHealth=325
DamageResistanceSetName=Deck4TurretResistanceSet

[ShockAIClasses.SpawnedDeck5MaximumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck5TurretRPG'
Health=700
MaxHealth=700
MaxFrozenHealth=350
DamageResistanceSetName=Deck5TurretResistanceSet

[ShockAIClasses.SpawnedDeck6MaximumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck6TurretRPG'
Health=750
MaxHealth=750
MaxFrozenHealth=375
DamageResistanceSetName=Deck6TurretResistanceSet

[ShockAIClasses.SpawnedDeck7MaximumSecurityTurret]
WeaponClass=class'ShockAIClasses.Deck7TurretRPG'
Health=800
MaxHealth=800
MaxFrozenHealth=400
DamageResistanceSetName=Deck7TurretResistanceSet


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;   BOOTY    ;::::;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BootyImpl]
; a list of the rigid bodies the gatherer should use to gather from
UsableRigidBodies=Ragdoll_Bip01 Pelvis01
UsableRigidBodies=Ragdoll_Bip01 Spine03
UsableRigidBodies=Ragdoll_Bip01 R Thigh01
UsableRigidBodies=Ragdoll_Bip01 L Thigh01
UsableRigidBodies=Ragdoll_Bip01 Spine02
UsableRigidBodies=Ragdoll_Bip01 Spine01
UsableRigidBodies=Ragdoll_Bip01 Head01
UsableRigidBodies=Ragdoll_Bip01 Spine2

; these are the unused rigid bodies (just here for you to browse)
;UsableRigidBodies=Ragdoll_Bip01 Tail01
;UsableRigidBodies=Ragdoll_kBoneDress01
;UsableRigidBodies=Ragdoll_Bip01 L Calf01
;UsableRigidBodies=Ragdoll_Bip01 L Foot01
;UsableRigidBodies=Ragdoll_Bip01 R Foot01
;UsableRigidBodies=Ragdoll_Bip01 L UpperArm01
;UsableRigidBodies=Ragdoll_Bip01 L Calf01
;UsableRigidBodies=Ragdoll_Bip01 R UpperArm01
;UsableRigidBodies=Ragdoll_Bip01 R Forearm01
;UsableRigidBodies=Ragdoll_Bip01 R Hand01
;UsableRigidBodies=Ragdoll_Bip01 L Hand01
;UsableRigidBodies=Ragdoll_Bip01 R Hand01
;UsableRigidBodies=Ragdoll_Bip01 R Hand01

; impulses that are applied when the gatherer gather animation
; hits a begin or end gather anim. notify
; leave disabled for now (it moves the rigid body)
;BeginGatherImpulse=(X=20.0,Y=50.0,Z=-5000.0)
;EndGatherImpulse=(X=20.0,Y=50.0,Z=5000.0)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;  GATHERERS  ;::::;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ShockAI.Gatherer]
UseVerbText=Rescue

; the gatherer will not fall down
bPlayAnimationInsteadOfRagdollFall=true

bOptimizeAIPhysicsAtLowDetail=true
OptimizedPhysicsWalkSpeed=200.0
OptimizedPhysicsRunSpeed=400.0

; Flailing Looping Animation
FlailingAnimations=GA_ThrownInAirLoop

[ShockAIClasses.SpawnedGatherer]
FriendlyName=Little One
ResearchTrack=Gatherer
Health=50
MaxHealth=50

; Gatherer hit reaction overrides
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=0.9,ReactionCoolOffTime=0.75,FailedDamageEvent=FullBodyAnimation,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.5,ReactionCoolOffTime=0.75,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=0.75,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=Fall,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=4.0,FailedDamageEvent=FullBodyAnimation,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=Fall,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=4.0,FailedDamageEvent=FullBodyAnimation,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.1,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.7,ReactionCoolOffTime=1.0,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=Fall,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=1.0,FailedDamageEvent=FullBodyAnimation,bTriggerOnce=false,bTriggerWhenDead=false))

; OVERRIDES: to add these, preface each entry with DamageEventInfoOverrides=, and change "class'Actor'" to the specific actor type
CriticalHitDamageEvent=Fall

;DAMAGE EVENT OVERRIDES, use this line: AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=RangedAggressorPistolWeaponStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=InsectSwarmStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=FireStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=3.0)

; These are the damage overrides for Gatherer vs. Player.
; Check ShockPawn.ini for instructions on use of this system.
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.15,Max=0.9), PassiveChanceRange=(Min=0.9,Max=0.9), AggressiveChanceRange=(Min=0.1,Max=0.8), DamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.8,Max=1.0), PassiveChanceRange=(Min=0.9,Max=0.9), AggressiveChanceRange=(Min=0.6,Max=0.0), DamageEvent=Fall, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.0,Max=1.0), PassiveChanceRange=(Min=1.0,Max=1.0), AggressiveChanceRange=(Min=1.0,Max=1.0), DamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)

; Stimuli set overrides
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=WrenchAmmoStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.25, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=StandardBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=AntiPersonnelStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ArmorPiercingStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=HighExplosiveBuckStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=IonicBuckStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=Buck00StimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunArmorPiercingBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunFrozenBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunStandardBulletStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=FragGrenadeStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=0.4, FailedDamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=LiquidNitrogenStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=0.4, FailedDamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=StickyProxStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=0.4, FailedDamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=KeroseneStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ChemLiquidNitrogenStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=IonicGelStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=SuperHeatedBoltStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=TrapBoltStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=BoltStimuliSet, DamageEvent=FullBodyAnimation, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)

CriticalHitDamageEvent=FullBodyAnimation


; the default vulnerable state for gatherers
VulnerableState=InVulnerableUntilSaved

; Head Tracking
LimitAngle=1.047

; Eye Bone Name
EyeBoneName=Eyes

; Damaged Animations
HitFrontAnimations=GA_hitFWD_A
HitLeftAnimations=GA_hitFWD_A
HitRightAnimations=GA_hitFWD_A
HitBackAnimations=GA_hitBWD_A

; Shocked Animations
ShockedAnimations=GA_ShockedLOOP

; our GathererGun class
GathererGunClass=class'AIAttachments.SpawnedGathererGun'

; Incinerate stuff

; material we swap to when incinerated
; obviously the default texture is placeholder
IncinerateMaterial=Material'FX_Tex.GathererBurningOver_Shader'

; time, in seconds, before the gatherer is destroyed when incinerated
IncinerateLifeSpan=7.0

; time, in seconds, before we swap the incinerate material skin
TimeToSwapIncinerateSkin=2.0

; Sea Slug stuff
; shawn will give put in another socket than the eyes below (ie. the mouth!)
SeaSlugSpawnSocketName=Eyes
SeaSlugClass=class'ShockDesignerClasses.SpawnedSeaSlugPickup'
SeaSlugAnimation=Slugfish_anim_thrash
SeaSlugVelocityMagnitude=500.0

; Animation Setup
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

DamageResistanceSetName=GathererScavengerResistanceSet

; Gathering Animations
BeginGatherAnimation=GA_GatherBegin_A_idle_Mid
LoopGatherAnimations=GA_GatherLoop_idle_Mid
EndGatherAnimations=GA_GatherEnd_A
EndGatherAnimations=GA_GatherEnd_B

; a list of animations we use to gesture to the protector after feeding on the resource
GestureFinishedFeedingAnimations=GA_gLetsGo_A_idle_mid
GestureFinishedFeedingAnimations=GA_gLetsGo_B

; Animation that is played when gatherer is speaking
LipSynchAnimation=LipFlap
LipSynchFrequency=4.0
LipSynchChannel=7

; the distance we stop before reaching a rigid body on the Booty
GatherDistance=52.0

[ShockAIClasses.SpawnedPlayerEscortedGatherer]
FriendlyName=Little One
ResearchTrack=Gatherer
Health=800
MaxHealth=800

; Player Escorted Gatherer hit reaction overrides
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=0.9,ReactionCoolOffTime=0.75,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=0.5,ReactionCoolOffTime=0.75,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=0.75,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=1.0,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=4.0,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=4.0,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=0.1,ReactionCoolOffTime=1.0,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=0.7,ReactionCoolOffTime=1.0,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=QuickHitReaction,PassiveChance=1.0,AggressiveChance=1.0,ReactionCoolOffTime=1.0,FailedDamageEvent=NoDamageEvent,bTriggerOnce=false,bTriggerWhenDead=false))

; OVERRIDES: to add these, preface each entry with DamageEventInfoOverrides=, and change "class'Actor'" to the specific actor type
CriticalHitDamageEvent=Fall

;DAMAGE EVENT OVERRIDES, use this line: AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=RangedAggressorPistolWeaponStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=InsectSwarmStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=FireStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=3.0)

; These are the damage overrides for Gatherer vs. Player.
; Check ShockPawn.ini for instructions on use of this system.
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.15,Max=0.9), PassiveChanceRange=(Min=0.9,Max=0.9), AggressiveChanceRange=(Min=0.1,Max=0.8), DamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.8,Max=1.0), PassiveChanceRange=(Min=0.9,Max=0.9), AggressiveChanceRange=(Min=0.6,Max=0.0), DamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.0,Max=1.0), PassiveChanceRange=(Min=1.0,Max=1.0), AggressiveChanceRange=(Min=1.0,Max=1.0), DamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)

; Stimuli set overrides
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=WrenchAmmoStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=0.25, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=StandardBulletStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=AntiPersonnelStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ArmorPiercingStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=HighExplosiveBuckStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=IonicBuckStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=Buck00StimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=0.1, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunArmorPiercingBulletStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunFrozenBulletStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunStandardBulletStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=0.5, AggressiveChance=0.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.75)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=FragGrenadeStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=0.4, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=LiquidNitrogenStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=0.4, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=StickyProxStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=0.4, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=KeroseneStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ChemLiquidNitrogenStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=IonicGelStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=SuperHeatedBoltStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=TrapBoltStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=BoltStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)

CriticalHitDamageEvent=FullBodyAnimation


; Head Tracking
LimitAngle=1.047

; Eye Bone Name
EyeBoneName=Eyes

; Damaged Animations
HitFrontAnimations=GA_hitFWD_A
HitLeftAnimations=GA_hitFWD_A
HitRightAnimations=GA_hitFWD_A
HitBackAnimations=GA_hitBWD_A

; our GathererGun class
GathererGunClass=class'AIAttachments.SpawnedGathererGun'

; Animation Setup
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true

DamageResistanceSetName=GathererScavengerResistanceSet

; Gathering Animations
BeginGatherAnimation=GA_GatherBegin_A_idle_Mid
LoopGatherAnimations=GA_GatherLoop_idle_Mid
EndGatherAnimations=GA_GatherEnd_A
EndGatherAnimations=GA_GatherEnd_B

; a list of animations we use to gesture to the protector after feeding on the resource
GestureFinishedFeedingAnimations=GA_gThisWay_H

; the distance we stop before reaching a rigid body on the Booty
GatherDistance=62.0

; max time gatherer panicks while walking (in seconds)
MaxPanicTime=7.5
; max time gatherer panicks while gathering from a corpse if not taking damage (in seconds)
MaxPanicTimeWhileGathering=1.0

; Sea Slug stuff
; shawn will give put in another socket than the eyes below (ie. the mouth!)
SeaSlugSpawnSocketName=Eyes
SeaSlugClass=class'ShockDesignerClasses.SpawnedSeaSlugPickup'
SeaSlugAnimation=Slugfish_anim_thrash
SeaSlugVelocityMagnitude=500.0

[ShockAI.GathererVent]
; where the gatherer spawns
GathererSpawnLocationSocketName=GathererSpawn

; where the gatherer starts from before entering the vent alone
GathererEnterWithoutProtectorSocketName=GathererAloneClimbStart

; where each protector type stands before the gatherer comes out of (EXITS) the vent
BouncerExitWithGathererSocketName=ProtectorKneel
RosieExitWithGathererSocketName=ProtectorKneel
SPFExitWithGathererSocketName=ProtectorKneel

; where each protector type stands before the gatherer goes into (ENTERS) the vent
BouncerEnterWithGathererSocketName=ProtectorKneel
RosieEnterWithGathererSocketName=ProtectorKneel
SPFEnterWithGathererSocketName=ProtectorKneel

; where the gatherer stands (depending on the protector escort type) before the gatherer goes into (ENTERS) the vent
GathererEnterWithBouncerSocketName=GathererClimbStart
GathererEnterWithRosieSocketName=GathererClimbStart
GathererEnterWithSPFSocketName=GathererClimbStart

; where we spawn the navigation point next to the vent
NavigationPointSocketName=PathNodePlacement

[ShockAIClasses.PlacedGathererVent]
; Correct GathererVent
GathererClass=class'ShockAIClasses.SpawnedGatherer'
PlayerEscortedGathererClass=None

GathererEnterWithBouncerSocketName=GathererClimbStart
GathererEnterWithRosieSocketName=GathererClimbStart
GathererEnterWithSPFSocketName=GathererClimbStart

[ShockAI.GathererCommanderAction]
; REMOVE AFTER NEXT BUILD 1/25/07
ExitFromVentWithBouncerAnimations=GA_ExitVentProtectorBouncer
ExitFromVentWithRosieAnimations=GA_ExitVentProtectorRosie
ExitFromVentWithSPFAnimations=GA_ExitVentProtectorSPF
ExitFromVentWithPlayerAnimations=GA_ExitVentAlone

; the inner (min) distance is how close the enemy of the gatherer must be to cause the gatherer to become alert and protector to threaten
; the outer (max) distance is how close the enemy of the gatherer must move away to stop the gatherer alert and protector threaten behaviors
; the value should be at least the value of Min + [MaxDistanceToGatherer in EscortAction] + [HideDistanceBehindEscort in AlertAction] away
; this outer (max) should line up with the value in the Aggressor behavior ReactToAlertGathererAction's DesiredDistanceFromGatherer
AlertedDistanceRange=(Min=300.0,Max=750.0)

; chance that we will look an interesting object if we get close enough (see GathererLookAtSensor for the close enough value)
; 1.0 = 100%, 0.0 = 0%
LookAtInterestingObjectChance=0.75

; minimum time, in seconds, that we will wait before looking at another interesting object (assuming the die roll succeeds)
MinTimeBetweenLookingAtInterestingObjects=60.0

; distance at which player escorted gatherer will wait for the player
DistanceForPEGToWait=1750.0

[ShockAI.ExitVentAction]
; animations we use when exiting a vent
ExitFromVentWithBouncerAnimations=GA_ExitVentProtectorBouncer
ExitFromVentWithRosieAnimations=GA_ExitVentProtectorRosie
ExitFromVentWithSPFAnimations=GA_ExitVentProtectorSPF
ExitFromVentWithPlayerAnimations=GA_ExitVentAlone

[ShockAI.GathererDamageReactionAction]
; how long we wait and play the loop damage anim.
WaitTimeBeforeContinuingRange=(Min=2.0,Max=4.0)

; tween and ease out times for the damage animations
DamageAnimsTweenTime=0.25
DamageAnimsEaseOutTime=0.25

[ShockAI.GathererThreatSensorAction]
; how much distance an aggressor or the player needs to be for a gatherer to consider it a threat
;GathererThreatRadius=300.0
;GathererThreatHeight=100.0
;GathererThreatRadius=5.0
;GathererThreatHeight=5.0

[ShockAI.GathererLookAtSensor]
; maximum distance from an "interesting" object where we consider the object to look at
MaxDistanceToNoticeInterestingObject=750.0
MaxDistanceToHeadTrack=2000.0
MinDistanceToHeadTrack=200.0

; minimum distance from the gatherer to the protector that we require to consider looking at interesting objects
MinDistanceToProtectorToNoticeInterestingObject=100.0

[ShockAI.GathererLookAtTargetAction]
; how far away we want to move to wall or floor targets before stopping, facing the target, and then gesturing
RequiredDistanceToWallTargets=100.0
RequiredDistanceToFloorTargets=75.0

; animations used to gesture to things
GestureFloorAnimations=GA_reactionFloor_A
GestureWallAnimations=GA_reactionWall_A

; animation we loop while we're still looking at something
InterestOnFloorLoopingAnimations=GA_interestFloor_A
InterestOnWallLoopingAnimations=GA_Fidget_C_idle

; animation(s) to play after finishing the interest on the floor animation (so we get back up)
GetUpFromFloorAnimations=GA_endInterestFloor_A
GetUpFromFloorAnimations=GA_endInterestFloor_B
EndWallInterestAnimations=GA_endInterestWall_A
EndWallInterestAnimations=GA_endInterestWall_C

; animation(s) to play after we turn to face the escorting protector
AnnoyedAnimations=GA_endInterestWall_A

; animation(s) to play after we the protector responds to our initial annoyed animation
SubsequentAnnoyedAnimations=GA_endInterestWall_C

;(probably temporary) the amount of time we pause after gesturing
PauseAfterGesturingTime=5.0

; how long we wait while head tracking before moving to the target
TimeToHeadTrackToTargetRange=(Min=0.75,Max=1.5)

; how long we wait before moving after facing the target
TimeBeforeMovingRange=(Min=1.0,Max=2.0)

; time we spend looking at the target, even after the protector tells us to go
TimeToSpendLookingAtTargetRange=(Min=3.0,Max=5.0)

; if the angle difference between the Gatherer rotation and the rotation to the target is less than this value, then we don't rotate
MinDegreesToRotateToTarget=22.5

; how long we play the tired animation when pouting
TimeToPlayDejectedAnimation=5.0

[ShockAI.DepositResourceAction]
; animation we use when depositing the resource (temporary until we have the real queen)
DepositAnimationName=Gatherer_gather

[ShockAI.ReturnToVentAction]
; list of animations to play when returning to a vent WITH a gatherer
EnterWithRosieAnimations=GA_EnterVentProtectorRosie
EnterWithBouncerAnimations=GA_EnterVentProtectorBouncer
EnterWithSPFAnimations=GA_EnterVentProtectorSPF

; list of animations to play when returning to a vent WITHOUT a gatherer
EnterWithoutProtectorAnimations=GA_EnterVentAlone

; list of animations we play before exiting to the vent WITH a protect (ie. "see ya later")
; commented out because there aren't any yet
;PreEnterWithProtectorAnimations=GA_gThanks_A_idle_mid

; min and max distances (not including collision cylinders) for the gatherer to maintain
; while following the protector back to the gatherer vent
MinDistanceToProtector=50.0
MaxDistanceToProtector=200.0

; if we are this close to the AI that is entering the vent, we will stop and wait
DistanceToStopForOtherAIsBeforeEnteringVent=500.0

; how close we get (w/o a protector) before we claim the vent
DistanceToClaimVent=700.0

; while following the protector, how long we wait after starting to move to the vent 
; before we start trying to do the tired movement.
; the tired behavior only occurs if the player is nearby
TimeBeforeStartingTiredMovement=5.0

; after we have started the tired movement, how long we play it for before we start the
; tired behavior
TimeBeforeStartingTiredBehaviorRange=(Min=2.0,Max=4.0)

; animations we use to mourn a dead protector
MournAnimations=GA_InterestFloor_A

; how close we want to get to mourn a dead protector
DistanceXYToMourn=100.0

; animation we play when thanking the player for saving us
ThankSavingPlayerAnimations=GA_SaveThankYou
ThankSavingPlayerAnimations=GA_SaveThankYou_B
ThankSavingPlayerAnimations=GA_SaveThankYou_C

[ShockAI.GatherResourceAction]
; range of how long (in seconds) the gatherer plays the gather loop animation
; (the time does not include the length of the begin or end animations)
MinGatherTime=6.0
MaxGatherTime=6.0

; Remove after next build 3/12/07
GestureFinishedFeedingAnimations=GA_gLetsGo_A_idle_mid
GestureFinishedFeedingAnimations=GA_gLetsGo_B

; if the rigid body of the booty we are going to feed on moves more than this amount, then we re-evaluate using it
SignificantRigidBodyMovementSize=4.0

[ShockAI.AlertSensor]
; The alert sensor is used to determine when the gatherer should become alert and when a protector should threaten
; no config variables anymore

; Remove after next build 6/27/06
InnerAlertDistance=300.0
OuterAlertDistance=750.0

[ShockAI.AlertAction]
; The alert behavior occurs when a player (or enemy of the gatherer) is too close to a gatherer

; the amount of degrees required to turn to face the threat (before pointing), otherwise we play the initial reaction animation
TurnToFaceThreatDegrees=22.5

; the amount of degrees to turn to face the threat while we've stopped near the protector
MinHidingTurnDegrees=22.5

; after we've finished turning to the target, how long we wait before running behind the protector
PointWaitTime=(Min=1.0,Max=1.0)

; the angle we want to maintain behind the protector
; To prevent hysteresis, Min is the minimum angle we want to move to, Max is the the angle that we will start moving (if we are stopped, except for the first time we move)
; Neither should ever be made greater than 85 degrees (both angles are doubled)
HideBehindAngleRange=(Min=45.0,Max=85.0)

; how far we want to be away behind the protector when hiding from the alerted pawn
HideDistanceBehindEscort=150.0

; the animation we play when we're finished alerting (currently only one animation can be used, let Crombie know if we need more)
EndCowerAnimation=GA_endCower

[ShockAI.PanicAction]
; how often the gatherer will pick a new point away from its target
MoveUpdateRange=(Min=7.5,Max=12.0)

; the ideal distance we try to maintain from the attack pawn
IdealDistanceFromAttackPawnRange=(Min=750.0,Max=1500.0)

[ShockAI.FollowPanicAction]
; how far behind the protector we want to stay
DesiredDistanceBehindProtector=200.0

[ShockAI.PickedUpPanicAction]

; chance that a Bouncer will pick up the gatherer if he can move to them and will be on level ground
; if the attack target is not a player
ChanceToHaveGathererPickedUpAIAttacker=1.0

; chance that a Bouncer will pick up the gatherer if he can move to them and will be on level ground
; if the attack target is a player
ChanceToHaveGathererPickedUpPlayerAttacker=0.5

; Max 2-d distance to protector to do this behavior
; Z is determined by the protector size
MaxDistanceToProtector=400.0

; the percentage of default health the protector must have to be able to do this behavior
; (0.5 means the protector must have 50% or more health remaining)
MinProtectorHealthPercentage=0.5

[ShockAI.SavedAction]
; animation(s) we play when puking our guts out
GathererPukeAnimations=GA_SaveThankYou

; how long we wait after becoming hidden before we are shown again
TimeWhileBeingSaved=20.25

[ShockAI.ScoopedUpAction]
; animation we play when scooped up
ScoopedUpAnimationName=GA_RosieSwitch

[ShockAI.StunnedAction]
; how close we want to get to our dead protector
DesiredDistanceToDeadProtector=200.0

; how often we can update where we want to mourn the dead protector
MournPointUpdateTime=1.0

; how far off we can be rotated (unreal rotation units)
AlignmentAllowedDeltaYaw=1820.45

; REMOVE AFTER NEXT BUILD 4/28/07
LoopingStunnedAnimationName=GA_StunnedLoop_A

[ShockAI.TiredAction]
; first animation we play after being tired
TiredGestureAnimations=GA_gTired_A

; the second animation we play after being tired
StillTiredGestureAnimations=GA_gStillTired_A

[ShockAI.WaitForProtectorAction]
; a list of animations we gesture with
GestureAnimations=GA_gThisWay_A_idle_mid
GestureAnimations=GA_gThisWay_E
GestureAnimations=GA_gThisWay_F
GestureAnimations=GA_gThisWay_G
GestureAnimations=GA_gThisWay_H

; how much we wait before playing the first gesture anim.
InitialWaitForProtectorTime=0.0

; how often we wait between gestures
GestureTimeRange=(Min=0.0,Max=0.5)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; PROTECTORS  ;::::;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.ThreatenAction]
; damage stimuli set name for pushing AIs
BashAIStimuliSetName=ProtectorPushAIStimuliSet

; how close we want to be to the target when threatening, assumes we have a line of sight
DistanceToMoveTo=1000.0

; how close we want to be to the target before we start walking
RunDistanceToMoveTo=300.0

; how long we tween into the threaten animation
ThreatenAnimTweenTime=0.5

; how long we tween out of the threaten animation before it goes away
ThreatenAnimEaseOutTime=0.5

; how much time we wait between playing threaten animations when the threaten target is an AI 
ThreatenAITimeRange=(Min=3.0,Max=5.0)

; how much time we wait between playing threaten animations when the threaten target is the Player
ThreatenPlayerTimeRange=(Min=10.0,Max=10.0)

; how much time we wait between playing threatening animations or pushing the target (OLD - remove after next build 5/1/06)
TimeRangeBetweenThreatenActions=(Min=0.0,Max=0.0)

; Separate minimum times before pushing a target
; we wait 10 seconds before moving after a player to push them
; this counter resets the moment we finish the bash animation
MinTimeBeforeMovingToBashPlayerTarget=10.0

; this is the value for AIs
MinTimeBeforeMovingToBashAITarget=5.0

; minimum amount of time between bashes
MinTimeBetweenBashes=2.0

; how close we want to be from the gatherer
DesiredXYDistanceToGatherer=150.0

; angle in degrees to the Target required for the push
BashFOV=45.0

; distance required for the push
BashDistance=250.0

[ShockAI.RespondToAlarmAction]
; range in seconds of how long we wait after we've reached the destination before finishing responding to the alarm
MinRespondedRampDownTime=4.0
MaxRespondedRampDownTime=8.0

[ShockAI.EscortAction]
; chance that the initial call vent animation will be unsuccessful and require the AI to do a 
; secondary call vent animation to call the gatherer
; so a .9 means that 90% of the time the AI will not call the vent a second time, 
; and 10% of the time the AI will call the vent a second time
InitialCallVentSuccessChance=0.75

; how much time we wait before doing the second call vent animation 
; (this only occurs if we are going to do the second call vent animation)
PauseWhileWaitingToDoSecondCallVentTime=(Min=2.0,Max=4.0)

; how far away the gatherer that we are escorting has to be before it stops and tells us to hurry up
DistanceForGathererToWait=400.0

; how far away we want to be from a gatherer before we stop moving toward them
MinDistanceToGatherer=80.0
; how far away we want to be from a gatherer if we stop due to being within the min distance to the gathererer
; (prevents hysteresis)
MaxDistanceToGatherer=300.0

; how long we wait while the gatherer is feeding before turning in the other direction
PauseWhileFeedingTime=(Min=8.0,Max=8.0)

; how long we hang out by the gatherer's dead body if we come back to find it killed
; we will face one direction for this amount of time, then turn around and face the other direction 
; for the same amount of time (within this range, not the exact same time both times)
PauseWhileVisitingDeadGathererTime=(Min=3.0, Max=5.0)

; how far away a visible target has to be for the protector to look at it while guarding the gatherer while it feeds
MaxDistanceToLookAtNearbyVisibleTargetsWhileGuarding=2500.0

; how long we wait before turning around while guarding the gatherer
TimeRangeBeforeTurningAroundWhileGuarding=(Min=11.0,Max=11.0)

; how close we want to get to the gatherer body before we mourn
DistanceToVisitGatherer=100.0

[ShockAI.ProtectPlayerAction]
; desired range for following the player
; if we are outside the maximum range, we want to move within the minimum range
; if we are within the minimum range, we don't move until we are outside of the maximum range
DesiredRangeToPlayer=(Min=150.0,Max=250.0)

; after we've stopped moving, how long we wait before turning around
MinTimeBeforeWeStartLookingAround=1.0

; random range of time while we're stopped before we turn to face another position
LookAroundTime=(Min=2.0,Max=5.0)

[ShockAI.ReactToGathererDeathAction]
; how close we want to get to the gatherer body (when we have a line of sight to the gatherer body) before we react
DesiredDistanceToDeadGatherer=400.0

[ShockAI.ReactToStunnedGathererAction]
; how close we want to get to the stunned gatherer (if are within this distance, we don't move)
DesiredDistanceToGatherer=200.0

[ShockAI.ReactToTiredGathererAction]
; how close we want to get when moving to interact with the tired gatherer
DesiredDistanceToGatherer=137.888

; how long we wait after the gatherer has played the first "i'm tired" gesture before playing the frustrated animation
TimeBeforeFrustrationRange=(Min=1.0,Max=2.0)

[ShockAI.ScoopUpGathererAction]
; minimum half-angle to grab the gatherer before starting to fight
; 90 degrees on either side = 180 degrees
MinAngleDegreesToGrabGatherer=90.0

; how far away we want to be before we scoop up the gatherer
DesiredGathererXOffset=146.36

; animation Rosie plays when scooping up a gatherer (only Rosie does this behavior)
ScoopUpAnimationName=MG_GathererSwitch

[ShockAI.WaitForGathererAction]
; after we've moved to and faced the gatherer, how long we wait before gesturing
TimeBeforeGesturingGatherer=(Min=0.0,Max=0.0)

; how close we want to move to the gatherer 
; (not including the collision cylinders, so it's basically the distance between the edges of the collision cylinders)
DesiredDistanceToTargetGatherer=150.0

; the angle in degrees to the gatherer that we require before gesturing
; NOT a half angle (180 degrees = 180 degrees)
DesiredDegreesToGestureToGatherer=120.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Navigation Points
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Engine.PathNode]
; Maximum height above a path node that we will place an 
; auto-generated Flying Path Node
AutoGeneratedFlyingNodeDistanceMaxHeight=750.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BOUNCER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.BouncerAttackAction]
; the animation(s) to potentially play after attacking the target with the shoulder
AttackThreatenAnimations=BO_Threaten_B
AttackThreatenAnimations=BO_Threaten_D

; step back animations if we are too close
StepBackAnimations=BO_jumpBack_A

; number that determines if we are too close to our target and need to step back
MinDesiredXYDistanceToTarget=200.0

; chance that we will play a quick threaten animation when attacking an aggressor
PlayAttackThreatenAnimationChance=0.0

; Angle in unreal units that we are allowed to be off to be rotated
; defaults to 45 degrees (on either side), but can be changed per AI attack behavior
AttackBehaviorAllowedYawRotationErrorTwoByte=8192

; (half) angle behind us that we will use to determine when we use our three sixty attack
; (ie 90 degrees = 180 degrees behind us, 120 degrees = 240 degrees, etc.)
ThreeSixtyCanAttackDegrees=120.0

; if the target is less than this distance, reguardless of line of sight we will rotate towards it
DistanceToAlwaysRotateTowardsTarget=1000.0

; bouncer stun
DistanceToUseStunAttack=700.0
StunAttackAnimations=BO_ThreatenA
TimeRangeBetweenStunAttacks=(Min=10.0,Max=15.0)

; shoulder attack animations
ShoulderAttackHitAnimations=BO_AttackShoulderSlamLONG_Hit
ShoulderAttackMissedAnimations=BO_AttackShoulderSlamLONG_Miss

; push variables
MinChargePlayerReactionRotation=(Yaw=-15,Pitch=30)
MaxChargePlayerReactionRotation=(Yaw=15,Pitch=50)
ChargePlayerPushMagnitude=2000.0
ChargeTargetPlayerMoveReactionDuration=0.5
ChargeTargetPlayerRotateReactionDuration=0.5
ChargeAIPushMagnitude=25000.0

; angle in degrees to the Target required for the charge push
ChargeFOV=45.0

; distance required for the charge push
ChargePushDistance=250.0

; how close the point can be that we move to when running away from the target because we can't move to them
MinDistanceToTargetWhileAvoiding=300.0

; the minimum (pathfinding) distance we have to move to a new point to avoid the target
MinDistanceToMoveWhileAvoiding=100.0

; how long the target must be unreachable before running away
UnreachableTimeBeforeAvoidingTarget=0.5

; how long we wait after running away before going back
HangoutTimeRange=(Min=5.0,Max=10.0)

; if the target is greater than this distance away, and we have a line of sight to the target, 
; we will try to run away again
MinDistanceToMoveAwayForLineOfSight=1500.0

; at this distance from the target, we will have 100% chance of moving towards the target again
MinDistanceToMoveOut=300.0

; If the target is outside this angle, the AI will interrupt its melee attack.
MeleeInterruptDegrees=120.0

; if the AI is moving above this velocity, we will not interrupt its melee attack
MeleeInterruptMaxVelocity=50.0

; During this action, alignment animations will resume playing once their
; weight passes 30%
LocomotionResumeAlignmentThreshold=0.3

[ShockAI.Bouncer]
HealthBarNormalOffset=(X=0,Y=0,Z=120)

; the bouncer will not fall down
bPlayAnimationInsteadOfRagdollFall=true

bShouldUseContinuousRagdoll=false
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

;scale value we use when attacking a player that isn't looking at us
;bouncers move slower when the player isn't facing them
LocomotionTranslationScaleAgainstPlayer=0.9

bHasRangedAttack=false
bPrefersRangedAttack=false

; effect event used for special damage we do while using the shoulder weapon
ShoulderWeaponEffectEvent=BigKnockDown

; aggro distance weight for melee characters use a multiplier, as they are more dependent on distance than ranged attackers
AggroDistanceMultiplier=2.0

; how far away the target has to move for the AI to really lose sight of the target
MinDistanceFromLastKnownLocationToLoseTarget=500.0

; how often we can pick up the gatherer
; 300 seconds = 5 minutes
TimeBetweenPickingUpGatherer=300.0

; Aim Poses
bCanUseAimPoses=true
WeaponAimPoseSetupName=AggressiveAim

; Push Target Animation
MoveTargetOutOfTheWayAnimation=BO_PushBackSweep

; Threaten Animation
ThreatenAnimations=BO_Threaten_D
ThreatenAnimations=BO_Threaten_B

; Search Animations
SearchAnimations=BO_Guard_A

; Vent Related Animations
BeginPrepareVentAnimations=
LoopPrepareVentAnimations=
EndPrepareVentAnimations=
;GathererPreEnterAnimations=B_gNoProblem_A
HelpGathererIntoVentAnimations=BO_kneelVentHelpEnter
HelpGathererOutOfVentAnimations=BO_kneelVentHelpExit
InitialCallVentAnimations=BO_CallVent
SecondaryCallVentAnimations=BO_CallVentAlt_A

; Final Threat Animations (the animations we play when we're done threatening a target)
FinalThreatAnimations=BO_insult_A

; Aggressive <-> Idle Transition Animations
TransitionToAggressiveAnimation=BO_IdleToAgg
TransitionToIdleAnimation=BO_AggToIdle

; Guard (Gatherer) Animations
GuardAnimations=BO_Guard_A

; Bash Target Animations
BashTargetAnimations=BO_PushBack

InitialBashPlayerAnimations=BO_PushBack
SecondBashPlayerAnimations=BO_PushBack
FinalBashPlayerAnimations=BO_PushBack

; Mourn Animations
MournGathererAnimations=BO_GathererMourn_A

; Attack Scream animations
ScreamAnimations=BO_Threaten_D

; animation we use while waiting for the gatherer to jump on us
WaitToPickUpGathererAnimations=BO_gathererWaitForToss

; a list of animations we gesture at the gatherer when they're looking at stuff
WaitingForGathererGestureAnimations=BO_gBigShrug

; a list of animations we gesture at the gatherer after they've turned around and stamped their foot at us
SubsequentWaitingForGathererGestureAnimations=BO_gComeHere_A

; Tired Gatherer Animations
; first animation we play when the gatherer becomes tired
ComeOnTiredGathererAnimations=BO_gNotTired_A

; second animation we play when the gatherer becomes tired
FrustratedAtTiredGathererAnimations=BO_gStillNotTired_A

; synched animation the GATHERER uses for this protector
; uneven surface animation is played on uneven surfaces, and even is played on even surfaces
SynchedUnevenSurfaceTiredGathererAnimations=GA_RosieHandOutReaction_B
SynchedEvenSurfaceTiredGathererAnimations=GA_RosieHandOutReaction

; synched animation the PROTECTOR uses
; uneven surface animation is played on uneven surfaces, and even is played on even surfaces
SynchedUnevenSurfaceTiredAnimations=BO_HoldHandOutEndTired_B
SynchedEvenSurfaceTiredAnimations=BO_HoldHandOutEndTired

; Full Body Damage Animations
HitFrontAnimations=BO_hitFWD_A
HitFrontAnimations=BO_hitFWD_B
HitLeftAnimations=BO_hitFWD_A
HitLeftAnimations=BO_hitLEFT_B
HitRightAnimations=BO_hitFWD_A
HitRightAnimations=BO_hitRIGHT_B
HitBackAnimations=BO_hitBWD_A
HitBackAnimations=BO_hitBWD_B

; Death Animations (chosen if there are no good hit skeletal region animations)
HitFrontDeathAnimations=BO_hitFWD_A
HitFrontDeathAnimations=BO_hitFWD_B
HitLeftDeathAnimations=BO_hitLEFT_B
HitRightDeathAnimations=BO_hitRIGHT_B
HitBackDeathAnimations=BO_hitBWD_B

; Shocked Animations
ShockedAnimations=BO_ShockedLOOP

; Frozen related animations
PostShatteredAnimations=BO_BreakIce

; Drill Spin Animations
DrillSpinAnimation=BO_DrillSpin

; Attached Gatherer Variables

; how close the Bouncer and Gatherer should be before we allow them to be picked up
DistanceToPickUpGatherer=104.0

; how far the gatherer will go forward when jumping off the bouncer
DistanceGathererWillJumpOff=184.0

; how far gatherer will go go down when jumping off the bouncer
HeightGathererWillJumpOff=125.2

; animation we use to pick up the gatherer
PickUpGathererAnimations=BO_GathererToss

; bone or socket on the SPF to attach the gatherer to
GathererAttachedBoneName=SocketGatherer

; gatherer animation(s) for getting picked up onto the SPF
GathererPickedUpAnimations=GA_BouncerToss

; gatherer animation(s) for jumping off the SPF
GathererJumpOffAnimations=GA_ProBouncerGathererRelease_B

; animation for releasing the attached gatherer
ReleaseGathererAnimations=BO_GathererRelease_B

; animation(s) for responding to a stunned gatherer
StunnedGathererLoopingAnimations=BO_ReactStunnedGA

[ShockAIClasses.SpawnedBouncer]
FriendlyName=Bouncer
ResearchTrack=Bouncer
DamageResistanceSetName=BouncerResistanceSet

Health=2750
MaxHealth=2750
MaxFrozenHealth=2750

DamageToRegularHealthWhileFrozenModifer=0.0

BouncerMeleeHandWeaponClass=class'ShockAI.BouncerMeleeHandWeapon'
BouncerMeleeShoulderWeaponClass=class'ShockAI.BouncerShoulderWeapon'
BouncerThreeSixtyWeaponClass=class'ShockAI.BouncerThreeSixtyWeapon'

[ShockAIClasses.SpawnedBouncerElite]
FriendlyName=Elite Bouncer
ResearchTrack=Bouncer
DamageResistanceSetName=EliteBouncerResistanceSet

Health=4100
MaxHealth=4100
MaxFrozenHealth=4100

DamageToRegularHealthWhileFrozenModifer=0.0

BouncerMeleeHandWeaponClass=class'ShockAI.BouncerEliteMeleeHandWeapon'
BouncerMeleeShoulderWeaponClass=class'ShockAI.BouncerEliteShoulderWeapon'
BouncerThreeSixtyWeaponClass=class'ShockAI.BouncerEliteThreeSixtyWeapon'

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Rosie
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RosieAttackAction]

;Chance for a Rosie to pick up its gatherer and move it behind her during combat
ChanceToScoopUpGatherer=0.5

; the damage stimuli set name rosie uses when pushing another AI during a melee attack
RosiePushMeleeStimuliSetName=ProtectorPushAIStimuliSet

; if the target is within this distance to our alive gatherer,
;  then we want to move towards the target to attack
TargetTooCloseToGathererDistance=300.0

; while attacking, the time, in seconds, we wait before we try to move around again
TimeToStartMovingAgainRange=(Min=2.0,Max=4.0)

; how far we want to move around laterally (before trying to use path nodes)
DesiredLocalDistanceToMoveWhileAttacking=(Min=300.0,Max=500.0)

; while moving around using path nodes, the minimum amount of distance that we want to approach the target
MinDistanceToApproachTargetWhileMovingAround=75.0

; if we're within this distance to the target, we'll move in for a melee attack and pummel
DistanceToMoveForMeleeAttack=400.0

; the miniumum distance we should move using path nodes 
; (when we already can hit the target, there is no restriction on distance to move if we can't hit the target)
MinDistanceToMoveAround=400.0

; the maximum distance to search when trying to find a point 
; (need to have an upper bound on pathfinding and attack tests)
MaxDistanceToMoveAround=3500.0

; chance that we will try to move to a local point to attack
;  if the chance or the local point test fails, we will always try to find a point to attack from using path nodes
MoveToLocalPointChance=0.5

; minimum time between reposition tests
MinTimeBetweenFindPointToAttackTests=0.5

; (half) angle behind us that we will use to determine when we use our three sixty attack
; (ie 90 degrees = 180 degrees behind us, 120 degrees = 240 degrees, etc.)
ThreeSixtyCanAttackDegrees=90.0

; Dodging Variables
; rosie can dodge
bCanDodgeWhileAttacking=true
; minimum amount of time that our target (enemy) is able to hit us before we try to dodge
MinCanTargetHitBeforeDodgeTime=0.15
; how long we wait from when we start dodging before trying to dodge again
MinDodgeTime=5.0
; the chance that we will dodge after the target can hit us for MinCanTargetHitBeforeDodgeTime
; if this chance succeeds, we dodge, otherwise we wait until the target can hit us for 
; MinCanTargetHitBeforeDodgeTime before trying to dodge again
DodgeChance=0.8
; Minimum Angle to the target based off of our rotation that we need to be at to dodge 
; (so we don't dodge when the target is behind us, to our side, etc.)
DodgeFacingAngleDegrees=30.0

; Melee Push Variables
MinMeleePushPlayerReactionRotation=(Yaw=-15,Pitch=15)
MaxMeleePushPlayerReactionRotation=(Yaw=15,Pitch=35)
MeleePushPlayerPushMagnitude=1000.0
MeleePushPlayerMoveReactionDuration=0.5
MeleePushPlayerRotateReactionDuration=0.5
MeleePushAIMagnitude=10000.0

[ShockAI.Rosie]

; rosie will not fall down
bPlayAnimationInsteadOfRagdollFall=true

bShouldUseContinuousRagdoll=false
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

bHasRangedAttack=true
bPrefersRangedAttack=true

; The maximum distance we will move away from our escort (if we have one) while searching
MaxDistanceFromGathererWhileSearching=750.0

; how often we can pick up the gatherer
; 300 seconds = 5 minutes
TimeBetweenPickingUpGatherer=500.0

; Eye Bone Name
EyeBoneName=Eyes

; Aim Poses
bCanUseAimPoses=true
WeaponAimPoseSetupName=FidgetAimPoses

; Dodge Animations
DodgeAnimations=MG_dodgeLEFT_A
DodgeAnimations=MG_dodgeRIGHT_A

; Threaten Animation
ThreatenAnimations=MG_Threaten_A_agg

; Search Animations
SearchAnimations=MG_Searching_A_agg_mid

; Final Threat Animations (the animations we play when we're done threatening a target)
FinalThreatAnimations=MG_insult_A

; Push Target Animation
MoveTargetOutOfTheWayAnimation=MG_PushBackSweep

; Vent Related Animations
BeginPrepareVentAnimations=MG_kneelVENTbegin_idle_mid
LoopPrepareVentAnimations=MG_kneelVENTloop_idle_mid
EndPrepareVentAnimations=MG_kneelVENTend_idle_mid
;GathererPreEnterAnimations=MG_gNoProblem_A
HelpGathererIntoVentAnimations=MG_kneelVENTHelpEnter
HelpGathererOutOfVentAnimations=MG_kneelVentHelpExit
InitialCallVentAnimations=MG_CallVent
SecondaryCallVentAnimations=MG_CallVentAlt_A

; Guard (Gatherer) Animations
GuardAnimations=MG_Guard_B

; Aggressive <-> Idle Transition Animations
TransitionToAggressiveAnimation=MG_IdleToAgg
TransitionToIdleAnimation=MG_AggToIdle

; Bash Target Animations
BashTargetAnimations=MG_PushBack
InitialBashPlayerAnimations=MG_PushBack
SecondBashPlayerAnimations=MG_PushBack
FinalBashPlayerAnimations=MG_PushBack

; Gatherer Death Reaction Animations
GathererDeathReactionAnimations=MG_GathererMourn_B

; Mourn Animations
MournGathererAnimations=MG_GathererMourn_A

; Attack Scream animations
ScreamAnimations=MG_GathererMourn_B

; a list of animations we gesture at the gatherer when they're looking at stuff
WaitingForGathererGestureAnimations=MG_gComeHere_A

; a list of animations we gesture at the gatherer after they've turned around and stamped their foot at us
SubsequentWaitingForGathererGestureAnimations=MG_gComeHere_C

; Tired Gatherer Animations
; first animation we play when the gatherer becomes tired
ComeOnTiredGathererAnimations=MG_gNotTired_A

; second animation we play when the gatherer becomes tired
FrustratedAtTiredGathererAnimations=MG_gStillNotTired_A

; synched animation the GATHERER uses for this protector
; uneven surface animation is played on uneven surfaces, and even is played on even surfaces
SynchedUnevenSurfaceTiredGathererAnimations=GA_RosieHandOutReaction_B
SynchedEvenSurfaceTiredGathererAnimations=GA_RosieHandOutReaction

; synched animation the PROTECTOR uses
; uneven surface animation is played on uneven surfaces, and even is played on even surfaces
SynchedUnevenSurfaceTiredAnimations=MG_HoldHandOutEndTired_B
SynchedEvenSurfaceTiredAnimations=MG_HoldHandOutEndTired

; Full Body Damage Animations
HitFrontAnimations=MG_hitFWD_A
HitFrontAnimations=MG_hitFWD_B
HitFrontAnimations=MG_hitFWD_C
HitLeftAnimations=MG_hitFWD_A
HitLeftAnimations=MG_hitFWD_B
HitLeftAnimations=MG_hitFWD_C
HitRightAnimations=MG_hitFWD_A
HitRightAnimations=MG_hitFWD_B
HitRightAnimations=MG_hitFWD_C
HitBackAnimations=MG_hitBWD_A
HitBackAnimations=MG_hitBWD_B

; Death Animations (chosen if there are no good hit skeletal region animations)
HitFrontDeathAnimations=MG_hitFWD_death
HitLeftDeathAnimations=MG_hitFWD_death
HitRightDeathAnimations=MG_hitFWD_death
HitBackDeathAnimations=MG_hitFWD_death

; Shocked Animations
ShockedAnimations=MG_ShockedLOOP

; Frozen related animations
PostShatteredAnimations=MG_BreakIce

; Vision Decay
NormalVisionDecayTime=1.0
SearchingVisionDecayTime=1.0
AttackingVisionDecayTime=5.0

; how far away the target has to move for the AI to really lose sight of the target
MinDistanceFromLastKnownLocationToLoseTarget=500.0


[ShockAIClasses.SpawnedRosie]
FriendlyName=Rosie
ResearchTrack=Rosie
Health=3300
MaxHealth=3300
MaxFrozenHealth=3300

DamageToRegularHealthWhileFrozenModifer=0.0

DamageResistanceSetName=RosieResistanceSet
LockedSlotLootTableName=RosieResearched

MeleeWeaponClass=class'ShockAI.RosieMeleeWeapon'
RangedWeaponClass=class'ShockAIClasses.SpawnedRosieRangedWeapon'
GrenadeWeaponClass=class'ShockAI.RosieGrenadeWeapon'
ThreeSixtyWeaponClass=class'ShockAI.RosieThreeSixtyWeapon'

[ShockAIClasses.SpawnedRosieElite]
FriendlyName=Elite Rosie
ResearchTrack=Rosie
Health=4900
MaxHealth=4900
MaxFrozenHealth=4900

DamageToRegularHealthWhileFrozenModifer=0.0

DamageResistanceSetName=EliteRosieResistanceSet
LockedSlotLootTableName=RosieResearched

MeleeWeaponClass=class'ShockAI.RosieEliteMeleeWeapon'
RangedWeaponClass=class'ShockAIClasses.SpawnedRosieEliteRangedWeapon'
GrenadeWeaponClass=class'ShockAI.RosieEliteGrenadeWeapon'
ThreeSixtyWeaponClass=class'ShockAI.RosieEliteThreeSixtyWeapon'

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPF
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.SPFAttackAction]
KneelDownAnimation=SP_attackRanged_kneelDown
GetUpFromKneelAnimation=SP_attackRanged_getup

; OLD REMOVE AFTER NEXT BUILD - 8/29/06
HelpGathererGetOnBackAnimations=SP_GathererToss

[ShockAI.SPF]

; the SPF will not fall down
bPlayAnimationInsteadOfRagdollFall=true

bShouldUseContinuousRagdoll=false
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

bHasRangedAttack=true
bPrefersRangedAttack=true

; Aim Poses
bCanUseAimPoses=true
WeaponAimPoseSetupName=AttackRangedAimposes

; Eye Bone Name
EyeBoneName=Eyes

; Threaten Animation
ThreatenAnimations=SP_Threaten_A

; Final Threat Animations (the animations we play when we're done threatening a target)
FinalThreatAnimations=SP_insult_A

; Vent Related Animations
BeginPrepareVentAnimations=
LoopPrepareVentAnimations=
EndPrepareVentAnimations=
GathererPreEnterAnimations=SP_gNoProblem_A
HelpGathererIntoVentAnimations=SP_kneelVentHelpEnter
HelpGathererOutOfVentAnimations=SP_kneelVentHelpExit
InitialCallVentAnimations=SP_CallVent
SecondaryCallVentAnimations=SP_CallVentAlt_A

; Guard (Gatherer) Animations
GuardAnimations=SP_Guard_B

; Aggressive <-> Idle Transition Animations
TransitionToAggressiveAnimation=
TransitionToIdleAnimation=

; Bash Target Animations
BashTargetAnimations=SP_pushBack_A
InitialBashPlayerAnimations=SP_pushBack_A
SecondBashPlayerAnimations=SP_pushBack_A
FinalBashPlayerAnimations=SP_pushBack_A

; Mourn Animations
MournGathererAnimations=SP_GathererMourn_A

; Attack Scream animations
ScreamAnimations=SP_Insult_A

; a list of animations we gesture at the gatherer when they're looking at stuff
WaitingForGathererGestureAnimations=SP_gComeHere_A

; a list of animations we gesture at the gatherer after they've turned around and stamped their foot at us
SubsequentWaitingForGathererGestureAnimations=SP_gComeHere_A

; Tired Gatherer Animations
; first animation we play when the gatherer becomes tired
ComeOnTiredGathererAnimations=SP_gNotTired_A

; second animation we play when the gatherer becomes tired
FrustratedAtTiredGathererAnimations=SP_gStillNotTired_A

; synched animation the GATHERER uses for this protector
; uneven surface animation is played on uneven surfaces, and even is played on even surfaces
SynchedUnevenSurfaceTiredGathererAnimations=GA_RosieHandOutReaction_B
SynchedEvenSurfaceTiredGathererAnimations=GA_RosieHandOutReaction

; synched animation the PROTECTOR SPF uses
; uneven surface animation is played on uneven surfaces, and even is played on even surfaces
SynchedUnevenSurfaceTiredAnimations=SP_HoldHandOutEndTired_B
SynchedEvenSurfaceTiredAnimations=SP_HoldHandOutEndTired_A

; Attached Gatherer Variables

; how close the SPF wants to get to its gatherer before the gatherer gets picked up
DistanceToPickUpGatherer=162.452

; animation we use to pick up the gatherer
PickUpGathererAnimations=SP_GathererToss

; bone or socket on the SPF to attach the gatherer to
GathererAttachedBoneName=GathererAttach

; gatherer animation(s) for getting picked up onto the SPF
GathererPickedUpAnimations=GA_SloProToss

; gatherer animation(s) for jumping off the SPF
GathererJumpOffAnimations=GA_jumpOffSPF

; Full Body Damage Animations
HitFrontAnimations=SP_hitFWD_A
HitLeftAnimations=SP_hitLEFT_A
HitRightAnimations=SP_hitRIGHT_A
HitBackAnimations=SP_hitBWD_A

; Shocked Animations
ShockedAnimations=SP_ShockedLOOP

; Vision Decay
NormalVisionDecayTime=1.0
SearchingVisionDecayTime=1.0
AttackingVisionDecayTime=5.0

; how far away the target has to move for the AI to really lose sight of the target
MinDistanceFromLastKnownLocationToLoseTarget=300.0

;******************************
; Normal (Default) Vision Cones
;******************************
; Straight ahead Certainty cone
NormalVisionCones=(NearGainTime=0.1,FarGainTime=1.0,FOV=90,NearDistance=1200.0,FarDistance=1200.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))
NormalVisionCones=(NearGainTime=0.1,FarGainTime=1.0,FOV=50,NearDistance=2000.0,FarDistance=3500.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))

;******************************
; Searching Vision Cones
;******************************
; Straight ahead Certainty cone
SearchingVisionCones=(NearGainTime=0.1,FarGainTime=1.0,FOV=120,NearDistance=1200.0,FarDistance=1200.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))
SearchingVisionCones=(NearGainTime=0.1,FarGainTime=1.0,FOV=70,NearDistance=2000.0,FarDistance=3500.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))

;******************************
; Attacking Vision Cones
;******************************
AttackingVisionCones=(NearGainTime=0.1,FarGainTime=0.1,FOV=180,NearDistance=1000.0,FarDistance=3500.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))
AttackingVisionCones=(NearGainTime=0.2,FarGainTime=0.2,FOV=180,NearDistance=1000.0,FarDistance=1000.0,bIsDoubtCone=false,ViewDirectionOffset=(Yaw=180))
; an additional attacking vision cone against an AI target
; that allows the protector to see AIs that go up to the ceiling, for example
AttackingVisionCones=(PawnType=class'ShockAI.ShockAI',NearGainTime=0.1,FarGainTime=0.1,FOV=360,NearDistance=1000.0,FarDistance=3500.0,bIsDoubtCone=false)


[ShockAIClasses.SpawnedSPF]
FriendlyName=SlowProFUM
ResearchTrack=SloProFum
Health=900
MaxHealth=900

DamageResistanceSetName=SloProFumResistanceSet

MeleeWeaponClass=class'ShockAI.SPFMeleeWeapon'
RangedWeaponClass=class'ShockAI.SPFRangedWeapon'

[ShockAIClasses.SpawnedSPFElite]
FriendlyName=SlowProFUM
ResearchTrack=SloProFum
Health=1400
MaxHealth=1400

DamageResistanceSetName=SloProFumResistanceSet

MeleeWeaponClass=class'ShockAI.SPFEliteMeleeWeapon'
RangedWeaponClass=class'ShockAI.SPFEliteRangedWeapon'


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; AGGRESSORS  ;::::;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.AggressorAttackAction]
; what we consider to be the back or front (used for mimic attack animations)
MimicAttackFrontOrBackDegrees=45.0

; default distance range for doing a threaten after an attack
DistanceFromTargetToDoInitialReactionRange=(Min=500.0,Max=1200.0)

; minimum time since we were damaged by the target to do a threaten
ThreatenIgnoreDamageTime=2.0

; default rotation in degrees we require to determine if we are able to do a threaten
; note that this is half angle, 30 degrees means 30 degrees on either side (so it really equals 60 degrees)
RequiredThreatenAngleDegrees=30.0

; range of time between threatens
TimeRangeBetweenThreatens=(Min=5.0,Max=10.0)

; how often the aggressor sends out attack notifications to other aggressors
TimeBetweenAggressorAttackingNotifications=0.5

[ShockAI.ReactToAlertGathererAction]
; this value should be greater than or equal to the GathererCommanderAction's AlertedDistanceRange.Max value (currently 750.0)
DesiredDistanceFromGatherer=1000.0

; minimum distance we want to approach the gatherer when moving away 
; (shouldn't be too big, otherwise the aggressor won't be able to find a point)
MinDistanceToApproachGatherer=300.0

; how long we wait in a place where we can't see the gatherer before timing out the behavior
TimeBeforeTimingOutRange=(Min=25.0,Max=40.0)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RANGED AGGRESSOR
; (Common variables - move items to Pistol or SMG attack action for AI-specific changes)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RangedAggressorAttackAction]
; Pushing variables
; the damage stimuli used when aggressors push other AIs
MeleePushDamageStimuliSetName=AggressorPushStimuliSet

PushFOV=40.0
PushDistance=125.0

; Angle in unreal units that we are allowed to be off to be rotated
; overridden to 45 degrees
AttackBehaviorAllowedYawRotationErrorTwoByte=8192

; Dodging Variables
; true if we can dodge while we are attacking
bCanDodgeWhileAttacking=true
; minimum amount of time that our target (enemy) is able to hit us before we try to dodge
MinCanTargetHitBeforeDodgeTime=0.1
; how long we wait from when we start dodging before trying to dodge again
MinDodgeTime=5.0
; the chance that we will dodge after the target can hit us for MinCanTargetHitBeforeDodgeTime
; if this chance succeeds, we dodge, otherwise we wait until the target can hit us for 
; MinCanTargetHitBeforeDodgeTime before trying to dodge again
DodgeChance=0.8
; Minimum Angle to the target based off of our rotation that we need to be at to dodge 
; (so we don't dodge when the target is behind us, to our side, etc.)
DodgeFacingAngleDegrees=45.0
; if the target is less than this 2-d distance away, then we won't dodge
MinDodgeDistance=75.0

; Chance that we do an Initial Reaction
InitialReactionChance=1.0

; Distance Range from the Target to do an initial reaction
DistanceFromTargetToDoInitialReaction=(Min=50.0, Max=1500.0)

; minimum time between reposition tests
MinTimeBetweenFindPointToAttackTests=0.5

; chance that we will try to find cover when fighting the player
MoveToCoverChanceAgainstPlayer=0.75

; chance that we will try to find cover when fighting an AI 
MoveToCoverChanceAgainstAI=0.5

; dot product that defines an angle from an attack target to the AI
; the player must be aiming at us with this amount for us to run
; to figure out the number, just do the cosine of the angle you want (ie. cos 45 degrees = about .707)
DotThresholdToRunForCoverPlayerTarget=0.707

; dot product that defines an angle from an attack target to the AI
; the player must be aiming at us with this amount for us to run
; to figure out the number, just do the cosine of the angle you want (ie. cos 60 degrees = about .5)
DotThresholdToRunForCoverAITarget=0.5

; once in cover, how long we can wait to reload
FoundCoverMinTimeToReload=1.0

; if we dive roll, how long before we can run for cover again
MinTimeBetweenDiveRollAndRunningForCover=5.0

; if we are behind cover, the chance that we can do a dive roll out
ChanceToDiveRollOutFromCover=0.75

; the initial time before we start moving if we're not too close and can hit the target with our ranged weapon
InitialTimeBeforeMovingRange=(Min=0.0,Max=3.0)

; how often we can look for cover
; DO NOT CHANGE
MinTimeBetweenCoverChecks=0.25

[ShockAI.RangedAggressor]
; base class for variants
ResearchTrack=RangedAggressor

; Damage Resistance.  SEE WEAPONS.INI for details
DamageResistanceSetName=RangedAggressorResistanceSet

; Animation Setup
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

; Eye Bone Name
EyeBoneName=Eyes

; Attacking Setup
bHasRangedAttack=true
bPrefersRangedAttack=true

; how far away the target has to move for the AI to really lose sight of the target
MinDistanceFromLastKnownLocationToLoseTarget=300.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RANGED AGGRESSOR PISTOL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RangedAggressorPistolAttackAction]

; add more animations if you want here shawn
; note that we use the first one we can use, so the rolls are first, then the jump outs
CoverRollAnimations=PI_JumpFromCoverLEFT_A
CoverRollAnimations=PI_dodgeLEFT_B
CoverRollAnimations=PI_JumpFromCoverLEFT_B
CoverRollAnimations=PI_dodgeRIGHT_B
CoverRollAnimations=PI_JumpFromCoverRIGHT_A
CoverRollAnimations=PI_JumpFromCoverRIGHT_B

; default distance range for doing a threaten and initial reaction
DistanceFromTargetToDoInitialReactionRange=(Min=400.0,Max=2000.0)

; Initial Reaction Animations
InitialReactionAnimations=PI_threaten_A_agg

; chance that we can threaten an AI
AIThreatenChance=0.8

; chance that we can threaten a player equipped with a wrench
PlayerWithWrenchEquippedThreatenChance=0.5

; chance that we can threaten a player without a wrench equipped
PlayerWithoutWrenchEquippedThreatenChance=0.0

; REMOVE AFTER NEXT BUILD 4/9/07
ThreatenChance=0.8

; default rotation in degrees we require to determine if we are able to do a threaten
; note that this is half angle, so for example 30 degrees means 30 degrees on either side (so it really equals 60 degrees)
RequiredThreatenAngleDegrees=15.0

; Threaten Animations
ThreatenAnimations=PI_Threaten_A_agg
ThreatenAnimations=PI_Threaten_F_agg
ThreatenAnimations=PI_Threaten_G_agg
ThreatenAnimations=PI_Threaten_I_agg

; Push Animations
PushAnimations=PI_pushBack_A

; minimum amount of time that our target (enemy) is able to hit us before we try to dodge
MinCanTargetHitBeforeDodgeTime=0.1
; how long we wait from when we start dodging before trying to dodge again
MinDodgeTime=10.0
; the chance that we will dodge after the target can hit us for MinCanTargetHitBeforeDodgeTime
; if this chance succeeds, we dodge, otherwise we wait until the target can hit us for 
; MinCanTargetHitBeforeDodgeTime before trying to dodge again
DodgeChance=0.8

; how close a point we can find to attack the target 
; (should be greater than MinDistanceToApproachTargetWhileMovingAround)
MinDistanceToAttackWithRangedWeapon=400.0

; while moving away from the target the minimum amount of distance that we want to approach the target
MinDistanceToApproachTargetWhileMovingAround=300.0

; while adjusting its position during combat, the AI moves within this range
MoveRangeForPositionAdjust=(Min=200.0,Max=800.0)

; Time (in seconds) we wait before moving after we start attacking
; assuming we aren't too close and can hit the target
TimeToWaitAfterBeginningAttackBeforeMoving=2.0

; while attacking, the time, in seconds, we wait before we try to move around again
TimeToStartMovingAgainRange=(Min=2.0,Max=4.0)

; chance that we will try to move to a local point to attack
;  if the chance or the local point test fails, we will always try to find a point to attack from using path nodes
MoveToLocalPointChance=0.5

; the miniumum distance we should move using path nodes 
; (when we already can hit the target, there is no restriction on distance to move if we can't hit the target)
MinDistanceToMoveAround=400.0

; the maximum distance to search when trying to find a point 
; (need to have an upper bound on pathfinding and attack tests)
MaxDistanceToMoveAround=2000.0

; if we're within this distance to the target, we'll move in for a melee attack and pummel
DistanceToMoveForMeleeAttack=150.0

; Min Time to wait before switching from running to walking
MinTimeBetweenMovementRateChanges=1.0

; chance that we will reload
; requires that we haven't reloaded recently (see TimeRangeBetweenReloads),
;  we have attacked with our ranged weapon at least once,
;  and don't have a line of sight to the target
ChanceToReload=0.5

; time between reloads, see ChanceToReload for how this works
TimeRangeBetweenReloads=(Min=8.0,Max=12.0)

; Mimic Attacks
MimicAttackInfos=(MimicPoseAnimationName=PI_PlayDeadBack_POSE,ForwardAttackAnimationName=PI_getUpBack_A,LeftAttackAnimationName=PI_getUpBack_A,RightAttackAnimationName=PI_getUpBack_A,BackwardAttackAnimationName=PI_getUpBack_A)
MimicAttackInfos=(MimicPoseAnimationName=PI_PlayDeadStomach_POSE,ForwardAttackAnimationName=PI_getUpStomach_B,LeftAttackAnimationName=PI_getUpStomach_B,RightAttackAnimationName=PI_getUpStomach_B,BackwardAttackAnimationName=PI_getUpStomach_B)

; REMOVE AFTER NEXT BUILD 1/23/07
TimeRangeBetweenPositionAdjustments=(Min=1.0,Max=3.5)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RANGED AGGRESSOR SMG
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.RangedAggressorSMGAttackAction]

; add more animations if you want here shawn
; note that we use the first one we can use, so the rolls are first, then the jump outs
CoverRollAnimations=SMG_JumpFromCoverLEFT_A
CoverRollAnimations=SMG_JumpFromCoverLEFT_B
CoverRollAnimations=SMG_dodgeLEFT_B
CoverRollAnimations=SMG_dodgeRIGHT_B
CoverRollAnimations=SMG_JumpFromCoverRIGHT_A
CoverRollAnimations=SMG_JumpFromCoverRIGHT_B

; chance that we can threaten an AI
AIThreatenChance=0.5

; chance that we can threaten a player equipped with a wrench
PlayerWithWrenchEquippedThreatenChance=0.25

; chance that we can threaten a player without a wrench equipped
PlayerWithoutWrenchEquippedThreatenChance=0.05

; default rotation in degrees we require to determine if we are able to do a threaten
; note that this is half angle, so for example 30 degrees means 30 degrees on either side (so it really equals 60 degrees)
;RequiredThreatenAngleDegrees=5.0

; Initial Reaction Animations
;InitialReactionAnimations=smg_threaten_A

; Mimic Attacks
MimicAttackInfos=(MimicPoseAnimationName=SMG_PlayDeadBack_POSE,ForwardAttackAnimationName=SMG_getUpBack_A,LeftAttackAnimationName=SMG_getUpBack_A,RightAttackAnimationName=SMG_getUpBack_A,BackwardAttackAnimationName=SMG_getUpBack_A)
MimicAttackInfos=(MimicPoseAnimationName=SMG_PlayDeadStomach_POSE,ForwardAttackAnimationName=SMG_getUpStomach_A,LeftAttackAnimationName=SMG_getUpStomach_A,RightAttackAnimationName=SMG_getUpStomach_A,BackwardAttackAnimationName=SMG_getUpStomach_A)
MimicAttackInfos=(MimicPoseAnimationName=SMG_PlaydeadSitWall_Pose,ForwardAttackAnimationName=SMG_PlayDeadSitWall,LeftAttackAnimationName=SMG_PlayDeadSitWall,RightAttackAnimationName=SMG_PlayDeadSitWall,BackwardAttackAnimationName=SMG_PlayDeadSitWall)

; how close a point we can find to attack the target 
; (should be greater than MinDistanceToApproachTargetWhileMovingAround)
MinDistanceToAttackWithRangedWeapon=400.0

; while moving away from the target the minimum amount of distance that we want to approach the target
MinDistanceToApproachTargetWhileMovingAround=300.0

; while adjusting its position during combat, the AI moves within this range
MoveRangeForPositionAdjust=(Min=200.0,Max=800.0)

; Time (in seconds) we wait before moving after we start attacking
; assuming we aren't too close and can hit the target
TimeToWaitAfterBeginningAttackBeforeMoving=2.0

; while attacking, the time, in seconds, we wait before we try to move around again
TimeToStartMovingAgainRange=(Min=2.0,Max=4.0)

; chance that we will try to move to a local point to attack
;  if the chance or the local point test fails, we will always try to find a point to attack from using path nodes
MoveToLocalPointChance=0.5

; the miniumum distance we should move using path nodes 
; (when we already can hit the target, there is no restriction on distance to move if we can't hit the target)
MinDistanceToMoveAround=400.0

; the maximum distance to search when trying to find a point 
; (need to have an upper bound on pathfinding and attack tests)
MaxDistanceToMoveAround=2000.0

; if we're within this distance to the target, we'll move in for a melee attack and pummel
DistanceToMoveForMeleeAttack=150.0

; Min Time to wait before switching from running to walking
MinTimeBetweenMovementRateChanges=1.0

; chance that we will reload
; requires that we haven't reloaded recently (see TimeRangeBetweenReloads),
;  we have attacked with our ranged weapon at least once,
;  and don't have a line of sight to the target
ChanceToReload=1.0

; time between reloads, see ChanceToReload for how this works
TimeRangeBetweenReloads=(Min=10.0,Max=10.0)

; REMOVE AFTER NEXT BUILD 1/23/07
TimeRangeBetweenPositionAdjustments=(Min=0.5,Max=1.5)

[ShockAIClasses.SpawnedRangedAggressorSMG]
FriendlyName=Leadhead Splicer

DamageResistanceSetName=RangedAggressorSMGResistanceSet

RequiredAnimationGroups=smg
RequiredAnimationGroups=GenericAnims

; Health
Health=450
MaxHealth=450
MaxFrozenHealth=200

RangedFrontAttackReactionAnimations=SMG_DodgeLEFT_B
RangedLeftAttackReactionAnimations=SMG_BlockReactionLEFT
RangedRightAttackReactionAnimations=SMG_BlockReactionRIGHT
RangedBackAttackReactionAnimations=SMG_DodgeRIGHT_B

ExplosiveFrontAttackReactionAnimations=SMG_DodgeLEFT_B
ExplosiveLeftAttackReactionAnimations=SMG_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=SMG_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=SMG_DodgeRIGHT_B

MeleeFrontAttackReactionAnimations=SMG_BlockReactionFWD
MeleeLeftAttackReactionAnimations=SMG_BlockReactionLEFT
MeleeRightAttackReactionAnimations=SMG_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=SMG_BlockReactionBWD

; Weapons
RangedWeaponClass=class'ShockAIClasses.SpawnedRangedAggressorMachineGun'
MeleeWeaponClass=class'ShockAI.RangedAggressorSMGMeleeWeapon'

; Full Body Damage Animations
HitFrontAnimations=smg_hitFWD_A
HitFrontAnimations=smg_hitFWD_B
HitFrontAnimations=smg_hitFWD_D
HitBackAnimations=smg_hitBWD_B
HitBackAnimations=smg_hitBWD_D
HitLeftAnimations=smg_hitLEFT_B
HitRightAnimations=smg_hitRIGHT_A

; Death Animations (chosen if there are no good hit skeletal region animations)
HitFrontDeathAnimations=smg_hitFWD_A
HitFrontDeathAnimations=smg_hitFWD_B
HitFrontDeathAnimations=smg_hitFWD_D
HitLeftDeathAnimations=smg_hitLEFT_B
HitRightDeathAnimations=smg_hitRIGHT_A
HitBackDeathAnimations=smg_hitBWD_B
HitBackDeathAnimations=smg_hitBWD_D

; Search Animations
SearchAnimations=smg_Searching_A

; Dodge Animations
DodgeAnimations=smg_DodgeRIGHT
DodgeAnimations=smg_DodgeRIGHT_B
DodgeAnimations=smg_DodgeLEFT
DodgeAnimations=smg_DodgeLEFT_B

; Reload Animations
ReloadAnimations=smg_Reload_A
ReloadAnimations=smg_Reload_B
ReloadAnimations=smg_threaten_B

; Mimic Pose Animations
MimicPoseAnimations=SMG_PlayDeadBack_POSE
MimicPoseAnimations=SMG_PlayDeadStomach_POSE
MimicPoseAnimations=SMG_PlayDeadSitWall_POSE

; Aim Poses
bCanUseAimPoses=true
WeaponAimPoseSetupName=SMGAimPoses

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PISTOL AGGRESSOR  
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAIClasses.SpawnedRangedAggressorPistol]
FriendlyName=Leadhead Splicer

RequiredAnimationGroups=Pistol
RequiredAnimationGroups=GenericAnims

; Health
Health=150
MaxHealth=150
MaxFrozenHealth=75

RangedFrontAttackReactionAnimations=PI_DodgeLEFT_B
RangedLeftAttackReactionAnimations=PI_BlockReactionLEFT
RangedRightAttackReactionAnimations=PI_BlockReactionRIGHT
RangedBackAttackReactionAnimations=PI_DodgeRIGHT_B

ExplosiveFrontAttackReactionAnimations=PI_DodgeLEFT_B
ExplosiveLeftAttackReactionAnimations=PI_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=PI_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=PI_DodgeRIGHT_B

MeleeFrontAttackReactionAnimations=PI_BlockReactionFWD
MeleeLeftAttackReactionAnimations=PI_BlockReactionLEFT
MeleeRightAttackReactionAnimations=PI_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=PI_BlockReactionBWD

; Weapons
RangedWeaponClass=class'ShockAIClasses.SpawnedRangedAggressorPistolWeapon'
MeleeWeaponClass=class'ShockAI.RangedAggressorPistolMeleeWeapon'

; Full Body Skeletal Region Animations
; the possible skeletal regions to use are:
;
; 	 REGION_Head,
;    REGION_Torso,
;    REGION_LeftArm,
;    REGION_RightArm,
;    REGION_LeftLeg,
;    REGION_RightLeg,
;

; an example use of this would be:
; SkeletalRegionHitReactions=(SkeletalRegion=REGION_Head,HitReactionAnimation=GrabHead)
; SkeletalRegionHitReactions=(SkeletalRegion=REGION_Head,HitReactionAnimation=FlailArms)
; SkeletalRegionHitReactions=(SkeletalRegion=REGION_LeftLeg,HitReactionAnimation=GrabLeftLeg)
; etc.

; Full Body Damage Animations (chosen if there are no good hit skeletal region animations)
HitFrontAnimations=PI_hitFWD_C
HitFrontAnimations=PI_hitFWD_D
HitFrontAnimations=PI_hitFWD_E
HitBackAnimations=PI_hitBWD_D
HitLeftAnimations=PI_hitLEFT_B
HitLeftAnimations=PI_hitLEFT_D
HitRightAnimations=PI_hitRIGHT_B
HitRightAnimations=PI_hitRIGHT_D

; Death Animations (chosen if there are no good hit skeletal region animations)
HitFrontDeathAnimations=PI_hitFWD_C
HitFrontDeathAnimations=PI_hitFWD_D
HitFrontDeathAnimations=PI_hitFWD_E
HitLeftDeathAnimations=PI_hitLEFT_B
HitLeftDeathAnimations=PI_hitLEFT_D
HitRightDeathAnimations=PI_hitRIGHT_B
HitRightDeathAnimations=PI_hitRIGHT_D
HitBackDeathAnimations=PI_hitBWD_C
HitBackDeathAnimations=PI_hitBWD_D

; Full body Death Animations based on the Hit Skeletal Regions
; see above for instructions on how to do this

; simple example:
; SkeletalRegionDeathReactions=(SkeletalRegion=REGION_Head,HitReactionAnimation=GrabHead)

; Dodge Animations
DodgeAnimations=PI_dodgeLEFT_A
DodgeAnimations=PI_dodgeRIGHT_A
DodgeAnimations=PI_dodgeLEFT_B
DodgeAnimations=PI_dodgeRIGHT_B
DodgeAnimations=PI_dodgeLEFT_C
DodgeAnimations=PI_dodgeRIGHT_C
MeleeDodgeAnimations=PI_dodgeBWD_B

; Reload Animations
ReloadAnimations=PI_jammed
ReloadAnimations=PI_Reload_A

; Search Animations
SearchAnimations=PI_Searching_A

; Mimic Pose Animations
MimicPoseAnimations=PI_PlayDeadBack_POSE
MimicPoseAnimations=PI_PlayDeadStomach_POSE

; Aim Poses
bCanUseAimPoses=true
WeaponAimPoseSetupName=PIAimPoses

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Assassin
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.Assassin]
FriendlyName=Houdini Splicer
ResearchTrack=Assassin

; Damage Resistance.  SEE WEAPONS.INI for details
DamageResistanceSetName=AssassinResistanceSet

; Health
Health=220
MaxHealth=220
MaxFrozenHealth=110

; Eye Bone Name
EyeBoneName=Eyes

; Teleporting - the assassin can teleport
bCanTeleport=true

; how long will be in Normal LOD for when told to teleport
TeleportToAILODOverrideTime=5.0

; Attacking Setup
bHasRangedAttack=true
bPrefersRangedAttack=true

; Animation Setup
RequiredAnimationGroups=Assassin
RequiredAnimationGroups=Melee
RequiredAnimationGroups=GenericAnims
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

; how far away the target has to move for the AI to really lose sight of the target
MinDistanceFromLastKnownLocationToLoseTarget=300.0

; Teleport Animations
;TeleportInRunningAnimation=AS_TeleportEndRun
TeleportInRunningAnimation=AS_TeleportEnd
TeleportInStandingAnimation=AS_TeleportEnd

; Full Body Damage Animations
HitFrontAnimations=ME_hitFWD_A
HitFrontAnimations=ME_hitFWD_B
HitFrontAnimations=ME_hitFWD_C
HitFrontAnimations=ME_hitFWD_D
HitLeftAnimations=ME_hitFWD_D
HitRightAnimations=ME_hitFWD_D
HitBackAnimations=ME_hitBWD_A
HitBackAnimations=ME_hitBWD_B
HitBackAnimations=ME_hitBWD_C
HitBackAnimations=ME_hitBWD_D

; Death Animations (chosen if there are no good hit skeletal region animations)
HitFrontDeathAnimations=ME_hitFWD_D
HitFrontDeathAnimations=ME_hitFWD_A
HitLeftDeathAnimations=ME_hitFWD_D
HitRightDeathAnimations=ME_hitFWD_D
HitBackDeathAnimations=ME_hitBWD_D

; Dodge Animations
DodgeAnimations=ME_dodgeLEFT_B
DodgeAnimations=ME_dodgeRIGHT_B

; Search Animations
SearchAnimations=ME_Searching

; Mimic Pose Animations
MimicPoseAnimations=AS_PlayDeadBack_Pose
MimicPoseAnimations=AS_PlayDeadStomach_Pose

; Havok force classes used to create the effect of an explosion/implosion when the assassin teleports
TeleportInExplosionClass=HavokPhysicsSpecial.AssassinExplosion
TeleportOutExplosionClass=HavokPhysicsSpecial.AssassinImplosion

[ShockAIClasses.SpawnedAssassin]
Health=300
MaxHealth=300
MaxFrozenHealth=150

RangedFrontAttackReactionAnimations=ME_DodgeLEFT_B
RangedLeftAttackReactionAnimations=ME_BlockReactionLEFT
RangedRightAttackReactionAnimations=ME_BlockReactionRIGHT
RangedBackAttackReactionAnimations=ME_DodgeRIGHT_B

ExplosiveFrontAttackReactionAnimations=ME_DodgeLEFT_B
ExplosiveLeftAttackReactionAnimations=ME_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=ME_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=ME_DodgeRIGHT_B

MeleeFrontAttackReactionAnimations=ME_BlockReactionFWD
MeleeLeftAttackReactionAnimations=ME_BlockReactionLEFT
MeleeRightAttackReactionAnimations=ME_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=ME_BlockReactionBWD

; Melee Weapon (melee weapon disabled)
MeleeWeaponClass=None

; Ranged Weapon - the default assassin uses the fireball weapon
RangedWeaponClass=class'ShockAIClasses.SpawnedAssassinRangedWeapon'

; Blast Weapon - the default assassin uses the FireBlast Weapon
; disabled for now
BlastWeaponClass=None

[ShockAIClasses.SpawnedMagicAssassin]
Health=420
MaxHealth=420
MaxFrozenHealth=210

RangedFrontAttackReactionAnimations=ME_DodgeLEFT_B
RangedLeftAttackReactionAnimations=ME_BlockReactionLEFT
RangedRightAttackReactionAnimations=ME_BlockReactionRIGHT
RangedBackAttackReactionAnimations=ME_DodgeRIGHT_B

ExplosiveFrontAttackReactionAnimations=ME_DodgeLEFT_B
ExplosiveLeftAttackReactionAnimations=ME_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=ME_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=ME_DodgeRIGHT_B

MeleeFrontAttackReactionAnimations=ME_BlockReactionFWD
MeleeLeftAttackReactionAnimations=ME_BlockReactionLEFT
MeleeRightAttackReactionAnimations=ME_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=ME_BlockReactionBWD

DamageResistanceSetName=MagicAssassinResistanceSet

; Melee Weapon - the magic assassin uses the freezing touch as its melee
MeleeWeaponClass=class'ShockAI.AssassinFreezingTouch'

; Ranged Weapon - the magic assassin uses the icicle assault as its ranged
RangedWeaponClass=class'ShockAI.AssassinIcicleAssault'

[ShockAI.AssassinAttackAction]
; how long we wait if we can't attack the target before we teleport (NOT CURRENTLY USED)
TeleportCannotAttackTime=3.0

; how long since we were last damaged that we'll try to teleport again (NOT CURRENTLY USED)
TeleportDueToDamageTime=5.0

; how often we can teleport
MaxTeleportTime=7.0

; random value is chosen that will result in the AI attacking a number of times, and then teleporting
NumAttacksToCauseTeleportRange=(Min=1,Max=1)

; chance that we will teleport at the very beginning of the attack behavior
ChanceToTeleportInitially=0.0

; Chance that we do an Initial Reaction
InitialReactionChance=1.0

; minimum amount of time that our target (enemy) is able to hit us before we try to dodge
MinCanTargetHitBeforeDodgeTime=0.1
; how long we wait from when we start dodging before trying to dodge again
MinDodgeTime=4.0
; the chance that we will dodge after the target can hit us for MinCanTargetHitBeforeDodgeTime
; if this chance succeeds, we dodge, otherwise we wait until the target can hit us for 
; MinCanTargetHitBeforeDodgeTime before trying to dodge again
DodgeChance=0.7

; Distance Range from the Target to do an initial reaction
DistanceFromTargetToDoInitialReaction=(Min=750.0, Max=1500.0)

; Initial Reaction Animations
InitialReactionAnimations=AS_Threaten_A

; initial delay before moving while attacking
AttackingMovementDelay=0.0

; initial delay before moving while teleporting out
TeleportingMovementDelay=0.0

; the 2d Distance from the Target that we will use our blast weapon before teleporting out
DistanceToUseBlastWeapon=400.0

; minimum distance to the target
; if we get this close, we'll try to run away and teleport
MinDistanceToApproachTarget=200.0

; minimum distance to try and move for the teleport in
MinDistanceToMoveForTeleportIn=200.0

; if we can't move for a teleport in, we try to move laterally within this range
LocalDistanceRangeForTeleportIn=(Min=75.0,Max=200.0)

; the min. distance we want to try and move before we teleport
; if we reach this distance before we teleport, we will find another point to use
MinDistanceToMoveForTeleport=500.0

; how far we try to move laterally to attack, if we can't do this we try the more expensive test
LocalDistanceRangeForAttack=(Min=75.0,Max=200.0)

; minimum time between reposition tests
MinTimeBetweenFindPointToAttackTests=0.5

MimicAttackInfos=(MimicPoseAnimationName=AS_PlayDeadBack_POSE,ForwardAttackAnimationName=AS_getUpBack_A,LeftAttackAnimationName=AS_getUpBack_A,RightAttackAnimationName=AS_getUpBack_A,BackwardAttackAnimationName=AS_getUpBack_A)
MimicAttackInfos=(MimicPoseAnimationName=AS_PlayDeadStomach_POSE,ForwardAttackAnimationName=AS_getUpStomach_A,LeftAttackAnimationName=AS_getUpStomach_A,RightAttackAnimationName=AS_getUpStomach_A,BackwardAttackAnimationName=AS_getUpStomach_A)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CEILING CRAWLER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.CeilingCrawler]
FriendlyName=Spider Splicer
ResearchTrack=CeilingCrawler

; Animation Setup
RequiredAnimationGroups=Ceiling
bShouldUseContinuousRagdoll=false
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

HealthBarNormalOffset=(X=0,Y=0,Z=60)
HealthBarCeilingOffset=(X=0,Y=0,Z=-10)

; how long we delay on the ground before getting up from ragdoll
DelayOnGroundRange=(Min=0.0,Max=0.0)

DamageResistanceSetName=CeilingCrawlerResistanceSet
CrushAIDamageStimuliSetName=CrushAIDamageStimuliSet

bHasRangedAttack=true
bPrefersRangedAttack=false

; Full Body Damage Animations
HitFrontAnimations=CR_hitFWD_D
HitLeftAnimations=CR_hitLEFT_C
HitRightAnimations=CR_hitRIGHT_C
HitBackAnimations=CR_hitBWD_C

CeilingHitFrontAnimations=CR_hitFWD_A_ceiling
CeilingHitLeftAnimations=CR_hitFWD_A_ceiling
CeilingHitRightAnimations=CR_hitFWD_A_ceiling
CeilingHitBackAnimations=CR_hitFWD_A_ceiling

; Death Animations (chosen if there are no good hit skeletal region animations)
HitFrontDeathAnimations=Death_SpinLeft
HitFrontDeathAnimations=Death_StumbleBWD
HitLeftDeathAnimations=CR_hitLEFT_C
HitRightDeathAnimations=CR_hitRIGHT_C
HitBackDeathAnimations=Death_StumbleFWD

; Search Animations
SearchAnimations=CR_Searching

; Vision Decay
NormalVisionDecayTime=1.0
SearchingVisionDecayTime=1.0
AttackingVisionDecayTime=3.0
CeilingVisionDecayTime=10.0

; how far away the target has to move for the AI to really lose sight of the target
MinDistanceFromLastKnownLocationToLoseTarget=300.0

; Eye Bone Name
EyeBoneName=Eyes

; Mimic Pose Animations
MimicPoseAnimations=CR_PlayDeadBack_Pose
MimicPoseAnimations=CR_PlayDeadStomach_Pose


;******************************
; Ceiling Vision Cones
;******************************

CeilingVisionCones=(NearGainTime=0.1,FarGainTime=0.1,FOV=360,NearDistance=1000.0,FarDistance=3500.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))
CeilingVisionCones=(NearGainTime=0.2,FarGainTime=0.2,FOV=360,NearDistance=1000.0,FarDistance=1000.0,bIsDoubtCone=false,ViewDirectionOffset=(Yaw=180))


[ShockAIClasses.SpawnedCeilingCrawler]
Health=300
MaxHealth=300
MaxFrozenHealth=150

RangedFrontAttackReactionAnimations=CR_BackHandSpringLEFT
RangedLeftAttackReactionAnimations=CR_BlockReactionLEFT
RangedRightAttackReactionAnimations=CR_BlockReactionRIGHT
RangedBackAttackReactionAnimations=CR_BlockReactionBWD

ExplosiveFrontAttackReactionAnimations=CR_BackHandSpringLEFT
ExplosiveLeftAttackReactionAnimations=CR_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=CR_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=CR_BlockReactionBWD

MeleeFrontAttackReactionAnimations=CR_BlockReactionFWD
MeleeLeftAttackReactionAnimations=CR_BlockReactionLEFT
MeleeRightAttackReactionAnimations=CR_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=CR_BlockReactionBWD

; Weapons
HandWeaponClass=class'ShockAI.CeilingCrawlerMeleeHandWeapon'
SlashWeaponClass=class'ShockAI.CeilingCrawlerMeleeSlashWeapon'
KickWeaponClass=class'ShockAI.CeilingCrawlerMeleeFootWeapon'
RangedWeaponClass=class'ShockAIClasses.SpawnedCeilingCrawlerRangedWeapon'

[ShockAIClasses.SpawnedLifeDrainCeilingCrawler]
Health=520
MaxHealth=520
MaxFrozenHealth=260

RangedFrontAttackReactionAnimations=CR_BackHandSpringLEFT
RangedLeftAttackReactionAnimations=CR_BlockReactionLEFT
RangedRightAttackReactionAnimations=CR_BlockReactionRIGHT
RangedBackAttackReactionAnimations=CR_BlockReactionBWD

ExplosiveFrontAttackReactionAnimations=CR_BackHandSpringLEFT
ExplosiveLeftAttackReactionAnimations=CR_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=CR_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=CR_BlockReactionBWD

MeleeFrontAttackReactionAnimations=CR_BlockReactionFWD
MeleeLeftAttackReactionAnimations=CR_BlockReactionLEFT
MeleeRightAttackReactionAnimations=CR_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=CR_BlockReactionBWD

DamageResistanceSetName=LifeDrainCeilingCrawlerResistanceSet

; Weapons
HandWeaponClass=class'ShockAI.CeilingCrawlerMeleeHandWeapon'
SlashWeaponClass=class'ShockAI.CeilingCrawlerMeleeSlashWeapon'
KickWeaponClass=class'ShockAI.CeilingCrawlerMeleeFootWeapon'
RangedWeaponClass=class'ShockAIClasses.SpawnedLifeDrainCeilingCrawlerRangedWeapon'

[ShockAI.CeilingCrawlerAttackAction]
; minimum number of attacks we make before we try to jump backwards
MinNumAttacksBeforeJumpingBack=1

; minimum and maximum number of jump backs to make
; if we can jump up from our current position, and can't jump back from the next position
; we would be at using a jumpback animation, then these numbers may be ignored (depending
; on how many we've already done)
MinNumJumpBacks=1
MaxNumJumpBacks=3

; chance that we will jump to the ceiling after jumping back
; keep this number high, we just want to vary things sometimes
ChanceToJumpToCeiling=0.75

; chance that we will drop down from the ceiling immediately after doing a ranged attack
; (instead of moving around on the ceiling a bit)
ChanceToDropDownImmediately=0.5

; Chance that we do an Initial Reaction
InitialReactionChance=1.0

; chance that we will move after doing one ranged attack (while on the floor)
; especially useful if we can't path to the target
ChanceToMoveAfterRangedAttackOnFloor=1.0

; Distance Range from the Target to do an initial reaction
DistanceFromTargetToDoInitialReaction=(Min=500.0, Max=1500.0)

; Initial Reaction Animations
InitialReactionAnimations=CR_initialReaction_A

; chance that we can threaten an AI
AIThreatenChance=0.5

; chance that we can threaten a player equipped with a wrench
PlayerWithWrenchEquippedThreatenChance=0.25

; chance that we can threaten a player without a wrench equipped
PlayerWithoutWrenchEquippedThreatenChance=0.05

; REMOVE AFTER NEXT BUILD 4/9/07
ThreatenChance=0.5

ThreatenAnimations=CR_initialReaction_A

; how long we try to attack with our ranged attack from the ceiling (basically how long we will stay on the ceiling)
MinTimeToAttackFromCeiling=2.0
MaxTimeToAttackFromCeiling=4.0

; how long we try to attack with our ranged attack from the floor
MinTimeToAttackFromFloor=2.0
MaxTimeToAttackFromFloor=4.0

; min distance to move around while looking for a point to attack the target
; this is a range so we don't keep moving back and forth between the same point
MinDesiredDistanceToMoveAroundWhileTargetUnreachableRange=(Min=200.0, Max=500.0)

; how far we can move when looking for a point to attack the target
MaxDistanceToMoveAround=2000.0

; Angle in unreal units that we are allowed to be off to be rotated
; overridden to 30 degrees
AttackBehaviorAllowedYawRotationErrorTwoByte=5461

; animation we play before using our kick attack
KickAttackInitialAnimations=CR_AttackMelee_F_start

; animation we play if we miss with our kick attack
KickAttackMissAnimations=CR_AttackMelee_F_miss

; the jump back animations
JumpBackAnimations=(JumpBackAnimation=CR_backHandSpring,JumpBackWeight=1.0)
JumpBackAnimations=(JumpBackAnimation=CR_BackHandspringRIGHT,JumpBackWeight=1.0)
JumpBackAnimations=(JumpBackAnimation=CR_BackHandspringLEFT,JumpBackWeight=1.0)

; how much we tween in the first jump back animation
JumpBackFirstAnimationTweenInTime=0.25

; how much we tween out the last jump back animation
JumpBackLastAnimationTweenOutTime=0.25

; Push
MinKickPushPlayerReactionRotation=(Yaw=-35,Pitch=-35)
MaxKickPushPlayerReactionRotation=(Yaw=-15,Pitch=-15)
KickPushPlayerPushMagnitude=1000.0
KickPushTargetPlayerMoveReactionDuration=0.5
KickPushTargetPlayerRotateReactionDuration=0.25

; angle in degrees to the Target required for the push
KickPushFOV=60.0

; distance required for the push
KickPushDistance=250.0

MimicAttackInfos=(MimicPoseAnimationName=CR_PlayDeadBack_POSE,ForwardAttackAnimationName=CR_getUpBack_D,LeftAttackAnimationName=CR_getUpBack_D,RightAttackAnimationName=CR_getUpBack_D,BackwardAttackAnimationName=CR_getUpBack_D)
MimicAttackInfos=(MimicPoseAnimationName=CR_PlayDeadStomach_POSE,ForwardAttackAnimationName=CR_getUpStomach_D,LeftAttackAnimationName=CR_getUpStomach_D,RightAttackAnimationName=CR_getUpStomach_D,BackwardAttackAnimationName=CR_getUpStomach_D)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Grenadier
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.Grenadier]
ResearchTrack=Grenadier

; animation system info. for all Grenadiers
RequiredAnimationGroups=Grenadier
bShouldUseContinuousRagdoll=false
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

; how long we delay on thebShouldUseQuickHitReaction=true
 ground before getting up from ragdoll
DelayOnGroundRange=(Min=0.0,Max=0.0)

DamageResistanceSetName=GrenadierResistanceSet

; the multiplier we use when the player has telekinesis as its current ability
; 2 means it will take twice as long for the AI to throw grenades
PlayerUsingTelekinesisReadyToUseMultiplier=2.0

bHasRangedAttack=true
bPrefersRangedAttack=true

; Full Body Damage Animations
HitBackAnimations=GR_hitBWD_A
HitBackAnimations=GR_hitBWD_C
HitBackAnimations=GR_hitBWD_D
HitFrontAnimations=GR_hitFWD_A
HitFrontAnimations=GR_hitFWD_B
HitFrontAnimations=GR_hitFWD_D
HitLeftAnimations=GR_hitLEFT_A
HitLeftAnimations=GR_hitLEFT_C
HitLeftAnimations=GR_hitLEFT_D
HitRIGHTAnimations=GR_hitRIGHT_A
HitRIGHTAnimations=GR_hitRIGHT_D

; Death Animations (chosen if there are no good hit skeletal region animations)
HitFrontDeathAnimations=GR_hitFWD_A
HitFrontDeathAnimations=GR_hitFWD_B
HitLeftDeathAnimations=GR_hitLEFT_A
HitRightDeathAnimations=GR_hitRIGHT_A
HitBackDeathAnimations=GR_hitBWD_A
HitBackDeathAnimations=GR_hitBWD_D

; Grenadier Dodge Animations
DodgeAnimations=GR_dodgeLEFT_A
DodgeAnimations=GR_dodgeLEFT_B
DodgeAnimations=GR_dodgeRIGHT_A
DodgeAnimations=GR_dodgeRIGHT_B

; Search Animations
SearchAnimations=GR_Searching_A

; how far away the target has to move for the AI to really lose sight of the target
MinDistanceFromLastKnownLocationToLoseTarget=300.0

; Eye Bone Name
EyeBoneName=Eyes

; Mimic Pose Animations
MimicPoseAnimations=GR_PlayDeadBack_Pose
MimicPoseAnimations=GR_PlayDeadStomach_Pose


[ShockAIClasses.SpawnedGrenadier]
FriendlyName=Nitro Splicer

Health=200
MaxHealth=200
MaxFrozenHealth=100

; half the time we will move to finish our target off with our suicide weapon
ChanceToMoveToUseSuicideWeapon=0.5

RangedFrontAttackReactionAnimations=GR_DodgeLEFT_B
RangedLeftAttackReactionAnimations=GR_BlockReactionLEFT
RangedRightAttackReactionAnimations=GR_BlockReactionRIGHT
RangedBackAttackReactionAnimations=GR_DodgeRIGHT_B

ExplosiveFrontAttackReactionAnimations=GR_DodgeLEFT_B
ExplosiveLeftAttackReactionAnimations=GR_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=GR_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=GR_DodgeRIGHT_B

MeleeFrontAttackReactionAnimations=GR_BlockReactionFWD
MeleeLeftAttackReactionAnimations=GR_BlockReactionLEFT
MeleeRightAttackReactionAnimations=GR_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=GR_BlockReactionBWD

; the percentage of health required to use the suicide weapon
DamagePercentageToUseSuicideWeapon=0.33

; Our weapon classes
GrenadeWeaponClass=class'ShockAI.GrenadierGrenadeWeapon'
MeleeWeaponClass=class'ShockAI.GrenadierMeleeWeapon'
SuicideWeaponClass=class'ShockAI.GrenadierSuicideWeapon'
SmokeGrenadeWeaponClass=class'ShockAI.GrenadierSmokeGrenadeWeapon'
LiveGrenadeWeaponClass=class'ShockAI.GrenadierLiveGrenadeWeapon'

[ShockAIClasses.SpawnedMolotovGrenadier]
FriendlyName=Nitro Splicer

DamageResistanceSetName=MolotovGrenadierResistanceSet

Health=420
MaxHealth=420
MaxFrozenHealth=210

BurningTimeout=2.0

RangedFrontAttackReactionAnimations=GR_DodgeLEFT_B
RangedLeftAttackReactionAnimations=GR_BlockReactionLEFT
RangedRightAttackReactionAnimations=GR_BlockReactionRIGHT
RangedBackAttackReactionAnimations=GR_DodgeRIGHT_B

ExplosiveFrontAttackReactionAnimations=GR_DodgeLEFT_B
ExplosiveLeftAttackReactionAnimations=GR_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=GR_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=GR_DodgeRIGHT_B

MeleeFrontAttackReactionAnimations=GR_BlockReactionFWD
MeleeLeftAttackReactionAnimations=GR_BlockReactionLEFT
MeleeRightAttackReactionAnimations=GR_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=GR_BlockReactionBWD

; the percentage of health required to use the suicide weapon
;SET TO 0 FOR MILESTONE 16 (COHEN FRIENDS)
DamagePercentageToUseSuicideWeapon=0.0

; molotov will never move to use the suicide weapon
ChanceToMoveToUseSuicideWeapon=0.0

; Our weapon classes
GrenadeWeaponClass=class'ShockAIClasses.SpawnedGrenadierMolotovWeapon'
MeleeWeaponClass=class'ShockAI.MolotovGrenadierMeleeWeapon'
; currently the Molotov Grenadier uses the same "suicide" weapon,
; let crombie know if you really want them to be different between
; the grenadier variants
SuicideWeaponClass=class'ShockAI.GrenadierSuicideWeapon'
; ditto the above comment for the Molotov's smoke grenade weapon
SmokeGrenadeWeaponClass=class'ShockAI.GrenadierSmokeGrenadeWeapon'
LiveGrenadeWeaponClass=class'ShockAI.MolotovGrenadierLiveGrenadeWeapon'

[ShockAI.GrenadierAttackAction]
; the chance that we will move after a ranged attack
ChanceToMoveAfterRangedAttack=0.3

; the chance that we will drop a live grenade while fleeing, if this fails, we will drop a smoke grenade before fleeing
ChanceToDropLiveGrenade=0.5

; how long we wait after choosing a point to move to (if we are fleeing) before dropping the live grenade (if we're dropping a live grenade)
TimeToDropLiveGrenadeRange=(Min=0.75,Max=1.5)

; how far (in pathfinding distance) we try to flee
MinPathfindingDistanceToFlee=1500.0

; how far away from the attack target we want to be while fleeing
FleeClosestApproach=500.0

; how close the target needs to be in XY (2D) distance for us to flee
FleeDistance=500.0

; how close the target needs to be in Z height for us to flee
FleeDistanceZHeight=300.0

; the time (in seconds) we wait after fleeing before trying to attack again (unless we see the target or get damaged by the target)
FleeingStopRange=(Min=2.0,Max=5.0)

; minimum time before we can flee
MinTimeBetweenFleeing=3.0

; when we reposition because we can't attack, the closest we want to get to the target
RepositionClosestApproach=250.0

; when we reposition because we can't attack, the distance we'd like to move
RepositionMoveRange=(Min=200.0,Max=2000.0)

; the minimum point distance to the target when repositioning
RepositionMinDistanceToTarget=300.0

; minimum time between reposition tests
MinTimeBetweenFindPointToAttackTests=0.5

; local distance to move
LocalDistanceToMoveAfterAttack=(Min=100.0,Max=400.0)

; chance that we can threaten an AI
AIThreatenChance=0.25

; chance that we can threaten a player equipped with a wrench
PlayerWithWrenchEquippedThreatenChance=0.25

; chance that we can threaten a player without a wrench equipped
PlayerWithoutWrenchEquippedThreatenChance=0.05

; REMOVE AFTER NEXT BUILD 4/9/07
ThreatenChance=0.25

; Threaten Animations
ThreatenAnimations=GR_Threaten_B
ThreatenAnimations=GR_Threaten_D

; Chance that we do an Initial Reaction
InitialReactionChance=1.0

; Distance Range from the Target to do an initial reaction
DistanceFromTargetToDoInitialReaction=(Min=500.0, Max=1500.0)

; Initial Reaction Animations
InitialReactionAnimations=GR_Threaten_B

; Angle in unreal units that we are allowed to be off to be rotated
; overridden to 5 degrees
AttackBehaviorAllowedYawRotationErrorTwoByte=910

; Dodging Variables
; true if we can dodge while we are attacking
bCanDodgeWhileAttacking=true
; minimum amount of time that our target (enemy) is able to hit us before we try to dodge
MinCanTargetHitBeforeDodgeTime=0.25
; how long we wait from when we start dodging before trying to dodge again
MinDodgeTime=8.0
; the chance that we will dodge after the target can hit us for MinCanTargetHitBeforeDodgeTime
; if this chance succeeds, we dodge, otherwise we wait until the target can hit us for 
; MinCanTargetHitBeforeDodgeTime before trying to dodge again
DodgeChance=0.25
; Minimum Angle to the target based off of our rotation that we need to be at to dodge 
; (so we don't dodge when the target is behind us, to our side, etc.)
DodgeFacingAngleDegrees=30.0

; melee pushing
MeleePushPlayerPushMagnitude=750.0
MeleePushTargetPlayerMoveReactionDuration=0.5

MeleePushFOV=60.0
MeleePushDistance=125.0

MimicAttackInfos=(MimicPoseAnimationName=GR_PlayDeadBack_POSE,ForwardAttackAnimationName=GR_getUpBack_B,LeftAttackAnimationName=GR_getUpBack_B,RightAttackAnimationName=GR_getUpBack_B,BackwardAttackAnimationName=GR_getUpBack_B)
MimicAttackInfos=(MimicPoseAnimationName=GR_PlayDeadStomach_POSE,ForwardAttackAnimationName=GR_getUpStomach_A,LeftAttackAnimationName=GR_getUpStomach_A,RightAttackAnimationName=GR_getUpStomach_A,BackwardAttackAnimationName=GR_getUpStomach_A)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Melee Thug
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.MeleeThug]
; melee thug is the default research track for all Melee Thugs
ResearchTrack=MeleeThug

; the melee thug resistance set's variable name makes it pretty clear what's going on here
DamageResistanceSetName=MeleeThugResistanceSet

; animation info for the melee thug
RequiredAnimationGroups=Melee
RequiredAnimationGroups=GenericAnims
bShouldUseContinuousRagdoll=false
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

;scale value we use when attacking a player that isn't looking at us
;melee thugs move slower when the player isn't facing them
LocomotionTranslationScaleAgainstPlayer=0.90

; aggro distance weight for melee characters use a multiplier, as they are more dependent on distance than ranged attackers
AggroDistanceMultiplier=2.0

; dodging animations for the melee thug
DodgeAnimations=ME_dodgeLEFT_A
DodgeAnimations=ME_dodgeRIGHT_A

; Search Animations
SearchAnimations=ME_Searching

; how long we delay on the ground before getting up from ragdoll
DelayOnGroundRange=(Min=0.0,Max=0.0)

; the melee thug has no ranged attack so it can't prefer using one
bHasRangedAttack=false
bPrefersRangedAttack=false

; how likely we are to run away from a deadly target
ChanceToRunAwayFromDeadlyTarget=0.25

; how likely (while attacking) we are to run away from the attack target that just damaged us
ChanceToRunawayOnDamageFromTarget=0.25

; how often we play full body hit reactions 
; time is set from the moment we finish an existing full body hit reaction
TimeRangeBetweenFullBodyHitReactions=(Min=3.0,Max=6.0)

; Full Body Damage Animations
HitFrontAnimations=ME_hitFWD_A
HitFrontAnimations=ME_hitFWD_B
HitFrontAnimations=ME_hitFWD_C
HitFrontAnimations=ME_hitFWD_D
HitLeftAnimations=ME_hitFWD_D
HitRightAnimations=ME_hitFWD_D
HitBackAnimations=ME_hitBWD_A
HitBackAnimations=ME_hitBWD_B
HitBackAnimations=ME_hitBWD_C
HitBackAnimations=ME_hitBWD_D

; Death Animations (chosen if there are no good hit skeletal region animations)
HitFrontDeathAnimations=ME_hitFWD_D
HitFrontDeathAnimations=ME_hitFWD_A
HitLeftDeathAnimations=ME_hitFWD_D
HitRightDeathAnimations=ME_hitFWD_D
HitBackDeathAnimations=ME_hitBWD_D

; Mimic Pose Animations
MimicPoseAnimations=ME_PlayDeadBack_Pose
MimicPoseAnimations=ME_PlayDeadSitWall_Pose


; how far away the target has to move for the AI to really lose sight of the target
MinDistanceFromLastKnownLocationToLoseTarget=300.0

; Eye Bone Name		
EyeBoneName=Eyes

[ShockAIClasses.SpawnedMeleeThug]
FriendlyName=Thuggish Splicer

; health and maxhealth can be set separate from the normal Spawned Melee Thug
Health=100
MaxHealth=100

MaxFrozenHealth=60

CriticalHitDamageEvent=FullBodyAnimation

; the Melee Weapon class
MeleeWeaponClass=class'ShockAIClasses.SpawnedMeleeThugClub'
ThreeSixtyWeaponClass=class'ShockAI.MeleeThugThreeSixtyWeapon'


HitBackAdditiveAnimations=ME_hitBWD_E_add
HitLeftAdditiveAnimations=ME_hitBWD_E_add
HitRightAdditiveAnimations=ME_hitBWD_E_add
HitFrontAdditiveAnimations=ME_hitFWD_E_add


RangedFrontAttackReactionAnimations=ME_DodgeLEFT_B
RangedLeftAttackReactionAnimations=ME_BlockReactionLEFT
RangedRightAttackReactionAnimations=ME_BlockReactionRIGHT
RangedBackAttackReactionAnimations=ME_DodgeRIGHT_B

ExplosiveFrontAttackReactionAnimations=ME_DodgeLEFT_B
ExplosiveLeftAttackReactionAnimations=ME_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=ME_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=ME_DodgeRIGHT_B

MeleeFrontAttackReactionAnimations=ME_BlockReactionFWD
MeleeLeftAttackReactionAnimations=ME_BlockReactionLEFT
MeleeRightAttackReactionAnimations=ME_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=ME_BlockReactionBWD


[ShockAIClasses.SpawnedElectrifiedMeleeThug]
FriendlyName=Thuggish Splicer

DamageResistanceSetName=ElectricMeleeThugResistanceSet

; health and maxhealth can be set separate from the normal Spawned Melee Thug
Health=630
MaxHealth=630

MaxFrozenHealth=315

RangedFrontAttackReactionAnimations=ME_DodgeLEFT_B
RangedLeftAttackReactionAnimations=ME_BlockReactionLEFT
RangedRightAttackReactionAnimations=ME_BlockReactionRIGHT
RangedBackAttackReactionAnimations=ME_DodgeRIGHT_B

ExplosiveFrontAttackReactionAnimations=ME_DodgeLEFT_B
ExplosiveLeftAttackReactionAnimations=ME_BlockReactionLEFT
ExplosiveRightAttackReactionAnimations=ME_BlockReactionRIGHT
ExplosiveBackAttackReactionAnimations=ME_DodgeRIGHT_B

MeleeFrontAttackReactionAnimations=ME_BlockReactionFWD
MeleeLeftAttackReactionAnimations=ME_BlockReactionLEFT
MeleeRightAttackReactionAnimations=ME_BlockReactionRIGHT
MeleeBackAttackReactionAnimations=ME_BlockReactionBWD

; the electrified Melee Thug uses a different weapon than the normal Spawned Melee Thug
MeleeWeaponClass=class'ShockAIClasses.SpawnedElectrifiedMeleeThugClub'

; the electrifed Melee Thug uses a different three sixty weapon than the normal Spawned Melee Thug
ThreeSixtyWeaponClass=class'ShockAI.ElectrifiedMeleeThugThreeSixtyWeapon'

[ShockAI.MeleeThugAttackAction]

; Angle in unreal units that we are allowed to be off to be rotated
; defaults to 45 degrees (on either side), but can be changed per AI attack behavior
AttackBehaviorAllowedYawRotationErrorTwoByte=8192

; Chance that we do an Initial Reaction
InitialReactionChance=1.0

; Distance Range from the Target to do an initial reaction
DistanceFromTargetToDoInitialReactionRange=(Min=500.0, Max=1000.0)

; Initial Reaction Animations
InitialReactionAnimations=ME_Threaten_A
InitialReactionAnimations=ME_Threaten_C
InitialReactionAnimations=ME_Threaten_D

; chance that we can threaten an AI
AIThreatenChance=0.5

; chance that we can threaten a player equipped with a wrench
PlayerWithWrenchEquippedThreatenChance=0.25

; chance that we can threaten a player without a wrench equipped
PlayerWithoutWrenchEquippedThreatenChance=0.0

; range of time between threatens
TimeRangeBetweenThreatens=(Min=4.0,Max=8.0)

; distance we try to move while we aren't ready to attack yet but can attack the target
MoveDistanceRangeWhileWaitingToAttack=(Min=75.0,Max=200.0)

; when in-between this range, we may choose to runaway from our attack target
DesiredRangeToRunawayFromDeadlyTarget=(Min=800.0,Max=1000.0)

; how often we can test to see if we should run away from a target
CheckDeadlyTargetTimeRange=(Min=1.0,Max=1.0)

; dot product that defines an angle for avoiding deadly player targets
; the player must be aiming at us with this amount for us to run
; to figure out the number, just do the cosine of the angle you want (ie. cos 45 degrees = about .707)
DotThresholdToAvoidDeadlyPlayerTarget=0.707

; dot product that defines an angle for avoiding deadly player targets
; the player must be aiming at us with this amount for us to run
; to figure out the number, just do the cosine of the angle you want (ie. cos 60 degrees = about .5)
DotThresholdToAvoidDeadlyAITarget=0.5

; how long we should wait before running away from a deadly target
MinTimeBeforeAvoidingTargetAgain=5.0

; if we are within this distance, and we have a line of sight to our target,
; we stay rotated towards the target
MaxDistanceToStayRotatedTowardTarget=500.0

; the minimum distance to the target
MinOffsetToTarget=32.0

; how close the point can be that we move to when running away from the target because we can't move to them
MinDistanceToTargetWhileAvoiding=100.0

; the minimum (pathfinding) distance we have to move to a new point to avoid the target
MinDistanceToMoveWhileAvoiding=100.0

; how long the target must be unreachable before running away
UnreachableTimeBeforeAvoidingTarget=0.5

; how often we can update our point to see if the target can see it
AvoidUpdateAvoidancePointTime=0.25

; how long we wait after running away before going back
HangoutTimeRange=(Min=5.0,Max=15.0)

; the chance that we will run away again upon hearing footsteps
ChanceToMoveAwayUponHearingFootsteps=0.25

; the required distance to be at to even consider running away when hearing footsteps
MinDistanceToMoveAwayUponHearingFootsteps=500.0

; if the target is greater than this distance away, and we have a line of sight to the target, 
; we will try to run away again
MinDistanceToMoveAwayForLineOfSight=1000.0

; at this distance from the target, we will have 100% chance of moving towards the target again
MinDistanceToMoveOut=100.0

; Threaten Animations
ThreatenAnimations=ME_stepFWD_A
ThreatenAnimations=ME_Threaten_A
ThreatenAnimations=ME_Threaten_C
ThreatenAnimations=ME_Threaten_D
ThreatenAnimations=ME_Threaten_G


; Step Lateral Animations
StepLateralAnimations=ME_dodgeBWD_B
;StepLateralAnimations=ME_dodgeLEFT_A
;StepLateralAnimations=ME_dodgeRIGHT_A
;StepLateralAnimations=ME_stepLEFT_B

; Mimic Attacks
MimicAttackInfos=(MimicPoseAnimationName=ME_PlaydeadBack_Pose,ForwardAttackAnimationName=ME_PlaydeadBack_FWD,LeftAttackAnimationName=ME_PlaydeadBack_Left,RightAttackAnimationName=ME_PlaydeadBack_Right,BackwardAttackAnimationName=ME_PlaydeadBack_BWD)
MimicAttackInfos=(MimicPoseAnimationName=ME_PlaydeadSitWall_Pose,ForwardAttackAnimationName=ME_PlayDeadSitWall,LeftAttackAnimationName=ME_PlayDeadSitWall,RightAttackAnimationName=ME_PlayDeadSitWall,BackwardAttackAnimationName=ME_PlayDeadSitWall)


; If we don't move after attacking, we will push
ChanceToMoveAfterAttacking=0.65

; Dodging Variables
; true if we can dodge while we are attacking
bCanDodgeWhileAttacking=true
; minimum amount of time that our target (enemy) is able to hit us before we try to dodge
MinCanTargetHitBeforeDodgeTime=0.0
; how long we wait from when we start dodging before trying to dodge again
MinDodgeTime=1.5
; the chance that we will dodge after the target can hit us for MinCanTargetHitBeforeDodgeTime
; if this chance succeeds, we dodge, otherwise we wait until the target can hit us for 
; MinCanTargetHitBeforeDodgeTime before trying to dodge again
DodgeChance=1.0
; Minimum Angle to the target based off of our rotation that we need to be at to dodge 
; (so we don't dodge when the target is behind us, to our side, etc.)
DodgeFacingAngleDegrees=30.0

; If the target is outside this angle, the AI will interrupt its melee attack.
MeleeInterruptDegrees=120.0

; if the AI is moving above this velocity, we will not interrupt its melee attack
MeleeInterruptMaxVelocity=50.0

; During this action, alignment animations will resume playing once their
; weight passes 30%
LocomotionResumeAlignmentThreshold=0.3

; Pushing
PushAnimations=ME_pushBack_A

; the damage stimuli used when aggressors push other AIs
MeleePushDamageStimuliSetName=AggressorPushStimuliSet

PushFOV=40.0
PushDistance=200.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; DECOY HUMAN AI
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAIClasses.SpawnedDecoyHumanAI]
Health=100000
FriendlyName=Target Dummy
bShouldUseContinuousRagdoll=false
bShouldUseLocomotion=true
bShouldUseLocomotion2=false
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

DamageResistanceSetName=DecoyResistanceSet

; the decoy shouldn't get displaced
bShouldApplyDisplacement=false

; the decoy will not fall down
bPlayAnimationInsteadOfRagdollFall=true

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; INSECT SWARM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAIClasses.SpawnedInsectSwarm]
;the insect swarm doesn't use collision avoidance
bUseCollisionAvoidance=false

;Insect Swarm can see 360 degrees (180 degrees on either side)
FOV=180.0
ViewDistance=3000.0

;The amount of time during which the swarm will live when no plasmids are affecting it.
BaseTimeToLive=20.0
;The range within which the swarm will deal damage to its target.
AttackRange=80
;The range of time between attacks.
AttackTimeDelta=(Min=0.1,Max=0.4)
;The amount of damage per second.
DamagePerSecond=1.5
;The damage stimuli set to be used.
DamageStimuliSetName=InsectSwarmStimuliSet

;Movement variables.
AirSpeed=10000

; This is the distance that we should move forward when spawned.
InitialMovementDistance=250.0


;The swarm will be considered dead and will automatically disperse when this percentage are left.
DispersePercentage=0.2

;This is the effect class that is used to represent the insect swarm.
SwarmEmitterClass=class'fxclass.InsectSwarmParticle'

; This is the radius of the swarm, it's used to determine when the swarm is hit by the chemical thrower.
SwarmRadius=50.0

; The amount of health the insect swarm has.
Health=300
MaxHealth=300

; custom subclass for the swarms that spawn in market apiary
[ShockAIClasses.SpawnedInsectSwarmApiary]
BaseTimeToLive=15.0
DamagePerSecond=4.0
Health=100
MaxHealth=100


[ShockAI.TestCeilingAICommanderAction]
DesiredVelocityToReachCeiling=500.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Atlas
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAI.Atlas]
FriendlyName=Fontaine
UseVerbText=Drain Adam

; Atlas needle HUD flash rates 
; Visibility changes every X frames so lower is faster.  X must be greater than or equal to 1
StartFlashRate=5.0
EndFlashRate=1.0

; Damage Resistance.  SEE WEAPONS.INI for details
DamageResistanceSetName=AtlasResistanceSet

; Atlas will play an animation instead of falling
bPlayAnimationInsteadOfRagdollFall=true

; Health
Health=4000
MaxHealth=4000
MaxFrozenHealth=4000

ShatteredDamageAmount=150.0

; Shocked Looping Animation
ShockedAnimations=AT_ShockedLOOP

; Breaking free of frozen state animation
PostShatteredAnimations=AT_BreakIce

; Eye Bone Name
EyeBoneName=KBone_L_eye
;EyeBoneName=Eyes

; Health value below which Atlas will recharge
RechargeThreshold=1.0
; Time the player has to drain Adam (NOT USED)
MaxAdamDrainTime=60.0
; Max amount of Adam that can be drained from one visit to the chair (expressed as a percentage between 0 and 1)
MaxAdamDrainPercentage=0.25
; Adam drain rate (larger number means faster draining, Atlas default ADAM is 1.0) (NOT USED)
AdamDrainRate=0.02
; How long Adam draining lasts in seconds (when a fixed amount is drained)
AdamDrainDuration=4.0
; Health regen rate while in the chair for different phases (larger number means faster regeneration. Set to equal Health/(0.333/AdamDrainRate) )
HealthRechargeRate1=240.0
HealthRechargeRate2=240.0
HealthRechargeRate3=240.0
; Max. distance from PlayerDrainPosition at which player can initiate drain
MaxDrainingDistance=80.0
; Where player should optimally stand to drain Adam
PlayerDrainPositionLabel=PlayerDrainPosition
; How much Adam the player receives when Adam is drained instantaneously
AdamToPlayer=250
; How much Adam the player receives per 1 percentage point of Atlas's Adam drained (NOT USED)
AdamToPlayerScaleFactor=10.0

; gatherer tool and hand animations
UsingGathererToolEquipAnimationName=EquipAdamGun
UsingGathererToolLoopAnimationName=FidgetAdamGun
UsingGathererToolUnEquipAnimationName=UnequipAdamGun

; Teleporting - Atlas can teleport
bCanTeleport=true

; the range of time we wait after disappearing before starting the effect to reappear
TeleportTimeRange=(Min=0.0,Max=0.0)

; time the AI spends telegraphing his teleport and actually changing state (out and in)
; these should match up with effects, so don't change for other reasons.
TeleportOutTelegraphTime=1.75
TeleportOutTransitionTime=0.5
TeleportInTelegraphTime=0.4
TeleportInTransitionTime=1.0

; Attacking Setup
bHasRangedAttack=true
bPrefersRangedAttack=false

; Animation Setup
;RequiredAnimationGroups=Atlas
;RequiredAnimationGroups=Melee
bShouldUseLocomotion=true
bShouldUseLocomotion2=true
bShouldUseFootIKTracker=true
bShouldUseQuickHitReaction=true

; how far away the target has to move for the AI to really lose sight of the target
MinDistanceFromLastKnownLocationToLoseTarget=300.0

AtlasChairLabel=MegaPlasmidMachine1

; Charge Attack
ChargeAttackPushBackEvent=PushedBackByAtlas

; Animations for Atlas
TeleportAnimationName=AT_teleport
AtlasInChairIdleAnimationName=AT_machineidle
GetUpFromChairNoKnockbackAnimationName=AT_machinerelease
GetUpFromChairAnimationName=AT_machinereleasemelee
AdamDrainingInitialStabAnimationName=AT_stab
AdamDrainingAnimationName=AT_stabloop

; Animation that is played when atlas is speaking
LipSynchAnimation=LipFlap
LipSynchFrequency=4.0
LipSynchChannel=7

; Animations for Chair (synched to Atlas' animations)
ChairGetUpFromChairNoKnockbackAnimationName=MPM_machinerelease
ChairGetUpFromChairAnimationName=MPM_machinereleasemelee
ChairAtlasInChairIdleAnimationName=MPM_machineidle
ChairAdamDrainingAnimationName=MPM_stabloop
ChairIdleAnimationName=MPM_empty

; Where Atlas teleports too when health is low
TeleportLocationLabel=AtlasTeleport

; Full Body Damage Animations
HitFrontAnimations=AT_hitFWD_A
HitFrontAnimations=AT_hitFWD_B
HitLeftAnimations=AT_HitLEFT_A
HitLeftAnimations=AT_HitLEFT_B
HitRightAnimations=AT_HitRIGHT_A
HitRightAnimations=AT_HitRIGHT_B
HitBackAnimations=AT_hitBWD_A
HitBackAnimations=AT_hitBWD_B

;These are the damageEvent overrides for Atlas
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.0,AggressiveChance=0.0,ReactionCoolOffTime=0.25,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.10,AggressiveChance=0.05,ReactionCoolOffTime=0.25,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Ranged,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.7,AggressiveChance=0.05,ReactionCoolOffTime=0.25,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.0,AggressiveChance=0.0,ReactionCoolOffTime=0.25,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.3,AggressiveChance=0.2,ReactionCoolOffTime=0.25,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Explosive,	DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.3,AggressiveChance=0.1,ReactionCoolOffTime=0.25,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Light,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.0,AggressiveChance=0.0,ReactionCoolOffTime=0.25,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Medium,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=0.1,AggressiveChance=0.05,ReactionCoolOffTime=0.25,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))
DefaultDamageEventInfos=(EntryParameters=(DamageType=Melee,		DamageStrength=Heavy,	DamagerClass=class'Actor'),			EntryEventInfo=(DamageEvent=FullBodyAnimation,PassiveChance=1.0,AggressiveChance=0.75,ReactionCoolOffTime=0.25,FailedDamageEvent=QuickHitReaction,bTriggerOnce=false,bTriggerWhenDead=false))

CriticalHitDamageEvent=FullBodyAnimation

;DAMAGE EVENT OVERRIDES, use this line: AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=RangedAggressorPistolWeaponStimuliSet, DamageEvent=Fall, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=InsectSwarmStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
AISourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=FireStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)

; These are the damage overrides for Atlas vs. Player.
; Check ShockPawn.ini for instructions on use of this system.
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.2,Max=1.0), PassiveChanceRange=(Min=1.0,Max=1.0), AggressiveChanceRange=(Min=1.0,Max=1.0), DamageEvent=FullBodyAnimation, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.1,Max=1.0), PassiveChanceRange=(Min=1.0,Max=1.0), AggressiveChanceRange=(Min=1.0,Max=1.0), DamageEvent=Fall, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoRanges=(DamagePercentRange=(Min=0.1,Max=1.0), PassiveChanceRange=(Min=0.5,Max=1.0), AggressiveChanceRange=(Min=1.0,Max=1.0), DamageEvent=QuickHitReaction, ReactionCoolOffTime=0.0)


; Stimuli set overrides
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunRubberBulletStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=0.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=2.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunFrozenBulletStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=0.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=2.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=MachineGunStandardBulletStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=0.0, AggressiveChance=0.1, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=2.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=WrenchAmmoStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=0.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=KeroseneStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ChemLiquidNitrogenStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=IonicGelStimuliSet, DamageEvent=NoDamageEvent, PassiveChance=1.0, AggressiveChance=1.0, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.0)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=StandardBulletStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=0.0, AggressiveChance=0.8, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.5)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=AntiPersonnelStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=0.0, AggressiveChance=0.8, FailedDamageEvent=NoDamageEvent, ReactionCoolOffTime=0.5)
PlayerSourceDamageEventInfoOverrides=(EntrySourceStimuliSetName=ArmorPiercingStimuliSet, DamageEvent=QuickHitReaction, PassiveChance=0.0, AggressiveChance=0.9, FailedDamageEvent=QuickHitReaction, ReactionCoolOffTime=2.0)

; Location based damage modifiers
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_Head, Multiplier=1.0)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_LeftArm, Multiplier=0.6)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_RightArm, Multiplier=0.6)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_LeftLeg, Multiplier=0.8)
;PlayerSourceDamageEventLocationMultipliers=(DamageRegion=REGION_RightLeg, Multiplier=0.8)

;******************************
; Normal (Default) Vision Cones Atlas
;******************************
; Straight ahead Certainty cone
NormalVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
NormalVisionCones=(NearGainTime=0.01,FarGainTime=0.01,FOV=360,NearDistance=4000.0,FarDistance=4000.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))

;******************************
; Searching Vision Cones Atlas
;******************************
; Straight ahead Certainty cone
SearchingVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
SearchingVisionCones=(NearGainTime=0.01,FarGainTime=0.01,FOV=360,NearDistance=4000.0,FarDistance=4000.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))

;******************************
; Attacking Vision Cones Atlas
;******************************
AttackingVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=2000.0,FarDistance=2000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
AttackingVisionCones=(NearGainTime=0.01,FarGainTime=0.01,FOV=360,NearDistance=4000.0,FarDistance=4000.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=0))

;******************************
; Berserk Vision Cones Atlas
;******************************
; 360 degrees vision cone
BerserkVisionCones=(NearGainTime=0.0,FarGainTime=0.0,FOV=360,NearDistance=4000.0,FarDistance=4000.0,bIsDoubtCone=False,ViewDirectionOffset=(Pitch=0),PawnType=class'ShockAI.DecoyHumanAI')
BerserkVisionCones=(NearGainTime=0.01,FarGainTime=0.01,FOV=360,NearDistance=4000.0,FarDistance=4000.0,bIsDoubtCone=false,ViewDirectionOffset=(Pitch=-20))


; Melee Weapon
MeleeWeaponClass=ShockAI.AtlasMeleeWeapon

; Ranged Weapon - Atlas cycles through different types of ranged weapon after each recharge
RangedWeaponClassOne=class'ShockAI.AtlasRangedWeaponOne'
RangedWeaponClassTwo=class'ShockAI.AtlasRangedWeaponTwo'
RangedWeaponClassThree=class'ShockAI.AtlasRangedWeaponThree'

; Probability of charging at the player when the opportunity presents itself
ChargeChance=0.8

; range of how long (in seconds) we search for after we have moved to the last known location
MinSearchTime=15.0
MaxSearchTime=30.0



;;;;;;;;;;;;;;;;;;;;;;;;;;Start Added by Ed;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 
; The percentage compared to the unintentional damage taken from a target divided 
; by our default health value to determine if we should attack a target
; (0.30 = 30% of our total health)
UnintentionalDamageAggroPercentage=0.15

; aggro weight for distance = AggroDistanceMultiplier * AggroDistanceNumerator / DistanceToTarget
;                             (within the range specified)
AggroDistanceNumerator=500.0
AggroDistanceMultiplier=1.0
AggroDistanceWeightRange=(Min=0.0,Max=1.0)

; aggro weight for damage = Total Damage Done By Target / Default Health for AI * AggroDamageRange.Max
AggroDamageRange=(Min=0.0,Max=7.0)

; aggro weight for AIs we currently consider visible
; if the AI is not visible, we will only consider attacking it if we've never seen it
AggroVisibleTargetWeight=1.0

; aggro weight bonus for our current attack target (if we have one)
AggroWeightBonusForCurrentTarget=1.0

; aggro weight bonus for when we are berserk and looking at a non-player target
; set to 15 to overcome Distance, Damage, Visible, and Current Target weight on a player (over 10 would probably suffice)
AggroWeightBonusWhenBerserkNonPlayerTarget=15.0

; aggro target type weights are per class, if the target is not any of the class specified, then the default value is used
; notes: 
;  - AIs with the aggressor irritant will be given an additional weight AggressorIrritantAggroWeight set in ShockAI.Aggressor)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.DecoyHumanAI',    TargetWeight=15.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.SecurityBot',        TargetWeight=5.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.SecurityCamera',    TargetWeight=0.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.Turret',            TargetWeight=5.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.Aggressor',        TargetWeight=3.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.Protector',        TargetWeight=3.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockGame.ShockPlayer',    TargetWeight=0.0)
AggroTargetTypeWeights=(TargetTypeClass=class'ShockAI.Gatherer',        TargetWeight=0.0)

AggroTargetTypeOtherWeight=1.0
;;;;;;;;;;;;;;;;;;;;;;;;;;End Added by Ed;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 




[ShockAI.AtlasCommanderAction]
; when we look for other Pawns to attack, the amount of time to check if we have seen them recently enough 
; so that if we have a line of sight to them and we should attack we will
; (Atlas never forgets!)
RecentlySeenTime=9999999999.0

[ShockAI.AtlasAttackAction]
; distance at which we should close to target and melee (was 350)
CloseToMeleeRange=550.0
MinDistanceToApproachTarget=350.0
; how far we try to move laterally to attack, if we can't do this we try the more expensive test (was 150, 300)
LocalDistanceRangeForAttack=(Min=200,Max=400.0)
; preferred range from target (should be lower than 1500, the max charge range!)
PreferredRange=1200.0
; Max distance Atlas will reposition to find another position from which to range attack
MaxRepositioningRange=1000.0f
; repositioning distance beyond which Atlas will stop facing his target as he traverses it
RepositioningRangeToNotFaceTarget=400.0f

; number of consecutive attacks of one type Atlas can do before repositioning
NumMeleeAttacksBeforeRepositioning=2
NumRangedAttacksBeforeRepositioning=3

; charge animations
ChargeTelegraphAnimationName=AT_chargewindup
ChargeLoopAnimationName=AT_charge
ChargeEndAnimationName=AT_chargeend
ChargeEndFacingTargetAnimationName=AT_chargeendNoTurn
ChargeHitAnimationName=AT_chargeendhit

; chance that we can threaten an AI
AIThreatenChance=0.8

; chance that we can threaten a player equipped with a wrench
PlayerWithWrenchEquippedThreatenChance=0.5

; chance that we can threaten a player without a wrench equipped
PlayerWithoutWrenchEquippedThreatenChance=0.05

; REMOVE AFTER NEXT BUILD 4/9/07
ThreatenChance=0.8

; default rotation in degrees we require to determine if we are able to do a threaten
; note that this is half angle, so for example 30 degrees means 30 degrees on either side (so it really equals 60 degrees)
RequiredThreatenAngleDegrees=15.0

; Threaten Animations
ThreatenAnimations=AT_Threaten_A


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SCRIPTED AIS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ShockAIClasses.SpawnedScriptedGatherer]
Health=100

FriendlyName=Little Ones

; our GathererGun class
GathererGunClass=class'AIAttachments.SpawnedGathererGun'

[ShockAI.ScriptedAI]

;This should make it so scripted ai dead bodies never fade.
DeadFadeRadius=0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Sound Categories for AI hearing
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[IGVisualEffectsSubsystem.AIHearingEffect]
SoundCategories=Threatening
SoundCategories=HitSpang
SoundCategories=Footstep
SoundCategories=WeaponFire



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Locational damage multiplier sets.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; This is a list of multipliers to change the amount of damage done based on where a pawn was hit.
; DamageRegion - The region that this was damaged.  REGION_Head, REGION_Torso, REGION_LeftArm, REGION_RightArm, REGION_LeftLeg, REGION_RightLeg.
; StimuliSetName - This will only affect damage from this stimuli set.  Omit this option to affect damage from any stimuli set.
; Multiplier - The multiplier that is applied. > 1.0 increases the damage, < 1.0 decreases the damage.

; EXAMPLE:
; [TestDamageMultiplierSet]
; Multipliers=(DamageRegion=REGION_Head, StimuliSetName=StandardBulletStimuliSet, Multiplier=0.1)
; Multipliers=(DamageRegion=REGION_Torso, StimuliSetName=StandardBulletStimuliSet, Multiplier=0.1)
; Multipliers=(DamageRegion=REGION_RightLeg, Multiplier=0.1)
; Multipliers=(DamageRegion=REGION_RightLeg, Multiplier=0.1)

[AggressorDamageMultiplierSet]
Multipliers=(DamageRegion=REGION_Head, Multiplier=1.0)
Multipliers=(DamageRegion=REGION_Head, StimuliSetName=StandardBulletStimuliSet, Multiplier=4.0)
Multipliers=(DamageRegion=REGION_Head, StimuliSetName=ArmorPiercingStimuliSet, Multiplier=4.0)
Multipliers=(DamageRegion=REGION_Head, StimuliSetName=AntipersonnelStimuliSet, Multiplier=4.0)
Multipliers=(DamageRegion=REGION_Head, StimuliSetName=Buck00StimuliSet, Multiplier=2.0)
Multipliers=(DamageRegion=REGION_Head, StimuliSetName=IonicBuckStimuliSet, Multiplier=2.0)
Multipliers=(DamageRegion=REGION_Head, StimuliSetName=HighExplosiveBuckStimuliSet, Multiplier=2.0)
Multipliers=(DamageRegion=REGION_Head, StimuliSetName=BoltStimuliSet, Multiplier=10.0)
Multipliers=(DamageRegion=REGION_Head, StimuliSetName=SuperHeatedBoltStimuliSet, Multiplier=10.0)


V e r s i o n . i n i   ¬   [Version]
Configuration=PCStagingFinal
ChangeNumber=125419
ChangeTime="14:58:43"
ChangeDate="2007/07/19"
BuildTime="Thu Jul 19 14:58:43 AUS Eastern Standard Time 2007"D e f a u l t . i n i   {k  [Startup]
PersistentPackages=Core
PersistentPackages=Engine
PersistentPackages=FMODAudio
PersistentPackages=IGEffectsSystem
PersistentPackages=IGVisualEffectsSubsystem
PersistentPackages=IGSoundEffectsSubsystem
PersistentPackages=VengeanceShared
; Rowan: disable IpDrb coz we have no network code
;PersistentPackages=IpDrv
PersistentPackages=Scripting
PersistentPackages=Tyrion

; Bioshock-specific persistent packages

PersistentPackages=ShockGame
PersistentPackages=ShockAI
PersistentPackages=IGModEffectsSubsystem

[Perobjectconfig]
; configuration files in root directory
PerObjIniFile=startup.ini
PerObjIniFile=DefUser.ini
PerObjIniFile=Default.ini

; Configuration files in system directory.
;
; The seek-free system requires this section to specify any INI files from  
; which per-object config data may be loaded at runtime due to runtime
; object creation. 
;
; Note: Version.ini is needed so that we can get the build number in the 
; logs and crash stacks

PerObjIniFile=Version.ini
PerObjIniFile=Ai.ini
PerObjIniFile=Bathysphere.ini
PerObjIniFile=Difficulty.ini
PerObjIniFile=Gui.ini
PerObjIniFile=Hacking.ini
PerObjIniFile=LootTables.ini
PerObjIniFile=Manual.ini
PerObjIniFile=Plasmids.ini
PerObjIniFile=Quests.ini
PerObjIniFile=Spawning.ini
PerObjIniFile=Speech.ini
PerObjIniFile=Weapons.ini
PerObjIniFile=ResourceLimits.ini
PerObjIniFile=Bindings.ini
PerObjIniFile=Physics.ini
PerObjIniFile=Animation.ini
PerObjIniFile=AutoTest.ini

[Languages]
language=int
language=esp
language=deu
language=fra
language=ita

[XenonLanguageMapping]
XC_LANGUAGE_ENGLISH=int
XC_LANGUAGE_GERMAN=deu
XC_LANGUAGE_FRENCH=fra
XC_LANGUAGE_SPANISH=esp
XC_LANGUAGE_ITALIAN=ita
XC_LANGUAGE_KOREAN=int
XC_LANGUAGE_TCHINESE=int
XC_LANGUAGE_PORTUGUESE=int

;;========================================================================
;; XBox360 file caching hints
;;
;; Cache hint values must follow these two rules:
;;
;; 1) A file extension description of the following form: "*.ext", where ext is the name of a file extension. 
;; 2) A directory description of the following form: "game:\dir\subdir\", where dir and subdir are directory names.
;;    The string must have a drive name, and must end in a back slash.
;;    Files contained in the directory (and in all sub-directories) are passed to the caching system. 
;;========================================================================

[XenonFileCaching]

;; NOTE: unless they are in the DoNotCache list, all files can potentially 
;; be cached. The AlwaysCacheWithPriority and AlwaysCache lists are just 
;; hints to the caching system that these files should definitely be cached
;; (so that they can be cached even if they haven't been used in-game yet)

; CACHE THESE FILES AND PREFER NOT TO REMOVE THEM FROM THE CACHE 
; Files that should be always try to be cached, and prefer NOT to be removed 
; when space is needed (e.g., files that are needed all the time)

AlwaysCacheWithPriority=game:\BulkContent\DynamicBulkFileTextures.blk
AlwaysCacheWithPriority=game:\FlashMovies\ProgressBar.swf

; CACHE THESE FILES 
; Files that should be always try to be cached, and 
; needed (e.g., files that are needed all the time)
;
; NOTES ON WHY THESE FILES ARE LISTED AND IN THIS ORDER: these files
; are listed this way for a particular reason. 
;
;  First, they are listed in the reverse order that we want them
;  cached. This is because, for some reason, the Microsoft caching
;  system caches them in the opposite order that we ask it to. 
; 
;  Second, the goal is to be caching shared files and the files for
;  the upcoming level while you're in the current level.
;
;  Third, streaming audio files are smaller than bulk texture files;
;  we cache them before bulk files so that it's more likely at least
;  some of the content will be on the HD when it's needed.
;
;  Fourth, we want to cache localized audio before non-localized,
;  because it's more likely (when you're playing in a non-english
;  build) that the localized FSB files will be accessed more frequently
;  than their non-localized ones
;
;  Fifth, it's more important to cache bulk textures than streaming music
;

AlwaysCache=game:\Sounds_Xenon\streams_audio.fsb

AlwaysCache=game:\Sounds_Xenon\streams_99_audio.ita_fsb
AlwaysCache=game:\Sounds_Xenon\streams_99_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_99_audio.fra_fsb
AlwaysCache=game:\Sounds_Xenon\streams_99_audio.esp_fsb
AlwaysCache=game:\Sounds_Xenon\streams_99_audio.deu_fsb

AlwaysCache=game:\Sounds_Xenon\streams_7_music_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_7_audio.ita_fsb
AlwaysCache=game:\Sounds_Xenon\streams_7_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_7_audio.fra_fsb
AlwaysCache=game:\Sounds_Xenon\streams_7_audio.esp_fsb
AlwaysCache=game:\Sounds_Xenon\streams_7_audio.deu_fsb

AlwaysCache=game:\Sounds_Xenon\streams_6_music_audio.fsb
AlwaysCache=game:\BulkContent\7-bossfightLevel.blk
AlwaysCache=game:\BulkContent\7-GauntletLevel.blk
AlwaysCache=game:\BulkContent\7-scienceLevel.blk
AlwaysCache=game:\Sounds_Xenon\streams_6_audio.ita_fsb
AlwaysCache=game:\Sounds_Xenon\streams_6_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_6_audio.fra_fsb
AlwaysCache=game:\Sounds_Xenon\streams_6_audio.esp_fsb
AlwaysCache=game:\Sounds_Xenon\streams_6_audio.deu_fsb

AlwaysCache=game:\Sounds_Xenon\streams_5_music_audio.fsb
AlwaysCache=game:\BulkContent\6-slumsLevel.blk
AlwaysCache=game:\BulkContent\6-resiLevel.blk
AlwaysCache=game:\Sounds_Xenon\streams_5_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_5_audio.ita_fsb
AlwaysCache=game:\Sounds_Xenon\streams_5_audio.fra_fsb
AlwaysCache=game:\Sounds_Xenon\streams_5_audio.esp_fsb
AlwaysCache=game:\Sounds_Xenon\streams_5_audio.deu_fsb

AlwaysCache=game:\Sounds_Xenon\streams_4_music_audio.fsb
AlwaysCache=game:\BulkContent\5-ryanLevel.blk
AlwaysCache=game:\BulkContent\5-hephaestusLevel.blk
AlwaysCache=game:\Sounds_Xenon\streams_4_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_4_audio.ita_fsb
AlwaysCache=game:\Sounds_Xenon\streams_4_audio.fra_fsb
AlwaysCache=game:\Sounds_Xenon\streams_4_audio.esp_fsb
AlwaysCache=game:\Sounds_Xenon\streams_4_audio.deu_fsb

AlwaysCache=game:\Sounds_Xenon\streams_3_music_audio.fsb
AlwaysCache=game:\BulkContent\4-recreationLevel.blk
AlwaysCache=game:\Sounds_Xenon\streams_3_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_3_audio.ita_fsb
AlwaysCache=game:\Sounds_Xenon\streams_3_audio.fra_fsb
AlwaysCache=game:\Sounds_Xenon\streams_3_audio.esp_fsb
AlwaysCache=game:\Sounds_Xenon\streams_3_audio.deu_fsb

AlwaysCache=game:\Sounds_Xenon\streams_2_music_audio.fsb
AlwaysCache=game:\BulkContent\3-marketLevel.blk
AlwaysCache=game:\BulkContent\3-arcadiaLevel.blk
AlwaysCache=game:\Sounds_Xenon\streams_2_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_2_audio.ita_fsb
AlwaysCache=game:\Sounds_Xenon\streams_2_audio.fra_fsb
AlwaysCache=game:\Sounds_Xenon\streams_2_audio.esp_fsb
AlwaysCache=game:\Sounds_Xenon\streams_2_audio.deu_fsb
AlwaysCache=game:\Sounds_Xenon\streams_1_music_audio.fsb

AlwaysCache=game:\BulkContent\2-subbayLevel.blk
AlwaysCache=game:\BulkContent\2-fisheriesLevel.blk
AlwaysCache=game:\BulkContent\1-medicalLevel.blk
AlwaysCache=game:\Sounds_Xenon\streams_1_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_1_audio.ita_fsb
AlwaysCache=game:\Sounds_Xenon\streams_1_audio.fra_fsb
AlwaysCache=game:\Sounds_Xenon\streams_1_audio.esp_fsb
AlwaysCache=game:\Sounds_Xenon\streams_1_audio.deu_fsb

AlwaysCache=game:\Sounds_Xenon\streams_aivo_audio.ita_fsb
AlwaysCache=game:\Sounds_Xenon\streams_aivo_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_aivo_audio.fra_fsb
AlwaysCache=game:\Sounds_Xenon\streams_aivo_audio.esp_fsb
AlwaysCache=game:\Sounds_Xenon\streams_aivo_audio.deu_fsb

AlwaysCache=game:\Sounds_Xenon\streams_music_common_audio.fsb

AlwaysCache=game:\BulkContent\1-welcomeLevel.blk
AlwaysCache=game:\Sounds_Xenon\streams_0_music_gui_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_0_music_audio.fsb
AlwaysCache=game:\Sounds_Xenon\streams_0_audio.fsb


; DO NOT CACHE THESE FILES
; Files that should not be cached to the hard drive, ever

; --> misc

; NOTE: never cache the shader cache; it sometimes causes shaders to always be recompiled at runtime
DoNotCache=*.xbs
; NOTE: never cache the maps; they're loaded only once in a while
DoNotCache=*.bsm
; We don't cache the lighthouse content because you're only ever in lighthouse 
; once and we're better served caching e.g. welcome content while in lighthouse
DoNotCache=game:\BulkContent\0-lighthouseLevel.blk

; --> bink
; NOTE: we explicitly don't cache only the bink movies that we know are only
;       played once. The others are allowed to be opportunistically cached


DoNotCache=game:\BinkMovies\2KG_logo_720P.bik
DoNotCache=game:\BinkMovies\300K-640X360.bik
DoNotCache=game:\BinkMovies\attractMovie.bik
DoNotCache=game:\BinkMovies\Bathy_BG.bik
DoNotCache=game:\BinkMovies\BrightnessAdjust.bik
DoNotCache=game:\BinkMovies\Controls.bik
	; DoNotCache=game:\BinkMovies\CraftingBG.bik
DoNotCache=game:\BinkMovies\Credits.bik
DoNotCache=game:\BinkMovies\GathererTeddyBear.bik
	; DoNotCache=game:\BinkMovies\HackingBG.bik
	; DoNotCache=game:\BinkMovies\HackingBGbots.bik
	; DoNotCache=game:\BinkMovies\HackingBGcamera.bik
	; DoNotCache=game:\BinkMovies\HackingBGcrafting.bik
	; DoNotCache=game:\BinkMovies\HackingBGhealth.bik
	; DoNotCache=game:\BinkMovies\HackingBGsafe.bik
	; DoNotCache=game:\BinkMovies\HackingBGvending.bik
DoNotCache=game:\BinkMovies\Harvest.bik
DoNotCache=game:\BinkMovies\Harvest4x3.bik
DoNotCache=game:\BinkMovies\HarvestedGatherers.bik
	; DoNotCache=game:\BinkMovies\ManualBG.bik
DoNotCache=game:\BinkMovies\PlaneSequence.bik
DoNotCache=game:\BinkMovies\PlasmaNow_BG1.bik
DoNotCache=game:\BinkMovies\PlasmaNow_BG2.bik
DoNotCache=game:\BinkMovies\PlasmaNow_BG3.bik
DoNotCache=game:\BinkMovies\PlasmaNow_BG4.bik
DoNotCache=game:\BinkMovies\PlasmidBefriendBigDaddyTraining.bik
DoNotCache=game:\BinkMovies\PlasmidCryoShardTraining.bik
DoNotCache=game:\BinkMovies\PlasmidDecoyTraining.bik
DoNotCache=game:\BinkMovies\PlasmidElectroBoltTraining.bik
DoNotCache=game:\BinkMovies\PlasmidEnrageTraining.bik
DoNotCache=game:\BinkMovies\PlasmidIncinerateTraining.bik
DoNotCache=game:\BinkMovies\PlasmidInsectSwarmTraining.bik
DoNotCache=game:\BinkMovies\PlasmidSecurityBeaconTraining.bik
DoNotCache=game:\BinkMovies\PlasmidSonicBoomTraining.bik
DoNotCache=game:\BinkMovies\PlasmidTelekinesisTraining.bik
DoNotCache=game:\BinkMovies\PlasmidVortexTrapTraining.bik
DoNotCache=game:\BinkMovies\SavedGatherers.bik
DoNotCache=game:\BinkMovies\WouldYouKindly.bik
DoNotCache=game:\BinkMovies\WouldYouKindly4x3.bik

; --> flash
DoNotCache=game:\FlashMovies\EndingMovieHarvestedGatherers.swf
DoNotCache=game:\FlashMovies\EndingMovieSavedGatherers.swf
DoNotCache=game:\FlashMovies\EndingMovieHarvestedGatherers.swf
DoNotCache=game:\FlashMovies\Bathysphere.swf
DoNotCache=game:\FlashMovies\ComboLock.swf
DoNotCache=game:\FlashMovies\ControlsContainer.swf
DoNotCache=game:\FlashMovies\craftingStation.swf
DoNotCache=game:\FlashMovies\CreditsContainer.swf
DoNotCache=game:\FlashMovies\EndingMovieHarvestedGatherers.swf
DoNotCache=game:\FlashMovies\EndingMovieSavedGatherers.swf
DoNotCache=game:\FlashMovies\FadeIn.swf
DoNotCache=game:\FlashMovies\FadeOut.swf
DoNotCache=game:\FlashMovies\GenericBinkContainer.swf
DoNotCache=game:\FlashMovies\hacking.swf
DoNotCache=game:\FlashMovies\HUDRadial.swf
DoNotCache=game:\FlashMovies\InfoBoxContainer.swf
DoNotCache=game:\FlashMovies\ingamemanual.swf
DoNotCache=game:\FlashMovies\maps.swf
DoNotCache=game:\FlashMovies\NTSCColorBars.swf
DoNotCache=game:\FlashMovies\pause.swf
DoNotCache=game:\FlashMovies\PlasmidEquipStation.swf
DoNotCache=game:\FlashMovies\PlasmidTrainingContainer.swf
DoNotCache=game:\FlashMovies\PlasmiNow.swf
	; NOTE: we cache the progress bar since it's the only flash movie that's loaded and unloaded in-game
	; DoNotCache=game:\FlashMovies\ProgressBar.swf
DoNotCache=game:\FlashMovies\sharedlibrary.swf
DoNotCache=game:\FlashMovies\Warning.swf

;;========================================================================
;;========================================================================

[URL]
Protocol=Bioshock
ProtocolDescription=Bioshock Protocol
Name=Player
Map=Index.bsm
LocalMap=Entry.bsm
Host=
Portal=InitialSpawn
MapExt=bsm
EXEName=bioshock.exe
SaveExt=bsg
Port=8888
Class=ShockGame.ShockPlayer

; XenonRoot is the directory underneath XE:\ that contains the executable and the root of the game content.
XenonRoot=Bioshock
XenonTargetDir=XE:\bioshock
XenonEXEName=Bioshock_Xenon.xex

[FirstRun]
FirstRun=0

[TestTrack]
; NOTE: the TestTrackProxy.php file on the boston server is on 'debian', which is 192.168.100.16
ProxyURL=http://192.168.100.16/TestTrackProxy.php
; NOTE: the server soap client is on 2K Los Angeles' server 64.167.75.22
ServerSoapClientUrl=http://64.167.75.11/ttsoapcgi.wsdl
ProductBugSubmittedFromConsoleTool=Xbox 360
ProductBugSubmittedFromUnrealEd=Both
ProductBugSubmittedFromPCGame=Both
Project=Bioshock
UserName=LASTNAME, FIRSTNAME
Priority=1 - Extreme
Priority=2 - High
Priority=3 - Major
Priority=4 - Normal
Priority=5 - Minor
Priority=Feedback / Suggestion
Priority=Feature Request

[FogBugz]
BugDB="Bioshock"
Area="Misc"
URL="http://minuteman/fogbugz/scoutSubmit.asp?FriendlyResponse=1&ForceNewBug=0&ScoutProject=%s&ScoutUserName=%s&ScoutArea=%s&Description=%s&Extra=%s&ScoutDefaultMessage=Your%%20bug%%20has%%20been%%20submitted."
FILEURL="http://minuteman/fogbugz/"

[StatNotifyProviders]
StatsNotifyProvider_UDP=1

[Bink]
IntroMoviePC="..\BinkMovies\2KG_logo_720P.bik"
; 0 buffer size means use default
IntroMovieBufferSizePC=0
IntroMovieXBox360="..\BinkMovies\2KG_logo_720P.bik"
; 5MB for now needs testing with final intro movie
IntroMovieBufferSizeXBox360=5242880

AttractMovieXBox360="..\BinkMovies\attractMovie.bik"

;; Use 20mb for attract movie; reduces DVD reads which allows more caching to the hard drive while
;; the attract movie plays
AttractMovieBufferSizeXBox360=20971520

BioshockLogoMoviePC="..\BinkMovies\BioshockLogo.bik"
BioshockLogoMovieXBox360="..\BinkMovies\BioshockLogo.bik"
; 1MB for now needs testing with final logo movie
BioshockLogoMovieBufferSizeXBox360=268608

[SaveGame]

;the maximum save game size for any individual level
; 2MB
MaximumLevelSaveSizeBytes=2097152

ThumbnailFilename=game:\System\savegame.png

[Engine.Engine]
UsePerforce=1
GameDriverClassName=ShockGame.ShockGameDriver
RenderDevice=D3DDrv.D3DRenderDevice
AudioDevice=FMODAudio.FMODAudioSubsystem
AudioDevice_Xenon=FMODAudio.FMODAudioSubsystem
;NetworkDevice=IpDrv.TcpNetDriver
ViewportManager=WinDrv.WindowsClient
ViewportManager_Xenon=XeDrv.XenonClient
DemoRecordingDevice=Engine.DemoRecDriver
Console=Engine.Console
DefaultPlayerMenu=
Language=int
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
GUIController=Engine.FlashGUIController
DefaultGame=ShockGame.ShockGameInfo
DefaultServerGame=ShockGame.ShockGameInfo
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
; Note: Do NOT enable ForceActorCleanup in shipping builds, it will kill performance.
; However, by enabling it you force references to destroyed actors to be cleaned up
; immediately when the actor is destroyed, which causes dangling-ref bugs to manifest
; more quickly. Hence it's good to keep on in debug builds.
ForceActorCleanup=0

[Core.System]
PurgeCacheDays=30
; note that the savepath must use backslashes
; because the URL parsing mechanism trips on a pair of forward slashes
SavePath=SaveGames
MemoryPath=MEMORY\CurrentGame
CachePath=..\Cache
CacheExt=.bxx

; Paths for core engine (non-game specific) content
Paths=*.u
Paths=../Engine/*.pkg
Paths=../Engine/*.hka

; .U paths for asset catalog and effects system cache packages
Paths=../System/*.u

; Standard paths for game-specific content
Paths=../Maps/*.unr
Paths=../Maps/*.bsm
Paths=../Maps/Maps_Working/*.unr
Paths=../Maps/Maps_Working/*.bsm
Paths=../Art/*.pkg
Paths=../Art/Characters/*.pkg
Paths=../Art/Game/*.pkg
Paths=../Art/Level/*.pkg
Paths=../Art/UI/*.pkg
Paths=../Art/Weapons/*.pkg
Paths=../Classes/*.pkg

; Bink Movies
Paths=../BinkMovies/*.bik

; Legacy paths to support the transition to .pkg format
Paths=../Art/*.hka
Paths=../Art/Characters/*.hka
Paths=../Art/Game/*.hka
Paths=../Art/Level/*.hka
Paths=../Art/UI/*.hka
Paths=../Art/Weapons/*.hka
Paths=../Animations/*.pkg
Paths=../Art/*.ukx
Paths=../Art/Characters/*.ukx
Paths=../Art/Game/*.ukx
Paths=../Art/Level/*.ukx
Paths=../Art/UI/*.ukx
Paths=../Art/Weapons/*.ukx
Paths=../Textures/*.utx
Paths=../StaticMeshes/*.usx
Paths=../Animations/*.ukx
Paths=../Sounds/*.uax
Paths=../Music/*.umx
Paths=../Saves/*.uvx
Paths=../Classes/*.u
Paths=../Classes/*.pkg
Paths=../System/*.u
Paths=../Prefabs/*.pkg

; Test directories
Paths=../Test/Art/*.pkg
Paths=../Test/Art/Characters/*.pkg
Paths=../Test/Art/Game/*.pkg
Paths=../Test/Art/Level/*.pkg
Paths=../Test/Art/UI/*.pkg
Paths=../Test/Art/Weapons/*.pkg
Paths=../Test/Maps/*.bsm
Paths=../Test/Maps/*.unr
Paths=../Test/Maps/Performance/*.unr
Paths=../Test/Maps/Components/*.bsm 
Paths=../Test/Maps/AITestMaps/*.bsm 
Paths=../Test/Textures/*.utx
Paths=../Test/Textures/*.pkg
Paths=../Test/StaticMeshes/*.usx
Paths=../Test/StaticMeshes/*.pkg
Paths=../Test/Animations/*.ukx
Paths=../Test/Animations/*.pkg
Paths=../Test/Sounds/*.uax
Paths=../Test/Sounds/*.umx
Paths=../Test/Sounds/*.pkg
Paths=../Test/Classes/*.u
Paths=../Test/Classes/*.pkg

Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevNetTrafficRPC
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp
Suppress=DevAssert
;Suppress=WindowedMode
Suppress=Log
Suppress=ScriptLog

[PerformanceLimits]
; Wait until the game has been running for 5 seconds before starting to track stats (prevents spike at start of level)
InitialDelaySeconds=5
; Warn when ANY stat exceeds the SpikeLimit
SpikeLimit=75

[XenonPerformanceLimits]
Core.Log (native)=0.3
Core.Logs (script)=0.5
Engine.MainGameUpdate=33
Engine.ActorTick=15
Engine.Move=6
Engine.Particles (All)=6
Engine.Particles (Active)=4
Engine.Flash Update=2.5
Render.Scene GPU=33
Render.Scene Render=33
Render.Particle Render=4
Render.Skinning=5
Render.Flash=4
Havok.TotalCycles=6
Core.String concat (script)=0.25

[PcPerformanceLimits]


[Engine.GameEngine]
EnableDevTools=False
CacheSizeMegs=32
UseSound=True
;ServerActors=IpDrv.UdpBeacon
;ServerActors=IpServer.UdpServerQuery
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
;ServerActors=UWeb.WebServer
ServerPackages=Core
ServerPackages=Engine
ServerPackages=IGEffectsSystem
ServerPackages=IGVisualEffectsSubsystem
ServerPackages=IGSoundEffectsSubsystem
ServerPackages=Editor
ServerPackages=UWindow
ServerPackages=VengeanceShared
ServerPackages=UnrealEd
; Rowan: disable IpDrb coz we have no network code
;ServerPackages=IpDrv
ServerPackages=UDebugMenu
ServerPackages=Tyrion
ServerPackages=Scripting
ServerPackages=ShockGame
ServerPackages=ShockAI

[WinDrv.WindowsClient]
WindowedViewportX=1024
WindowedViewportY=768
FullscreenViewportX=1024
FullscreenViewportY=768
MenuViewportX=640
MenuViewportY=480
Brightness=0.525
Contrast=0.425
Gamma=1.0
; Note: Joystick enabling is not necessary for Microsoft Common Controller (gamepad on pc)
UseJoystick=False
UseController=False
CaptureMouse=True
StartupFullscreen=True
ScreenFlashes=True
NoLighting=False
MinDesiredFrameRate=25.000000
Decals=True
Coronas=True
DecoLayers=True
Projectors=True
NoDynamicLights=False
ReportDynamicUploads=False
TextureDetailInterface=Normal
TextureDetailTerrain=Normal
TextureDetailWeaponSkin=Normal
TextureDetailPlayerSkin=Normal
TextureDetailWorld=Normal
TextureDetailRenderMap=Normal
TextureDetailLightmap=UltraHigh
NoFractalAnim=False
ScaleHUDX=0.0

[XeDrv.XenonClient]
WindowedViewportX=640
WindowedViewportY=480
FullscreenViewportX=640
FullscreenViewportY=480
MenuViewportX=640
MenuViewportY=480
Brightness=0.525
Contrast=0.425
Gamma=1.0
UseJoystick=False
CaptureMouse=True
StartupFullscreen=False
ScreenFlashes=True
NoLighting=False
MinDesiredFrameRate=35.000000
Decals=True
Coronas=True
DecoLayers=True
Projectors=True
NoDynamicLights=False
ReportDynamicUploads=True
TextureDetailInterface=Normal
TextureDetailTerrain=Normal
TextureDetailWeaponSkin=Normal
TextureDetailPlayerSkin=Normal
TextureDetailWorld=Normal
TextureDetailRenderMap=Normal
TextureDetailLightmap=UltraHigh
NoFractalAnim=False
ScaleHUDX=0.0

[Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=20000

[ALAudio.ALAudioSubsystem]
UseEAX=False
Use3DSound=False
UseDefaultDriver=True
CompatibilityMode=False
UsePrecache=True
ReverseStereo=false
Channels=32
MusicVolume=0.3
AmbientVolume=0.6
SoundVolume=0.6
VoiceVolume=1.0
DopplerFactor=1.0
Rolloff=0.5
TimeBetweenHWUpdates=15
DisablePitch=False
LowQualitySound=False
StreamingSoundFudgeFactor=0.375

[FMODAudio.FMODAudioSubsystem]
MaxChannels=128
MaxStreams=8
; StreamBufferSize in KB per live stream up to MaxStreams
; Specifying 0 uses the FMOD default of 16KB per stream
StreamBufferSize=256

[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=15.0
InitialConnectTimeout=500.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=20000
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=20
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
AllowPlayerPortUnreach=False
LogPortUnreach=False
MaxConnPerIPPerMinute=5
LogMaxConnPerIPPerMin=False

[IpDrv.HTTPDownload]
RedirectToURL=
ProxyServerHost=
ProxyServerPort=3128
UseCompression=True

[Engine.DemoRecDriver]
DemoSpectatorClass=Engine.CHSpectator
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=500.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=60
LanServerMaxTickRate=60

[Engine.GameReplicationInfo]
ServerName=Bioshock Server
ShortName=Bioshock Server

[IpDrv.TcpipConnection]
SimPacketLoss=0
SimLatency=0

[IpServer.UdpServerQuery]
GameName=ut

[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut

[D3DDrv.D3DRenderDevice]
HighDetailActors=True
SuperHighDetailActors=True
UsePrecaching=True
UseTrilinear=True
AdapterNumber=-1
ReduceMouseLag=True
DoubleBufferMouseLag=True
DesiredRefreshRate=60
UseVSync=True
LevelOfAnisotropy=4
TesselationFactor=1.0
CheckForOverflow=False
BatchRenderFlash=True

[D3DDrv10.D3DRenderDevice10]
HighDetailActors=True
SuperHighDetailActors=True
UsePrecaching=True
UseTrilinear=True
UseHighDetailShadowMaps=True
AdapterNumber=-1
ReduceMouseLag=True
DoubleBufferMouseLag=True
DesiredRefreshRate=60
UseVSync=True
LevelOfAnisotropy=4
TesselationFactor=1.0
CheckForOverflow=False
BatchRenderFlash=True

[Editor.EditorEngine]
UseSound=True
CacheSizeMegs=32
GridEnabled=True
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
; RotGridSize is in degrees
RotGridSize=(Pitch=5.625,Yaw=5.625,Roll=5.625)
GameCommandLine=-log
FovAngleDegrees=75.000000
GodMode=True
AutoSave=True
AutoSaveTimeMinutes=5
AutoSaveIndex=6
UseAxisIndicator=True
MatineeCurveDetail=0.1
UseActorRotationGizmo=True
LoadEntirePackageWhenSaving=0
EditPackages=Core
EditPackages=Engine
EditPackages=FMODAudio
EditPackages=IGEffectsSystem
EditPackages=IGVisualEffectsSubsystem
EditPackages=IGSoundEffectsSubsystem
EditPackages=Editor
EditPackages=UWindow
EditPackages=VengeanceShared
EditPackages=UnrealEd
; Rowan: disable IpDrb coz we have no network code
; EditPackages=IpDrv
EditPackages=UDebugMenu
EditPackages=Scripting
EditPackages=Tyrion
EditPackages=ShockGame
EditPackages=ShockAI
EditPackages=IGModEffectsSubsystem

EditorAutoLoadPackages=ShockAIClasses
EditorAutoLoadPackages=ShockDesignerClasses
EditorAutoLoadPackages=Doors
EditorAutoLoadPackages=AnimatedDecorClasses
EditorAutoLoadPackages=Prefabs
EditorAutoLoadPackages=Gen_Physics
EditorAutoLoadPackages=NonPhysicalReactiveObjects

TexturePackageExt=pkg
StaticMeshPackageExt=pkg
AudioPackageExt=pkg
AnimationPackageExt=pkg
MusicPackageExt=pkg
PrefabPackageExt=pkg
ClassPackageExt=pkg

;all extensions that need to be loaded for dumpint commandlet (localization)
LocalizablePackageExt=*.u
LocalizablePackageExt=*.pkg
LocalizablePackageExt=*.utx
LocalizableLevelExt=*.bsm

[WindowPositions]
GameLog=(X=5,Y=489,XL=642,YL=294)
ScriptLog=(X=649,Y=4,XL=527,YL=296)

[UMenu.UnrealConsole]
RootWindow=UMenu.UMenuRootWindow
UWindowKey=IK_Esc
ShowDesktop=True

[UMenu.UMenuMenuBar]
ShowHelp=True
GameUMenuDefault="UTMenu.UTGameMenu"
MultiplayerUMenuDefault="UTMenu.UTMultiplayerMenu"
OptionsUMenuDefault="UTMenu.UTOptionsMenu"

[Engine.GameInfo]
bLowGore=False
bVeryLowGore=False

[Engine.LevelInfo]
PhysicsDetailLevel=PDL_Medium

[Engine.Console]
ConsoleKey=109
DisableAutoCompletion=false
DefineOwnDictionary=false
ExtraDictionaryEntry=Quit
ExtraDictionaryEntry=editactor
ExtraDictionaryEntry=editclass
ExtraDictionaryEntry=editobject
ExtraDictionaryEntry=rmode
ExtraDictionaryEntry=Recreation

[Compatibility]
RequireMinSpec=true


[SkipCalls]
;Uncomment to skip calls during compilation of UnrealScript (i.e., don't emit bytecode for those function calls, which turns them into no-ops)
;SkipCall=Assert
;SkipCall=Log

[Havok]
; HavokNumThreads: Number of threads the physics should use for performing simulation updates. 
; Note: If there are fewer logical processors present than this number, then this value will be clamped to the number of processors.
; Note: Ignored on XBox360.  
HavokNumThreads=2

;RebuildMoppWhenMissingOrOld: If this is true the mopp will be rebuilt when it isn't in sync with the map.  If it is false
;the mopp will never be rebuilt and no verification will occur.
RebuildMoppWhenMissingOrOld=1

[Engine.RenderConfig]
; Note: HDRSceneExpBias only affects the XBox360. 
HDRSceneExpBias=-3

; skeletal mesh projector vars
MaxSkeletalProjectorsPerActor=6
OffsetSkeletalProjectorRearFrustrumPlane=10.0

; Note: EdgeDetect variables only affect antialiasing on XBox360 when in 720p mode 
UseSoftwareAntiAliasing=True
EdgeDetectCutoff=0.002
EdgeBlurSize=0.5

; Streaming system priority weightings
; Note: These will eventually be normalized
StreamingVisibleWeight=10
StreamingDiffuseWeight=4
StreamingBSPWeight=1
StreamingEmissiveWeight=7
StreamingLightmapWeight=5
StreamingNormalmapWeight=1
StreamingDynamicLoadedWeight=10
StreamingDistanceScale=1000

; pc graphics config options
HighDetailShaders=True
Shadows=True
RealTimeReflection=True
PostProcessing=True
HardwareOcclusion=True
UseRippleSystem=True
UseHighDetailSoftParticles=True
UseSpecCubeMap=True;
UseDistortion=True;
D e f U s e r . i n i   šu [DefaultPlayer]
Name=Player
Class=ShockGame.ShockPlayer
team=255

[Engine.Input]
Contexts=Default
Contexts=RadialActive
Contexts=GathererChoice
Contexts=InventoryUIActive
Contexts=ContainerUIActive
Contexts=PlasmidEquipUIActive
Contexts=VendingMachineUIActive
Contexts=CraftingUIActive
Contexts=InGameManualUIActive
Contexts=PauseUIActive
Contexts=CalibrationUIActive
Contexts=HackingUIActive
Contexts=MapsUIActive
Contexts=ComboLockUIActive
Contexts=WeaponStationUIActive
Contexts=WarningUIActive
Contexts=NullInput
Contexts=MovementOnly
Contexts=NoMovement
Contexts=NoJump
Contexts=OnlyMedHypo
Contexts=OnlyMedHypoAndMovement
Contexts=EverythingExceptWeaponAndPlasmids
Contexts=ExcorcisingGatherer
Contexts=NullAllInputExceptHarvestRelease
Contexts=BathysphereUIActive
Contexts=PhotoGradingUIActive
Contexts=NoPlasmids
Contexts=InResurrectionStation

;Aliases[0]=(Command="BeginFiring|onrelease CeaseFiring",Alias=Fire)
Aliases[0]=(Command="LeftMousePressed | onRelease LeftMouseReleased",Alias=Fire)
Aliases[1]=(Command="BeginFiring true|onrelease CeaseFiring true",Alias=AltFire)
Aliases[2]=(Command="Axis aBaseY SpeedBase=1.0 Speed=+1200.0|HACK_TriggerEffectEvent PlayerMoved|onRelease HACK_UnTriggerEffectEvent PlayerMoved",Alias=MoveForward)
Aliases[3]=(Command="Axis aBaseY SpeedBase=1.0 Speed=-1200.0|HACK_TriggerEffectEvent PlayerMoved|onRelease HACK_UnTriggerEffectEvent PlayerMoved",Alias=MoveBackward)
Aliases[4]=(Command="Axis aStrafe SpeedBase=1.0 Speed=-1200.0|HACK_TriggerEffectEvent PlayerMoved|onRelease HACK_UnTriggerEffectEvent PlayerMoved",Alias=StrafeLeft)
Aliases[5]=(Command="Axis aStrafe SpeedBase=1.0 Speed=+1200.0|HACK_TriggerEffectEvent PlayerMoved|onRelease HACK_UnTriggerEffectEvent PlayerMoved",Alias=StrafeRight)
Aliases[6]=(Command="Axis aLookUp Speed=+25.0",Alias=LookUp)
Aliases[7]=(Command="Axis aLookUp Speed=-25.0",Alias=LookDown)
Aliases[8]=(Command="Axis aBaseX Speed=-40.0",Alias=TurnLeft)
Aliases[9]=(Command="Axis aBaseX  Speed=+40.0",Alias=TurnRight)
Aliases[10]=(Command="Button bLeanLeft",Alias=LeanLeft)
Aliases[11]=(Command="Button bLeanRight",Alias=LeanRight)
Aliases[12]=(Command="Jump|Axis aUp Speed=+1200.0",Alias=Jump)
Aliases[13]=(Command="Toggle bDuck|Axis aUp Speed=-1200.0",Alias=DuckOld)
Aliases[14]=(Command="Button bLook",Alias=Look)
Aliases[15]=(Command="Toggle bLook",Alias=LookToggle)
Aliases[16]=(Command="Button bSnapLevel",Alias=CenterView)
Aliases[17]=(Command="Button bRun",Alias=Walking)
Aliases[18]=(Command="Button bStrafe",Alias=StrafeToggle)
Aliases[19]=(Command="Button bProcessLean", Alias=ProcessLean)
Aliases[20]=(Command="Axis aLookUp SpeedBase=1.0 Speed=+300.0",Alias=KeyLookUp)
Aliases[21]=(Command="Axis aLookUp SpeedBase=1.0 Speed=-300.0",Alias=KeyLookDown)
Aliases[22]=(Command="Axis aBaseX SpeedBase=1.0 Speed=-480.0",Alias=KeyTurnLeft)
Aliases[23]=(Command="Axis aBaseX SpeedBase=1.0 Speed=+480.0",Alias=KeyTurnRight)

; add an alias for all commands that are not explicit so that they are easier to recognise when defining an ActionSet
Aliases[24]=(Command="RightMousePressed | onRelease RightMouseReleased",Alias=SwitchWeaponsOrPlasmids)
Aliases[25]=(Command="CallHudFunction AmmoSelectionUp",Alias=AmmoSelectionUp)
Aliases[26]=(Command="CallHUDFunction AmmoSelectionDown",Alias=AmmoSelectionDown)
Aliases[27]=(Command="MouseWheelDownPressed",Alias=PreviousWeaponOrPlasmid)
Aliases[28]=(Command="MouseWheelUpPressed",Alias=NextWeaponOrPlasmid)
Aliases[29]=(Command="DuckKeyPressed | onRelease DuckKeyReleased",Alias=Duck)
Aliases[30]=(Command="Use | onRelease UseStopped | TopMovieFunction APressed",Alias=Use)
Aliases[31]=(Command="MODIFIER | UseHypoOfType MedHypo",Alias=MedHypo)
Aliases[32]=(Command="IF_MODIFIER_OFF PauseGame",Alias=PauseGameAlias)
Aliases[33]=(Command="HandleReloadAndBioAmmo | TopMovieFunction BPressed",Alias=Reload)
Aliases[34]=(Command="MODIFIER|QuickEquipRight|onRelease CallHUDFunction RBReleased",Alias=QuickEquipRight)
Aliases[35]=(Command="MODIFIER|QuickEquipDown|onRelease CallHUDFunction LBReleased",Alias=QuickEquipDown)
Aliases[36]=(Command="TopMovieFunction XPressed | Hack",Alias=Hack)
Aliases[37]=(Command="HintButtonPressed | onHold HintButtonHeld | onRelease HintButtonReleased",Alias=HintButtonAlias)

; weapon and plasmid selection
Aliases[38]=(Command="NumKeyPressed 0",Alias=EquipWeapon1)
Aliases[39]=(Command="NumKeyPressed 1",Alias=EquipWeapon2)
Aliases[40]=(Command="NumKeyPressed 2",Alias=EquipWeapon3)
Aliases[41]=(Command="NumKeyPressed 3",Alias=EquipWeapon4)
Aliases[42]=(Command="NumKeyPressed 4",Alias=EquipWeapon5)
Aliases[43]=(Command="NumKeyPressed 5",Alias=EquipWeapon6)
Aliases[44]=(Command="NumKeyPressed 6",Alias=EquipWeapon7)
Aliases[45]=(Command="NumKeyPressed 7",Alias=EquipWeapon8)
Aliases[46]=(Command="FKeyPressed 0",Alias=EquipAbility1)
Aliases[47]=(Command="FKeyPressed 1",Alias=EquipAbility2)
Aliases[48]=(Command="FKeyPressed 2",Alias=EquipAbility3)
Aliases[49]=(Command="FKeyPressed 3",Alias=EquipAbility4)
Aliases[50]=(Command="FKeyPressed 4",Alias=EquipAbility5)
Aliases[51]=(Command="FKeyPressed 5",Alias=EquipAbility6)

; more aliases
Aliases[52]=(Command="SwitchToPlasmids | Button bHoldingFireAbility | UseActiveAbility | onRelease UseActiveAbilityRelease",Alias=SwitchAndFireAbility)
Aliases[53]=(Command="SwitchToWeapons | Button bHoldingFireWeapon | BeginFiring | onRelease CeaseFiring",Alias=SwitchAndFireWeapon)

; These aliases will be used as OnActivationAction entries, so that the player
; will stop firing when switching to a context that does not support the onRelease
; bindings for firing.
Aliases[54]=(Command="LeftMouseReleased",Alias=OnActivationStopFiring)
Aliases[55]=(Command="UseActiveAbilityRelease",Alias=OnActivationStopUsingActiveAbility)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   TriggerSwapHold = new default
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Default]
;Movement Actions
ReplaceableAction=MoveForward
ReplaceableAction=MoveBackward
ReplaceableAction=StrafeLeft
ReplaceableAction=StrafeRight
ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

;Equipment 1
ReplaceableAction=LaunchPCWeaponSelection
ReplaceableAction=Reload
ReplaceableAction=AmmoSelectionUp
ReplaceableAction=AmmoSelectionDown
ReplaceableAction=ZoomCycle
ReplaceableAction=EquipWeapon1
ReplaceableAction=EquipWeapon2
ReplaceableAction=EquipWeapon3
ReplaceableAction=EquipWeapon4
ReplaceableAction=EquipWeapon5
ReplaceableAction=EquipWeapon6
ReplaceableAction=EquipWeapon7
ReplaceableAction=EquipWeapon8

;Equipment 2
ReplaceableAction=Fire
ReplaceableAction=SwitchWeaponsOrPlasmids
ReplaceableAction=SwitchAndFireWeapon
ReplaceableAction=SwitchAndFireAbility
ReplaceableAction=NextWeaponOrPlasmid
ReplaceableAction=PreviousWeaponOrPlasmid
ReplaceableAction=EquipAbility1
ReplaceableAction=EquipAbility2
ReplaceableAction=EquipAbility3
ReplaceableAction=EquipAbility4
ReplaceableAction=EquipAbility5
ReplaceableAction=EquipAbility6

;Misc
ReplaceableAction=Hack
ReplaceableAction=Use
ReplaceableAction=MedHypo
ReplaceableAction=PlayOldestUnreadLog
ReplaceableAction=ShowContextHelp
ReplaceableAction=HintButtonAlias
;ReplaceableAction=LaunchQuestsScreen
;ReplaceableAction=LaunchMapScreen
ReplaceableAction=QuickSave
ReplaceableAction=QuickLoad
;ReplaceableAction=TakeScreenshot


LeftMouse=Fire
RightMouse=SwitchWeaponsOrPlasmids
MiddleMouse=AmmoSelectionUp

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=

MouseWheelDown=NextWeaponOrPlasmid
MouseWheelUp=PreviousWeaponOrPlasmid

Escape=PauseGameAlias
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=LaunchPCWeaponSelection
Ctrl=
Alt=
Space=Jump
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=EquipWeapon1
2=EquipWeapon2
3=EquipWeapon3
4=EquipWeapon4
5=EquipWeapon5
6=EquipWeapon6
7=EquipWeapon7
8=EquipWeapon8
9=

F1=EquipAbility1
F2=EquipAbility2
F3=EquipAbility3
F4=EquipAbility4
F5=EquipAbility5
F6=EquipAbility6
F7=
F8=QuickSave
F9=QuickLoad
F10=
F11=
F12=

;Simon TODO: Place the STRAFE_MODIFIER on the key to perform the strafe modification...
;A=IF_STRAFE_MODIFIER_ON StrafeLeft | IF_STRAFE_MODIFIER_OFF KeyTurnLeft
;D=IF_STRAFE_MODIFIER_ON StrafeRight | IF_STRAFE_MODIFIER_OFF KeyTurnRight

A=StrafeLeft
B=AmmoSelectionDown
C=Duck
D=StrafeRight
E=Use
F=MedHypo
G=
H=HintButtonAlias
I=
J=
K=
L=
M=ShowContextHelp
N=
O=
P=PauseGameAlias
Q=AmmoSelectionUp
R=Reload
S=MoveBackward
T=PlayOldestUnreadLog
U=
V=Hack
W=MoveForward
X=
Y=
Z=ZoomCycle

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=Use | onRelease UseStopped | TopMovieFunction APressed | LogsPlaybackButtonPressed | onHold LogsPlaybackButtonHeld | onRelease LogsPlaybackButtonReleased
XENON_B=UseHypoOfType MedHypo
XENON_X=Hack | Reload | InjectBioAmmo | TopMovieFunction XPressed
XENON_Y=Jump | TopMovieFunction YPressed
XENON_LB=OpenAbilityMenu | onRelease CloseAbilityMenu
XENON_RB=OpenWeaponMenu | onRelease CloseWeaponMenu

XENON_LT=SwitchAndFireAbility
XENON_RT=SwitchAndFireWeapon
XENON_LTHUMB_BUTTON=Duck
XENON_RTHUMB_BUTTON=ZoomCycle
XENON_START=PauseGameAlias
XENON_BACK=ShowContextHelp

XENON_DPAD_LEFT=CallHudFunction DPadLeftPressed
XENON_DPAD_RIGHT=HintButtonPressed | onHold HintButtonHeld | onRelease HintButtonReleased
XENON_DPAD_UP=CallHudFunction DPadUpPressed
XENON_DPAD_DOWN=CallHudFunction DPadDownPressed

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Radial Selection Menu Active
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RadialActive]
;Equipment 1
ReplaceableAction=AmmoSelectionUp
ReplaceableAction=AmmoSelectionDown
ReplaceableAction=EquipWeapon1
ReplaceableAction=EquipWeapon2
ReplaceableAction=EquipWeapon3
ReplaceableAction=EquipWeapon4
ReplaceableAction=EquipWeapon5
ReplaceableAction=EquipWeapon6
ReplaceableAction=EquipWeapon7
ReplaceableAction=EquipWeapon8

;Equipment 2
ReplaceableAction=NextWeaponOrPlasmid
ReplaceableAction=PreviousWeaponOrPlasmid
ReplaceableAction=EquipAbility1
ReplaceableAction=EquipAbility2
ReplaceableAction=EquipAbility3
ReplaceableAction=EquipAbility4
ReplaceableAction=EquipAbility5
ReplaceableAction=EquipAbility6

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=AmmoSelectionUp


MouseX=Count bXAxis | Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis | Axis aMouseY Speed=2500.0
MouseW=
MouseZ=

MouseWheelDown=NextWeaponOrPlasmid
MouseWheelUp=PreviousWeaponOrPlasmid

Escape=
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=EquipWeapon1
2=EquipWeapon2
3=EquipWeapon3
4=EquipWeapon4
5=EquipWeapon5
6=EquipWeapon6
7=EquipWeapon7
8=EquipWeapon8
9=

F1=EquipAbility1
F2=EquipAbility2
F3=EquipAbility3
F4=EquipAbility4
F5=EquipAbility5
F6=EquipAbility6
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=AmmoSelectionDown
C=
D=
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=
Q=AmmoSelectionUp
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=SwitchAndFireAbility
XENON_RT=SwitchAndFireWeapon
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=

XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4 | Axis xRadialLeft Speedbase=1.0 DeadZone=0.225 | OnHold UpdateRadialMenu_LX
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225 | Axis yRadialLeft Speedbase=1.0 DeadZone=0.225 | OnHold UpdateRadialMenu_LY
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225 | Axis xRadialRight Speedbase=1.0 DeadZone=0.225 | OnHold UpdateRadialMenu_RX
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225 | Axis yRadialRight Speedbase=1.0 DeadZone=0.225 | OnHold UpdateRadialMenu_RY

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  Gatherer Choice
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[GathererChoice]
;Movement Actions
ReplaceableAction=MoveForward
ReplaceableAction=MoveBackward
ReplaceableAction=StrafeLeft
ReplaceableAction=StrafeRight
ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

;Equipment 1
ReplaceableAction=LaunchPCWeaponSelection
ReplaceableAction=Reload
ReplaceableAction=AmmoSelectionUp
ReplaceableAction=AmmoSelectionDown
ReplaceableAction=ZoomCycle
ReplaceableAction=EquipWeapon1
ReplaceableAction=EquipWeapon2
ReplaceableAction=EquipWeapon3
ReplaceableAction=EquipWeapon4
ReplaceableAction=EquipWeapon5
ReplaceableAction=EquipWeapon6
ReplaceableAction=EquipWeapon7
ReplaceableAction=EquipWeapon8

;Equipment 2
ReplaceableAction=Fire
ReplaceableAction=SwitchWeaponsOrPlasmids
ReplaceableAction=SwitchAndFireWeapon
ReplaceableAction=SwitchAndFireAbility
ReplaceableAction=NextWeaponOrPlasmid
ReplaceableAction=PreviousWeaponOrPlasmid
ReplaceableAction=EquipAbility1
ReplaceableAction=EquipAbility2
ReplaceableAction=EquipAbility3
ReplaceableAction=EquipAbility4
ReplaceableAction=EquipAbility5
ReplaceableAction=EquipAbility6

;Misc

;ReplaceableAction=Hack
;ReplaceableAction=Use
ReplaceableAction=MedHypo
ReplaceableAction=PlayOldestUnreadLog
ReplaceableAction=ShowContextHelp
;ReplaceableAction=HintButtonAlias
;ReplaceableAction=LaunchQuestsScreen
;ReplaceableAction=LaunchMapScreen
ReplaceableAction=QuickSave
ReplaceableAction=QuickLoad
;ReplaceableAction=TakeScreenshot

LeftMouse=Fire
RightMouse=SwitchWeaponsOrPlasmids
MiddleMouse=AmmoSelectionUp

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=

MouseWheelDown=NextWeaponOrPlasmid
MouseWheelUp=PreviousWeaponOrPlasmid

Escape=PauseGameAlias
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=LaunchPCWeaponSelection
Ctrl=
Alt=
Space=Jump
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=EquipWeapon1
2=EquipWeapon2
3=EquipWeapon3
4=EquipWeapon4
5=EquipWeapon5
6=EquipWeapon6
7=EquipWeapon7
8=EquipWeapon8
9=

F1=EquipAbility1
F2=EquipAbility2
F3=EquipAbility3
F4=EquipAbility4
F5=EquipAbility5
F6=EquipAbility6
F7=
F8=QuickSave
F9=QuickLoad
F10=
F11=
F12=

;Simon TODO: Place the STRAFE_MODIFIER on the key to perform the strafe modification...
;A=IF_STRAFE_MODIFIER_ON StrafeLeft | IF_STRAFE_MODIFIER_OFF KeyTurnLeft
;D=IF_STRAFE_MODIFIER_ON StrafeRight | IF_STRAFE_MODIFIER_OFF KeyTurnRight

A=StrafeLeft
B=AmmoSelectionDown
C=Duck
D=StrafeRight
E=
F=MedHypo
G=
;Hack = Harvest Gatherer
H=Hack
I=
J=
K=
;Use = Save Gatherer
L=Use
M=ShowContextHelp
N=
O=
P=PauseGameAlias
Q=AmmoSelectionUp
R=Reload
S=MoveBackward
T=PlayOldestUnreadLog
U=
V=
W=MoveForward
X=
Y=
Z=ZoomCycle

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=
XENON_X=Hack
XENON_Y=Use | TopMovieFunction YPressed
XENON_LB=OpenAbilityMenu | onRelease CloseAbilityMenu | MODIFIER
XENON_RB=OpenWeaponMenu  | onRelease CloseWeaponMenu | MODIFIER

XENON_LT=UseActiveAbility | onRelease UseActiveAbilityRelease
XENON_RT=Fire
XENON_LTHUMB_BUTTON=Duck
XENON_RTHUMB_BUTTON=ZoomCycle
XENON_START=PauseGameAlias
XENON_BACK=ShowContextHelp

XENON_DPAD_LEFT=CallHudFunction DPadLeftPressed
XENON_DPAD_RIGHT=CallHudFunction DPadRightPressed | onRelease HintButtonReleased
XENON_DPAD_UP=CallHudFunction DPadUpPressed
XENON_DPAD_DOWN=CallHudFunction DPadDownPressed

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4 | Axis xRadialLeft Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_ON OnHold UpdateRadialMenu_LX
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225 | Axis yRadialLeft Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_ON OnHold UpdateRadialMenu_LY
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225 | Axis xRadialRight Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_ON OnHold UpdateRadialMenu_RX
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225 | Axis yRadialRight Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_ON OnHold UpdateRadialMenu_RY

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Container Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ContainerUIActive]
;Movement Actions
ReplaceableAction=MoveForward
ReplaceableAction=MoveBackward
ReplaceableAction=StrafeLeft
ReplaceableAction=StrafeRight
ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

;Equipment 1
ReplaceableAction=LaunchPCWeaponSelection
;NOTE: Reload disabled in this context in favor of ReRollContainer
;ReplaceableAction=Reload
ReplaceableAction=AmmoSelectionUp
ReplaceableAction=AmmoSelectionDown
ReplaceableAction=ZoomCycle
ReplaceableAction=EquipWeapon1
ReplaceableAction=EquipWeapon2
ReplaceableAction=EquipWeapon3
ReplaceableAction=EquipWeapon4
ReplaceableAction=EquipWeapon5
ReplaceableAction=EquipWeapon6
ReplaceableAction=EquipWeapon7
ReplaceableAction=EquipWeapon8

;Equipment 2
ReplaceableAction=Fire
ReplaceableAction=SwitchWeaponsOrPlasmids
ReplaceableAction=SwitchAndFireWeapon
ReplaceableAction=SwitchAndFireAbility
ReplaceableAction=NextWeaponOrPlasmid
ReplaceableAction=PreviousWeaponOrPlasmid
ReplaceableAction=EquipAbility1
ReplaceableAction=EquipAbility2
ReplaceableAction=EquipAbility3
ReplaceableAction=EquipAbility4
ReplaceableAction=EquipAbility5
ReplaceableAction=EquipAbility6

;Misc
ReplaceableAction=Hack
ReplaceableAction=Use
ReplaceableAction=MedHypo
ReplaceableAction=PlayOldestUnreadLog
ReplaceableAction=ShowContextHelp
ReplaceableAction=HintButtonAlias
;ReplaceableAction=LaunchQuestsScreen
;ReplaceableAction=LaunchMapScreen
ReplaceableAction=QuickSave
ReplaceableAction=QuickLoad
;ReplaceableAction=TakeScreenshot

LeftMouse=Fire
RightMouse=SwitchWeaponsOrPlasmids
MiddleMouse=AmmoSelectionUp

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=

MouseWheelDown=NextWeaponOrPlasmid
MouseWheelUp=PreviousWeaponOrPlasmid

Escape=PauseGameAlias
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=LaunchPCWeaponSelection
Ctrl=
Alt=
Space=Jump
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=EquipWeapon1
2=EquipWeapon2
3=EquipWeapon3
4=EquipWeapon4
5=EquipWeapon5
6=EquipWeapon6
7=EquipWeapon7
8=EquipWeapon8
9=

F1=EquipAbility1
F2=EquipAbility2
F3=EquipAbility3
F4=EquipAbility4
F5=EquipAbility5
F6=EquipAbility6
F7=
F8=QuickSave
F9=QuickLoad
F10=
F11=
F12=

;Simon TODO: Place the STRAFE_MODIFIER on the key to perform the strafe modification...
;A=IF_STRAFE_MODIFIER_ON StrafeLeft | IF_STRAFE_MODIFIER_OFF KeyTurnLeft
;D=IF_STRAFE_MODIFIER_ON StrafeRight | IF_STRAFE_MODIFIER_OFF KeyTurnRight

A=StrafeLeft
B=AmmoSelectionDown
C=Duck
D=StrafeRight
E=Use
F=MedHypo
G=
H=HintButtonAlias
I=
J=
K=
L=
M=ShowContextHelp
N=
O=
P=PauseGameAlias
Q=AmmoSelectionUp
R=ReRollContainer
S=MoveBackward
T=PlayOldestUnreadLog
U=
V=Hack
W=MoveForward
X=
Y=
Z=ZoomCycle

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=CollectAllContainerItems | onHold LogsPlaybackButtonHeld | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CloseContainer
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=ReRollContainer | onrelease CeaseFiring
XENON_LTHUMB_BUTTON=Duck
XENON_RTHUMB_BUTTON=
XENON_START=PauseGameAlias
XENON_BACK=
XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   PlasmidEquipUIActive Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PlasmidEquipUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=CancelOrExit
MiddleMouse=

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=CancelOrExit | PlasmiNowAccept
Tilde=
Tab=Type
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CancelOrExit
XENON_X=HackThroughUI
XENON_Y=TopMovieFunction ShowHideDescription
XENON_LB=onRelease CloseAbilityMenu | UIHighlightLeft
XENON_RB=onRelease CloseWeaponMenu | UIHIghlightRight
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=ShowContextHelp
XENON_DPAD_LEFT=UIHighlightLeft
XENON_DPAD_RIGHT=UIHighlightRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown| OnHold UIHighlightDown
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown | OnHold UIHighlightDown
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=TopMovieFunction ScrollTextBoxUp | OnHold TopMovieFunction ScrollTextBoxUp
XENON_RTHUMB_DOWN=TopMovieFunction ScrollTextBoxDown | OnHold TopMovieFunction ScrollTextBoxDown


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   VendingMachineUIActive Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[VendingMachineUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=CancelOrExit
MiddleMouse=

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=CancelOrExit
Tilde=
Tab=Type
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CancelOrExit
XENON_X=Hack
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=ShowContextHelp
XENON_DPAD_LEFT=UIHighlightLeft
XENON_DPAD_RIGHT=UIHighlightRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown
XENON_LTHUMB_XAXIS= IF_MODIFIER_OFF Axis xStrafe  Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_ON Axis xLean Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_OFF HACK_TriggerEffectEvent PlayerMoved | IF_MODIFIER_OFF onRelease HACK_UnTriggerEffectEvent PlayerMoved
XENON_LTHUMB_YAXIS= IF_MODIFIER_OFF HACK_TriggerEffectEvent PlayerMoved | IF_MODIFIER_OFF onRelease HACK_UnTriggerEffectEvent PlayerMoved | IF_MODIFIER_OFF Axis xForward  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225
XENON_LTHUMB_LEFT=UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 	CraftingUIActive Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CraftingUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=CancelOrExit
MiddleMouse=

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=UIHighlightDown | OnHold UIHighlightDown
MouseWheelUp=UIHighlightUp | OnHold UIHighlightUp

Escape=CancelOrExit
Tilde=
Tab=Type
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CancelOrExit
XENON_X=Hack
XENON_Y=TopMovieFunction ShowVideo
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=ShowContextHelp
XENON_DPAD_LEFT=UIHighlightLeft
XENON_DPAD_RIGHT=UIHighlightRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown | OnHold UIHighlightDown
XENON_LTHUMB_XAXIS= IF_MODIFIER_OFF Axis xStrafe  Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_ON Axis xLean Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_OFF HACK_TriggerEffectEvent PlayerMoved | IF_MODIFIER_OFF onRelease HACK_UnTriggerEffectEvent PlayerMoved
XENON_LTHUMB_YAXIS= IF_MODIFIER_OFF HACK_TriggerEffectEvent PlayerMoved | IF_MODIFIER_OFF onRelease HACK_UnTriggerEffectEvent PlayerMoved | IF_MODIFIER_OFF Axis xForward  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225
XENON_LTHUMB_LEFT=UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown | OnHold UIHighlightDown
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   InGameManual Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[InGameManualUIActive]
ReplaceableAction=ShowContextHelp
ReplaceableAction=HintButtonAlias

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=TopMovieFunction ScrollTextBoxDown | OnHold TopMovieFunction ScrollTextBoxDown
MouseWheelUp=TopMovieFunction ScrollTextBoxUp | OnHold TopMovieFunction ScrollTextBoxUp

Escape=CloseInGameManual
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=TopMovieFunction ScrollTextBoxUp | OnHold TopMovieFunction ScrollTextBoxUp
PageDown=TopMovieFunction ScrollTextBoxDown | OnHold TopMovieFunction ScrollTextBoxDown

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=HintButtonAlias
I=
J=
K=
L=
M=ShowContextHelp
N=
O=
P=
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=TopMovieFunction UpLevel
XENON_X=
XENON_Y=
XENON_LB=UIGenericLeft
XENON_RB=UIGenericRight
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=CloseInGameManual
XENON_BACK=CloseInGameManual
XENON_DPAD_LEFT=UIGenericLeft
XENON_DPAD_RIGHT=UIGenericRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown | OnHold UIHighlightDown
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown | OnHold UIHighlightDown
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=TopMovieFunction ScrollTextBoxUp | OnHold TopMovieFunction ScrollTextBoxUp
XENON_RTHUMB_DOWN=TopMovieFunction ScrollTextBoxDown | OnHold TopMovieFunction ScrollTextBoxDown


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Pause Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PauseUIActive]
ReplaceableAction=ShowContextHelp
ReplaceableAction=LaunchPCWeaponSelection

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=TopMovieFunction CancelOrExit | stopmovie pcweaponselection
Tilde=
Tab=
CapsLock=
Shift=LaunchPCWeaponSelection
Ctrl=
Alt=
Space=TopMovieFunction CancelOrExit
Enter=TopMovieFunction AcceptOrSelect

Insert=
Delete=DeleteSave
Home=
End=
PageUp=
PageDown=

Left=UIHighlightLeft
Up=UIHighlightUp
Right=UIHighlightRight
Down=UIHighlightDown

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=UIHighlightLeft
B=
C=
D=UIHighlightRight
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=PauseGameAlias
Q=
R=
S=UIHighlightDown
T=
U=
V=
W=UIHighlightUp
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=UIHighlightDown
NumPad3=
NumPad4=UIHighlightLeft
NumPad5=
NumPad6=UIHighlightRight
NumPad7=
NumPad8=UIHighlightUp
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=TopMovieFunction AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=TopMovieFunction CancelOrExit
XENON_X=TopMovieFunction ChangeStorage
XENON_Y=DeleteSave
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=TopMovieFunction StartPressed
XENON_BACK=ShowContextHelp
XENON_DPAD_LEFT=UIHighlightLeft
XENON_DPAD_RIGHT=UIHighlightRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown | OnHold UIHighlightDown
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown | OnHold UIHighlightDown
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Calibration Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CalibrationUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=TopMovieFunction CancelOrExit
Tilde=
Tab=
CapsLock=
Shift=MODIFIER
Ctrl=
Alt=
Space=HideCalibrationScreen
Enter=HideCalibrationScreen

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=UIHighlightLeft | onHold UIHighlightLeft
Up=UIHighlightUp
Right=UIHighlightRight | onHold UIHighlightRight
Down=UIHighlightDown

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=UIHighlightLeft
B=
C=
D=UIHighlightRight
E=HideCalibrationScreen
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=
Q=
R=
S=UIHighlightDown
T=
U=
V=
W=UIHighlightUp
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=UIHighlightDown
NumPad3=
NumPad4=UIHighlightLeft
NumPad5=
NumPad6=UIHighlightRight
NumPad7=
NumPad8=UIHighlightUp
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CancelOrExit
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=HideCalibrationScreen
XENON_BACK=HideCalibrationScreen
XENON_DPAD_LEFT=UIHighlightLeft | onHold UIHighlightLeft
XENON_DPAD_RIGHT=UIHighlightRight | onHold UIHighlightRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp | onHold UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown | onHold UIHighlightDown
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=UIHighlightLeft | onHold UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight | onHold UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp | onHold UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown | onHold UIHighlightDown
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Hacking Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[HackingUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=CancelOrExit
MiddleMouse=

MouseX=
MouseY=
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=CancelOrExit
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CancelOrExit
XENON_X=AutoHack
XENON_Y=ChangeHandTile | AttemptCreditsOverride
XENON_LB=onRelease CloseAbilityMenu | RotateCounterClockwise
XENON_RB=onRelease CloseWeaponMenu | RotateClockwise
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=ShowContextHelp
XENON_BACK=ShowContextHelp
XENON_DPAD_LEFT=UIHighlightLeft
XENON_DPAD_RIGHT=UIHighlightRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Maps Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MapsUIActive]
ReplaceableAction=ShowContextHelp
ReplaceableAction=HintButtonAlias

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=CloseMaps
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=HintButtonAlias
I=
J=
K=
L=
M=ShowContextHelp
N=
O=
P=
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CloseInGameManual | CloseMaps
XENON_X=TopMovieFunction ShowHideDescription
XENON_Y=TopMovieFunction ShowHideHint
XENON_LB=UIGenericLeft
XENON_RB=UIGenericRight
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=CloseInGameManual | CloseMaps
XENON_DPAD_LEFT=UIGenericLeft
XENON_DPAD_RIGHT=UIGenericRight | onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=
XENON_LTHUMB_XAXIS=Axis xRadialRight Speedbase=1.0 DeadZone=0.225 | onHold UpdateAnalogControl
XENON_LTHUMB_YAXIS=Axis yRadialRight Speedbase=1.0 DeadZone=0.225 | onHold UpdateAnalogControl
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=UIHighlightLeft | OnHold UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight | OnHold UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown | OnHold UIHighlightDown
XENON_RTHUMB_LEFT=UIHighlightLeft | OnHold UIHighlightLeft
XENON_RTHUMB_RIGHT=UIHighlightRight | OnHold UIHighlightRight
XENON_RTHUMB_UP=UIHighlightUp | OnHold UIHighlightUp
XENON_RTHUMB_DOWN=UIHighlightDown | OnHold UIHighlightDown

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   ComboLockUIActive Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ComboLockUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=SelectNextTrack
RightMouse=AcceptOrSelect
MiddleMouse=SelectPreviousTrack

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=AcceptOrSelect
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CancelOrExit
XENON_X=HackThroughUI
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=ShowContextHelp
XENON_DPAD_LEFT=UIHighlightLeft
XENON_DPAD_RIGHT=UIHighlightRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown
XENON_LTHUMB_XAXIS= IF_MODIFIER_OFF Axis xStrafe  Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_ON Axis xLean Speedbase=1.0 DeadZone=0.225 | IF_MODIFIER_OFF HACK_TriggerEffectEvent PlayerMoved | IF_MODIFIER_OFF onRelease HACK_UnTriggerEffectEvent PlayerMoved
XENON_LTHUMB_YAXIS= IF_MODIFIER_OFF HACK_TriggerEffectEvent PlayerMoved | IF_MODIFIER_OFF onRelease HACK_UnTriggerEffectEvent PlayerMoved | IF_MODIFIER_OFF Axis xForward  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown
XENON_RTHUMB_LEFT=UIHighlightLeft
XENON_RTHUMB_RIGHT=UIHighlightRight
XENON_RTHUMB_UP=UIHighlightUp
XENON_RTHUMB_DOWN=UIHighlightDown


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Weapon Station Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[WeaponStationUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=CancelOrExit
MiddleMouse=

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=CancelOrExit
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CancelOrExit
XENON_X=HackThroughUI
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu | UIGenericLeft
XENON_RB=onRelease CloseWeaponMenu | UIGenericRight
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=ShowContextHelp
XENON_DPAD_LEFT=UIHighlightLeft
XENON_DPAD_RIGHT=UIHighlightRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225
XENON_LTHUMB_LEFT=UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Warning Open Context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[WarningUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=AcceptOrSelect
RightMouse=AcceptOrSelect
MiddleMouse=AcceptOrSelect

MouseX=Count bXAxis|Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis|Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=AcceptOrSelect
Tilde=AcceptOrSelect
Tab=AcceptOrSelect
CapsLock=AcceptOrSelect
Shift=AcceptOrSelect
Ctrl=AcceptOrSelect
Alt=AcceptOrSelect
Space=AcceptOrSelect
Enter=AcceptOrSelect

Insert=AcceptOrSelect
Delete=AcceptOrSelect
Home=AcceptOrSelect
End=AcceptOrSelect
PageUp=AcceptOrSelect
PageDown=AcceptOrSelect

Left=AcceptOrSelect
Up=AcceptOrSelect
Right=AcceptOrSelect
Down=AcceptOrSelect

0=AcceptOrSelect
1=AcceptOrSelect
2=AcceptOrSelect
3=AcceptOrSelect
4=AcceptOrSelect
5=AcceptOrSelect
6=AcceptOrSelect
7=AcceptOrSelect
8=AcceptOrSelect
9=AcceptOrSelect

F1=AcceptOrSelect
F2=AcceptOrSelect
F3=AcceptOrSelect
F4=AcceptOrSelect
F5=AcceptOrSelect
F6=AcceptOrSelect
F7=AcceptOrSelect
F8=AcceptOrSelect
F9=AcceptOrSelect
F10=AcceptOrSelect
F11=AcceptOrSelect
F12=AcceptOrSelect

A=AcceptOrSelect
B=AcceptOrSelect
C=AcceptOrSelect
D=AcceptOrSelect
E=AcceptOrSelect
F=AcceptOrSelect
G=AcceptOrSelect
H=AcceptOrSelect
I=AcceptOrSelect
J=AcceptOrSelect
K=AcceptOrSelect
L=AcceptOrSelect
M=AcceptOrSelect
N=AcceptOrSelect
O=AcceptOrSelect
P=AcceptOrSelect
Q=AcceptOrSelect
R=AcceptOrSelect
S=AcceptOrSelect
T=AcceptOrSelect
U=AcceptOrSelect
V=AcceptOrSelect
W=AcceptOrSelect
X=AcceptOrSelect
Y=AcceptOrSelect
Z=AcceptOrSelect

Minus=AcceptOrSelect
Equals=AcceptOrSelect
Backspace=AcceptOrSelect

Comma=AcceptOrSelect
Period=AcceptOrSelect
Slash=AcceptOrSelect

LeftBracket=AcceptOrSelect
RightBracket=AcceptOrSelect
Backslash=AcceptOrSelect

NumPad0=AcceptOrSelect
NumPad1=AcceptOrSelect
NumPad2=AcceptOrSelect
NumPad3=AcceptOrSelect
NumPad4=AcceptOrSelect
NumPad5=AcceptOrSelect
NumPad6=AcceptOrSelect
NumPad7=AcceptOrSelect
NumPad8=AcceptOrSelect
NumPad9=AcceptOrSelect
GreyStar=AcceptOrSelect
Separator=AcceptOrSelect
NumPadPeriod=AcceptOrSelect
GreySlash=AcceptOrSelect

XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu | UIGenericLeft
XENON_RB=onRelease CloseWeaponMenu | UIGenericRight
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=
XENON_DPAD_LEFT=UIHighlightLeft
XENON_DPAD_RIGHT=UIHighlightRight | onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225
XENON_LTHUMB_LEFT=UIHighlightLeft
XENON_LTHUMB_RIGHT=UIHighlightRight
XENON_LTHUMB_UP=UIHighlightUp
XENON_LTHUMB_DOWN=UIHighlightDown
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=TopMovieFunction ScrollTextBoxUp
XENON_RTHUMB_DOWN=TopMovieFunction ScrollTextBoxDown

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Null input context (except "Release Harvest" & pause)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[NullAllInputExceptHarvestRelease]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=
MouseY=
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=PauseGameAlias
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=onRelease UseStopped
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=PauseGameAlias
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=PauseGameAlias
XENON_BACK=
XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Null input context (except pause)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[NullInput]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=
MouseY=
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=PauseGameAlias
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=PauseGameAlias
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=PauseGameAlias
XENON_BACK=
XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Only allow player movement
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MovementOnly]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

;Movement Actions
ReplaceableAction=MoveForward
ReplaceableAction=MoveBackward
ReplaceableAction=StrafeLeft
ReplaceableAction=StrafeRight
;ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=Count bXAxis | Axis aMouseX Speed=2500.0 
MouseY=Count bYAxis | Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=PauseGameAlias
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=StrafeLeft
B=
C=Duck
D=StrafeRight
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=PauseGameAlias
Q=
R=
S=MoveBackward
T=
U=
V=
W=MoveForward
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=PauseGameAlias
XENON_BACK=ShowContextHelp
XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   NoJump = Just Jumping Disabled
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[NoJump]
;Movement Actions
ReplaceableAction=MoveForward
ReplaceableAction=MoveBackward
ReplaceableAction=StrafeLeft
ReplaceableAction=StrafeRight
;ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

;Equipment 1
ReplaceableAction=LaunchPCWeaponSelection
ReplaceableAction=Reload
ReplaceableAction=AmmoSelectionUp
ReplaceableAction=AmmoSelectionDown
ReplaceableAction=ZoomCycle
ReplaceableAction=EquipWeapon1
ReplaceableAction=EquipWeapon2
ReplaceableAction=EquipWeapon3
ReplaceableAction=EquipWeapon4
ReplaceableAction=EquipWeapon5
ReplaceableAction=EquipWeapon6
ReplaceableAction=EquipWeapon7
ReplaceableAction=EquipWeapon8

;Equipment 2
ReplaceableAction=Fire
ReplaceableAction=SwitchWeaponsOrPlasmids
ReplaceableAction=SwitchAndFireWeapon
ReplaceableAction=SwitchAndFireAbility
ReplaceableAction=NextWeaponOrPlasmid
ReplaceableAction=PreviousWeaponOrPlasmid
ReplaceableAction=EquipAbility1
ReplaceableAction=EquipAbility2
ReplaceableAction=EquipAbility3
ReplaceableAction=EquipAbility4
ReplaceableAction=EquipAbility5
ReplaceableAction=EquipAbility6

;Misc
ReplaceableAction=Hack
ReplaceableAction=Use
ReplaceableAction=MedHypo
ReplaceableAction=PlayOldestUnreadLog
ReplaceableAction=ShowContextHelp
ReplaceableAction=HintButtonAlias
;ReplaceableAction=LaunchQuestsScreen
;ReplaceableAction=LaunchMapScreen
ReplaceableAction=QuickSave
ReplaceableAction=QuickLoad
;ReplaceableAction=TakeScreenshot


LeftMouse=Fire
RightMouse=SwitchWeaponsOrPlasmids
MiddleMouse=AmmoSelectionUp

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=

MouseWheelDown=NextWeaponOrPlasmid
MouseWheelUp=PreviousWeaponOrPlasmid

Escape=PauseGameAlias
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=LaunchPCWeaponSelection
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=EquipWeapon1
2=EquipWeapon2
3=EquipWeapon3
4=EquipWeapon4
5=EquipWeapon5
6=EquipWeapon6
7=EquipWeapon7
8=EquipWeapon8
9=

F1=EquipAbility1
F2=EquipAbility2
F3=EquipAbility3
F4=EquipAbility4
F5=EquipAbility5
F6=EquipAbility6
F7=
F8=QuickSave
F9=QuickLoad
F10=
F11=
F12=

;Simon TODO: Place the STRAFE_MODIFIER on the key to perform the strafe modification...
;A=IF_STRAFE_MODIFIER_ON StrafeLeft | IF_STRAFE_MODIFIER_OFF KeyTurnLeft
;D=IF_STRAFE_MODIFIER_ON StrafeRight | IF_STRAFE_MODIFIER_OFF KeyTurnRight

A=StrafeLeft
B=AmmoSelectionDown
C=Duck
D=StrafeRight
E=Use
F=MedHypo
G=
H=HintButtonAlias
I=
J=
K=
L=
M=ShowContextHelp
N=
O=
P=PauseGameAlias
Q=AmmoSelectionUp
R=Reload
S=MoveBackward
T=PlayOldestUnreadLog
U=
V=Hack
W=MoveForward
X=
Y=
Z=ZoomCycle

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=Use | onRelease UseStopped | TopMovieFunction APressed | LogsPlaybackButtonPressed | onHold LogsPlaybackButtonHeld | onRelease LogsPlaybackButtonReleased
XENON_B=UseHypoOfType MedHypo
XENON_X=Hack | Reload | InjectBioAmmo | TopMovieFunction XPressed
XENON_Y=TopMovieFunction YPressed
XENON_LB=OpenAbilityMenu | onRelease CloseAbilityMenu
XENON_RB=OpenWeaponMenu | onRelease CloseWeaponMenu

XENON_LT=SwitchAndFireAbility
XENON_RT=SwitchAndFireWeapon
XENON_LTHUMB_BUTTON=Duck
XENON_RTHUMB_BUTTON=ZoomCycle
XENON_START=PauseGameAlias
XENON_BACK=ShowContextHelp

XENON_DPAD_LEFT=CallHudFunction DPadLeftPressed
XENON_DPAD_RIGHT=HintButtonPressed | onHold HintButtonHeld | onRelease HintButtonReleased
XENON_DPAD_UP=CallHudFunction DPadUpPressed
XENON_DPAD_DOWN=CallHudFunction DPadDownPressed

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Don't allow player movement
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[NoMovement]
;Movement Actions
;ReplaceableAction=MoveForward
;ReplaceableAction=MoveBackward
;ReplaceableAction=StrafeLeft
;ReplaceableAction=StrafeRight
;ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

;Equipment 1
ReplaceableAction=LaunchPCWeaponSelection
ReplaceableAction=Reload
ReplaceableAction=AmmoSelectionUp
ReplaceableAction=AmmoSelectionDown
ReplaceableAction=ZoomCycle
ReplaceableAction=EquipWeapon1
ReplaceableAction=EquipWeapon2
ReplaceableAction=EquipWeapon3
ReplaceableAction=EquipWeapon4
ReplaceableAction=EquipWeapon5
ReplaceableAction=EquipWeapon6
ReplaceableAction=EquipWeapon7
ReplaceableAction=EquipWeapon8

;Equipment 2
ReplaceableAction=Fire
ReplaceableAction=SwitchWeaponsOrPlasmids
ReplaceableAction=SwitchAndFireWeapon
ReplaceableAction=SwitchAndFireAbility
ReplaceableAction=NextWeaponOrPlasmid
ReplaceableAction=PreviousWeaponOrPlasmid
ReplaceableAction=EquipAbility1
ReplaceableAction=EquipAbility2
ReplaceableAction=EquipAbility3
ReplaceableAction=EquipAbility4
ReplaceableAction=EquipAbility5
ReplaceableAction=EquipAbility6

;Misc
ReplaceableAction=Hack
ReplaceableAction=Use
ReplaceableAction=MedHypo
ReplaceableAction=PlayOldestUnreadLog
ReplaceableAction=ShowContextHelp
ReplaceableAction=HintButtonAlias
;ReplaceableAction=LaunchQuestsScreen
;ReplaceableAction=LaunchMapScreen
ReplaceableAction=QuickSave
ReplaceableAction=QuickLoad
;ReplaceableAction=TakeScreenshot


LeftMouse=Fire
RightMouse=SwitchWeaponsOrPlasmids
MiddleMouse=AmmoSelectionUp

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=

MouseWheelDown=NextWeaponOrPlasmid
MouseWheelUp=PreviousWeaponOrPlasmid

Escape=PauseGameAlias
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=LaunchPCWeaponSelection
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=EquipWeapon1
2=EquipWeapon2
3=EquipWeapon3
4=EquipWeapon4
5=EquipWeapon5
6=EquipWeapon6
7=EquipWeapon7
8=EquipWeapon8
9=

F1=EquipAbility1
F2=EquipAbility2
F3=EquipAbility3
F4=EquipAbility4
F5=EquipAbility5
F6=EquipAbility6
F7=
F8=QuickSave
F9=QuickLoad
F10=
F11=
F12=

;Simon TODO: Place the STRAFE_MODIFIER on the key to perform the strafe modification...
;A=IF_STRAFE_MODIFIER_ON StrafeLeft | IF_STRAFE_MODIFIER_OFF KeyTurnLeft
;D=IF_STRAFE_MODIFIER_ON StrafeRight | IF_STRAFE_MODIFIER_OFF KeyTurnRight

A=
B=AmmoSelectionDown
C=Duck
D=
E=Use
F=MedHypo
G=
H=HintButtonAlias
I=
J=
K=
L=
M=ShowContextHelp
N=
O=
P=PauseGameAlias
Q=AmmoSelectionUp
R=Reload
S=
T=PlayOldestUnreadLog
U=
V=Hack
W=
X=
Y=
Z=ZoomCycle

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=Use | onRelease UseStopped | TopMovieFunction APressed | LogsPlaybackButtonPressed | onHold LogsPlaybackButtonHeld | onRelease LogsPlaybackButtonReleased
XENON_B=UseHypoOfType MedHypo
XENON_X=Hack | Reload | InjectBioAmmo | TopMovieFunction XPressed
XENON_Y=Jump | TopMovieFunction YPressed
XENON_LB=OpenAbilityMenu | onRelease CloseAbilityMenu
XENON_RB=OpenWeaponMenu | onRelease CloseWeaponMenu

XENON_LT=SwitchAndFireAbility
XENON_RT=SwitchAndFireWeapon
XENON_LTHUMB_BUTTON=Duck
XENON_RTHUMB_BUTTON=ZoomCycle
XENON_START=PauseGameAlias
XENON_BACK=ShowContextHelp

XENON_DPAD_LEFT=CallHudFunction DPadLeftPressed
XENON_DPAD_RIGHT=CallHudFunction DPadRightPressed | onRelease HintButtonReleased
XENON_DPAD_UP=CallHudFunction DPadUpPressed
XENON_DPAD_DOWN=CallHudFunction DPadDownPressed

XENON_LTHUMB_XAXIS=Axis xLean Speedbase=1.0 DeadZone=0.4
XENON_LTHUMB_YAXIS=Axis xUp Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Only allow Med Hypo Usage
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[OnlyMedHypo]
ReplaceableAction=MedHypo

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=PauseGameAlias
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=MedHypo
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=PauseGameAlias
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=UseHypoOfType MedHypo
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=PauseGameAlias
XENON_BACK=
XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Only allow Med Hypo Usage and Player Movement
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[OnlyMedHypoAndMovement]
;Movement Actions
ReplaceableAction=MoveForward
ReplaceableAction=MoveBackward
ReplaceableAction=StrafeLeft
ReplaceableAction=StrafeRight
ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

;Misc
ReplaceableAction=MedHypo

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=PauseGameAlias
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=Jump
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=StrafeLeft
B=
C=Duck
D=StrafeRight
E=
F=MedHypo
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=PauseGameAlias
Q=
R=
S=MoveBackward
T=
U=
V=
W=MoveForward
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=

XENON_A=onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=UseHypoOfType MedHypo
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=PauseGameAlias
XENON_BACK=
XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   No Plasmids
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[NoPlasmids]
;Movement Actions
ReplaceableAction=MoveForward
ReplaceableAction=MoveBackward
ReplaceableAction=StrafeLeft
ReplaceableAction=StrafeRight
ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

;Equipment 1
ReplaceableAction=LaunchPCWeaponSelection
ReplaceableAction=Reload
ReplaceableAction=AmmoSelectionUp
ReplaceableAction=AmmoSelectionDown
ReplaceableAction=ZoomCycle
ReplaceableAction=EquipWeapon1
ReplaceableAction=EquipWeapon2
ReplaceableAction=EquipWeapon3
ReplaceableAction=EquipWeapon4
ReplaceableAction=EquipWeapon5
ReplaceableAction=EquipWeapon6
ReplaceableAction=EquipWeapon7
ReplaceableAction=EquipWeapon8

;Equipment 2
ReplaceableAction=Fire
ReplaceableAction=SwitchWeaponsOrPlasmids
ReplaceableAction=SwitchAndFireWeapon
;ReplaceableAction=SwitchAndFireAbility
ReplaceableAction=NextWeaponOrPlasmid
ReplaceableAction=PreviousWeaponOrPlasmid
;ReplaceableAction=EquipAbility1
;ReplaceableAction=EquipAbility2
;ReplaceableAction=EquipAbility3
;ReplaceableAction=EquipAbility4
;ReplaceableAction=EquipAbility5
;ReplaceableAction=EquipAbility6

;Misc
ReplaceableAction=Hack
ReplaceableAction=Use
ReplaceableAction=MedHypo
ReplaceableAction=PlayOldestUnreadLog
ReplaceableAction=ShowContextHelp
ReplaceableAction=HintButtonAlias
;ReplaceableAction=LaunchQuestsScreen
;ReplaceableAction=LaunchMapScreen
ReplaceableAction=QuickSave
ReplaceableAction=QuickLoad
;ReplaceableAction=TakeScreenshot


LeftMouse=Fire
RightMouse=SwitchWeaponsOrPlasmids
MiddleMouse=AmmoSelectionUp

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=

MouseWheelDown=NextWeaponOrPlasmid
MouseWheelUp=PreviousWeaponOrPlasmid

Escape=PauseGameAlias
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=LaunchPCWeaponSelection
Ctrl=
Alt=
Space=Jump
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=EquipWeapon1
2=EquipWeapon2
3=EquipWeapon3
4=EquipWeapon4
5=EquipWeapon5
6=EquipWeapon6
7=EquipWeapon7
8=EquipWeapon8
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=QuickSave
F9=QuickLoad
F10=
F11=
F12=

;Simon TODO: Place the STRAFE_MODIFIER on the key to perform the strafe modification...
;A=IF_STRAFE_MODIFIER_ON StrafeLeft | IF_STRAFE_MODIFIER_OFF KeyTurnLeft
;D=IF_STRAFE_MODIFIER_ON StrafeRight | IF_STRAFE_MODIFIER_OFF KeyTurnRight

A=StrafeLeft
B=AmmoSelectionDown
C=Duck
D=StrafeRight
E=Use
F=MedHypo
G=
H=HintButtonAlias
I=
J=
K=
L=
M=ShowContextHelp
N=
O=
P=PauseGameAlias
Q=AmmoSelectionUp
R=Reload
S=MoveBackward
T=PlayOldestUnreadLog
U=
V=Hack
W=MoveForward
X=
Y=
Z=ZoomCycle

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=Use | onRelease UseStopped | TopMovieFunction APressed | LogsPlaybackButtonPressed | onHold LogsPlaybackButtonHeld | onRelease LogsPlaybackButtonReleased
XENON_B=UseHypoOfType MedHypo
XENON_X=Hack | Reload | InjectBioAmmo | TopMovieFunction XPressed
XENON_Y=Jump | TopMovieFunction YPressed
XENON_LB=OpenAbilityMenu | onRelease CloseAbilityMenu
XENON_RB=OpenWeaponMenu | onRelease CloseWeaponMenu

XENON_LT=
XENON_RT=SwitchAndFireWeapon
XENON_LTHUMB_BUTTON=Duck
XENON_RTHUMB_BUTTON=ZoomCycle
XENON_START=PauseGameAlias
XENON_BACK=ShowContextHelp

XENON_DPAD_LEFT=CallHudFunction DPadLeftPressed
XENON_DPAD_RIGHT=HintButtonPressed | onHold HintButtonHeld | onRelease HintButtonReleased
XENON_DPAD_UP=CallHudFunction DPadUpPressed
XENON_DPAD_DOWN=CallHudFunction DPadDownPressed

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   Allow everything except weapons and plasmids
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[EverythingExceptWeaponAndPlasmids]
;Movement Actions
ReplaceableAction=MoveForward
ReplaceableAction=MoveBackward
ReplaceableAction=StrafeLeft
ReplaceableAction=StrafeRight
ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

;Misc
ReplaceableAction=Hack
ReplaceableAction=Use
ReplaceableAction=MedHypo
ReplaceableAction=PlayOldestUnreadLog
ReplaceableAction=ShowContextHelp
ReplaceableAction=HintButtonAlias
;ReplaceableAction=LaunchQuestsScreen
;ReplaceableAction=LaunchMapScreen
ReplaceableAction=QuickSave
ReplaceableAction=QuickLoad
;ReplaceableAction=TakeScreenshot

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=

MouseWheelDown=
MouseWheelUp=

Escape=PauseGameAlias
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=Jump
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=QuickSave
F9=QuickLoad
F10=
F11=
F12=

;Simon TODO: Place the STRAFE_MODIFIER on the key to perform the strafe modification...
;A=IF_STRAFE_MODIFIER_ON StrafeLeft | IF_STRAFE_MODIFIER_OFF KeyTurnLeft
;D=IF_STRAFE_MODIFIER_ON StrafeRight | IF_STRAFE_MODIFIER_OFF KeyTurnRight

A=StrafeLeft
B=
C=Duck
D=StrafeRight
E=Use
F=MedHypo
G=
H=HintButtonAlias
I=
J=
K=
L=
M=ShowContextHelp
N=
O=
P=PauseGameAlias
Q=
R=Reload
S=MoveBackward
T=PlayOldestUnreadLog
U=
V=Hack
W=MoveForward
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=Use | onRelease UseStopped | TopMovieFunction APressed | LogsPlaybackButtonPressed | onHold LogsPlaybackButtonHeld | onRelease LogsPlaybackButtonReleased
XENON_B=UseHypoOfType MedHypo
XENON_X=Hack | TopMovieFunction XPressed
XENON_Y=Jump | TopMovieFunction YPressed
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=Duck
XENON_RTHUMB_BUTTON=ZoomCycle
XENON_START=PauseGameAlias
XENON_BACK=ShowContextHelp

XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   BathysphereUIActive context
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[BathysphereUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=
RightMouse=
MiddleMouse=

MouseX=
MouseY=
MouseW=
MouseZ=

MouseWheelDown=
MouseWheelUp=

Escape=CancelOrExit
Tilde=
Tab=
CapsLock=
Shift=
Ctrl=
Alt=
Space=
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=
2=
3=
4=
5=
6=
7=
8=
9=

F1=
F2=
F3=
F4=
F5=
F6=
F7=
F8=
F9=
F10=
F11=
F12=

A=
B=
C=
D=
E=
F=
G=
H=
I=
J=
K=
L=
M=
N=
O=
P=
Q=
R=
S=
T=
U=
V=
W=
X=
Y=
Z=

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=AcceptOrSelect | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=CancelOrExit
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=ShowContextHelp

XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=UIHighlightUp
XENON_DPAD_DOWN=UIHighlightDown

XENON_LTHUMB_XAXIS=UIHighlightUp
XENON_LTHUMB_YAXIS=UIHighlightDown
XENON_RTHUMB_XAXIS=UIHighlightUp
XENON_RTHUMB_YAXIS=UIHighlightDown

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   PhotoGradingUIActive context
;	Only allow you to exit photo display in that mode
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PhotoGradingUIActive]

OnActivationAction=OnActivationStopFiring
OnActivationAction=OnActivationStopUsingActiveAbility

LeftMouse=FinishedPhotoDisplay
RightMouse=FinishedPhotoDisplay
MiddleMouse=FinishedPhotoDisplay

MouseX=
MouseY=
MouseW=
MouseZ=
MouseWheelDown=
MouseWheelUp=

Escape=FinishedPhotoDisplay
Tilde=FinishedPhotoDisplay
Tab=FinishedPhotoDisplay
CapsLock=FinishedPhotoDisplay
Shift=FinishedPhotoDisplay
Ctrl=FinishedPhotoDisplay
Alt=FinishedPhotoDisplay
Space=FinishedPhotoDisplay
Enter=FinishedPhotoDisplay

Insert=FinishedPhotoDisplay
Delete=FinishedPhotoDisplay
Home=FinishedPhotoDisplay
End=FinishedPhotoDisplay
PageUp=FinishedPhotoDisplay
PageDown=FinishedPhotoDisplay

Left=FinishedPhotoDisplay
Up=FinishedPhotoDisplay
Right=FinishedPhotoDisplay
Down=FinishedPhotoDisplay

0=FinishedPhotoDisplay
1=FinishedPhotoDisplay
2=FinishedPhotoDisplay
3=FinishedPhotoDisplay
4=FinishedPhotoDisplay
5=FinishedPhotoDisplay
6=FinishedPhotoDisplay
7=FinishedPhotoDisplay
8=FinishedPhotoDisplay
9=FinishedPhotoDisplay

F1=FinishedPhotoDisplay
F2=FinishedPhotoDisplay
F3=FinishedPhotoDisplay
F4=FinishedPhotoDisplay
F5=FinishedPhotoDisplay
F6=FinishedPhotoDisplay
F7=FinishedPhotoDisplay
F8=FinishedPhotoDisplay
F9=FinishedPhotoDisplay
F10=FinishedPhotoDisplay
F11=FinishedPhotoDisplay
F12=FinishedPhotoDisplay

A=FinishedPhotoDisplay
B=FinishedPhotoDisplay
C=FinishedPhotoDisplay
D=FinishedPhotoDisplay
E=FinishedPhotoDisplay
F=FinishedPhotoDisplay
G=FinishedPhotoDisplay
H=FinishedPhotoDisplay
I=FinishedPhotoDisplay
J=FinishedPhotoDisplay
K=FinishedPhotoDisplay
L=FinishedPhotoDisplay
M=FinishedPhotoDisplay
N=FinishedPhotoDisplay
O=FinishedPhotoDisplay
P=FinishedPhotoDisplay
Q=FinishedPhotoDisplay
R=FinishedPhotoDisplay
S=FinishedPhotoDisplay
T=FinishedPhotoDisplay
U=FinishedPhotoDisplay
V=FinishedPhotoDisplay
W=FinishedPhotoDisplay
X=FinishedPhotoDisplay
Y=FinishedPhotoDisplay
Z=FinishedPhotoDisplay

Minus=FinishedPhotoDisplay
Equals=FinishedPhotoDisplay
Backspace=FinishedPhotoDisplay

Comma=FinishedPhotoDisplay
Period=FinishedPhotoDisplay
Slash=FinishedPhotoDisplay

LeftBracket=FinishedPhotoDisplay
RightBracket=FinishedPhotoDisplay
Backslash=FinishedPhotoDisplay

NumPad0=FinishedPhotoDisplay
NumPad1=FinishedPhotoDisplay
NumPad2=FinishedPhotoDisplay
NumPad3=FinishedPhotoDisplay
NumPad4=FinishedPhotoDisplay
NumPad5=FinishedPhotoDisplay
NumPad6=FinishedPhotoDisplay
NumPad7=FinishedPhotoDisplay
NumPad8=FinishedPhotoDisplay
NumPad9=FinishedPhotoDisplay
GreyStar=FinishedPhotoDisplay
Separator=FinishedPhotoDisplay
NumPadPeriod=FinishedPhotoDisplay
GreySlash=FinishedPhotoDisplay

XENON_A=FinishedPhotoDisplay | onRelease UseStopped | onRelease LogsPlaybackButtonReleased
XENON_B=FinishedPhotoDisplay
XENON_X=
XENON_Y=
XENON_LB=onRelease CloseAbilityMenu
XENON_RB=onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=
XENON_RTHUMB_BUTTON=
XENON_START=
XENON_BACK=
XENON_DPAD_LEFT=
XENON_DPAD_RIGHT=onRelease HintButtonReleased
XENON_DPAD_UP=
XENON_DPAD_DOWN=
XENON_LTHUMB_XAXIS=
XENON_LTHUMB_YAXIS=
XENON_RTHUMB_XAXIS=
XENON_RTHUMB_YAXIS=
XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=
XENON_RTHUMB_LEFT=
XENON_RTHUMB_RIGHT=
XENON_RTHUMB_UP=
XENON_RTHUMB_DOWN=


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   While the player is in the resurrection station.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[InResurrectionStation]
;Movement Actions
ReplaceableAction=MoveForward
ReplaceableAction=MoveBackward
ReplaceableAction=StrafeLeft
ReplaceableAction=StrafeRight
ReplaceableAction=Jump
ReplaceableAction=Duck
;ReplaceableAction=StrafeToggle
ReplaceableAction=KeyTurnLeft
ReplaceableAction=KeyTurnRight
ReplaceableAction=KeyLookUp
ReplaceableAction=KeyLookDown
;ReplaceableAction=Look

;Equipment 1
ReplaceableAction=LaunchPCWeaponSelection
ReplaceableAction=Reload
ReplaceableAction=AmmoSelectionUp
ReplaceableAction=AmmoSelectionDown
ReplaceableAction=ZoomCycle
ReplaceableAction=EquipWeapon1
ReplaceableAction=EquipWeapon2
ReplaceableAction=EquipWeapon3
ReplaceableAction=EquipWeapon4
ReplaceableAction=EquipWeapon5
ReplaceableAction=EquipWeapon6
ReplaceableAction=EquipWeapon7
ReplaceableAction=EquipWeapon8

;Equipment 2
;ReplaceableAction=Fire
ReplaceableAction=SwitchWeaponsOrPlasmids
;ReplaceableAction=SwitchAndFireWeapon
;ReplaceableAction=SwitchAndFireAbility
ReplaceableAction=NextWeaponOrPlasmid
ReplaceableAction=PreviousWeaponOrPlasmid
ReplaceableAction=EquipAbility1
ReplaceableAction=EquipAbility2
ReplaceableAction=EquipAbility3
ReplaceableAction=EquipAbility4
ReplaceableAction=EquipAbility5
ReplaceableAction=EquipAbility6

;Misc
ReplaceableAction=Hack
ReplaceableAction=Use
ReplaceableAction=MedHypo
ReplaceableAction=PlayOldestUnreadLog
ReplaceableAction=ShowContextHelp
ReplaceableAction=HintButtonAlias
;ReplaceableAction=LaunchQuestsScreen
;ReplaceableAction=LaunchMapScreen
ReplaceableAction=QuickSave
ReplaceableAction=QuickLoad
;ReplaceableAction=TakeScreenshot

OnActivationAction=OnActivationStopFiring

LeftMouse=
RightMouse=SwitchWeaponsOrPlasmids
MiddleMouse=AmmoSelectionUp

MouseX=IF_MOUSE_LOOK_ENABLED Count bXAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseX Speed=2500.0
MouseY=IF_MOUSE_LOOK_ENABLED Count bYAxis | IF_MOUSE_LOOK_ENABLED Axis aMouseY Speed=2500.0
MouseW=
MouseZ=

MouseWheelDown=NextWeaponOrPlasmid
MouseWheelUp=PreviousWeaponOrPlasmid

Escape=PauseGameAlias
Tilde=ShowContextHelp
Tab=
CapsLock=
Shift=LaunchPCWeaponSelection
Ctrl=
Alt=
Space=Jump
Enter=

Insert=
Delete=
Home=
End=
PageUp=
PageDown=

Left=
Up=
Right=
Down=

0=
1=EquipWeapon1
2=EquipWeapon2
3=EquipWeapon3
4=EquipWeapon4
5=EquipWeapon5
6=EquipWeapon6
7=EquipWeapon7
8=EquipWeapon8
9=

F1=EquipAbility1
F2=EquipAbility2
F3=EquipAbility3
F4=EquipAbility4
F5=EquipAbility5
F6=EquipAbility6
F7=
F8=QuickSave
F9=QuickLoad
F10=
F11=
F12=

;Simon TODO: Place the STRAFE_MODIFIER on the key to perform the strafe modification...
;A=IF_STRAFE_MODIFIER_ON StrafeLeft | IF_STRAFE_MODIFIER_OFF KeyTurnLeft
;D=IF_STRAFE_MODIFIER_ON StrafeRight | IF_STRAFE_MODIFIER_OFF KeyTurnRight

A=StrafeLeft
B=AmmoSelectionDown
C=Duck
D=StrafeRight
E=Use
F=MedHypo
G=
H=HintButtonAlias
I=
J=
K=
L=
M=ShowContextHelp
N=
O=
P=PauseGameAlias
Q=AmmoSelectionUp
R=Reload
S=MoveBackward
T=PlayOldestUnreadLog
U=
V=Hack
W=MoveForward
X=
Y=
Z=ZoomCycle

Minus=
Equals=
Backspace=

Comma=
Period=
Slash=

LeftBracket=
RightBracket=
Backslash=

NumPad0=
NumPad1=
NumPad2=
NumPad3=
NumPad4=
NumPad5=
NumPad6=
NumPad7=
NumPad8=
NumPad9=
GreyStar=
Separator=
NumPadPeriod=
GreySlash=


XENON_A=Use | onRelease UseStopped | TopMovieFunction APressed | LogsPlaybackButtonPressed | onHold LogsPlaybackButtonHeld | onRelease LogsPlaybackButtonReleased
XENON_B=UseHypoOfType MedHypo
XENON_X=Hack | TopMovieFunction XPressed
XENON_Y=Jump | TopMovieFunction YPressed
XENON_LB=OpenAbilityMenu | onRelease CloseAbilityMenu
XENON_RB=OpenWeaponMenu | onRelease CloseWeaponMenu
XENON_LT=onRelease UseActiveAbilityRelease
XENON_RT=onrelease CeaseFiring
XENON_LTHUMB_BUTTON=Duck
XENON_RTHUMB_BUTTON=ZoomCycle
XENON_START=PauseGameAlias
XENON_BACK=ShowContextHelp

XENON_DPAD_LEFT=CallHudFunction DPadLeftPressed
XENON_DPAD_RIGHT=HintButtonPressed | onHold HintButtonHeld | onRelease HintButtonReleased
XENON_DPAD_UP=CallHudFunction DPadUpPressed
XENON_DPAD_DOWN=CallHudFunction DPadDownPressed

XENON_LTHUMB_XAXIS=Axis xStrafe  Speedbase=1.0 DeadZone=0.225  | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xLean Speedbase=1.0 DeadZone=0.4
XENON_LTHUMB_YAXIS=Axis xForward  Speedbase=1.0 DeadZone=0.225 | HACK_TriggerEffectEvent PlayerMoved | onRelease HACK_UnTriggerEffectEvent PlayerMoved | Axis xUp Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_XAXIS=Axis xTurn  Speedbase=1.0 DeadZone=0.225
XENON_RTHUMB_YAXIS=Axis xLookup  Speedbase=1.0 DeadZone=0.225

XENON_LTHUMB_LEFT=
XENON_LTHUMB_RIGHT=
XENON_LTHUMB_UP=
XENON_LTHUMB_DOWN=




[Engine.PlayerController]
InputClass=class'Engine.GamepadPlayerInput'
s t a r t u p . i n i     [Filesystem]
FilePath=..\..\Content\System
FilePath=..\..\Content
BakedFilePath=..\..\ContentBaked\PC\System
BakedFilePath=..\..\ContentBaked\PC\
ScriptPath=.\
BakedScriptPath=BakedScripts\PC
CensoredFilePath=..\..\ContentCensored\System
CensoredFilePath=..\..\ContentCensored\