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Revision 881 Revision 903
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//
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//
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//
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//
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// Defines
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// Defines
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//
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//
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$define	RANGE_WORK 256
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$define	RANGE_WORK 		256
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$define	RANGE_PATROL 1024 //Chrissed -> Orginal was 256
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$define	RANGE_PATROL 	1024 //Chrissed -> Orginal was 256
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$define	STAGE_TURN 8
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$define	STAGE_TURN 		8
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$define	TIME_PLAYER_ATTACK .75
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$define	TIME_PLAYER_ATTACK .75
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//---------------------------------------------------------
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//---------------------------------------------------------
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//---------------------------------------------------------
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//---------------------------------------------------------
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state CORE_MAIN
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state CORE_MAIN
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//---------------------------------------------------------
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//---------------------------------------------------------
-
 
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{
-
 
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	entrycommands
-
 
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	{
-
 
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		forgetenemies
-
 
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	}
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{
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	states
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	states
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	{
-
 
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		PATROL : VALID_PATROL_NODE_IN_RANGE ( $RANGE_PATROL$ ) //Added by Chriss
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		PLAYER_ATTACKED		: ATTACKED_BY_PLAYER ACTORTYPE ( "teammate"	)
-
 
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		PLAYER_ATTACKED		: ATTACKED_BY_PLAYER ACTORTYPE ( "friend" )
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	{
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		CORE_PAIN			: SHOW_PAIN
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		CORE_PAIN			: SHOW_PAIN
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		//CORE_COWER			: OTHER_DIED
-
 
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-
 
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		//SNIPER_WAIT			: SHOULD_DO_ACTION ( "snipeenemy" )
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		//FOLLOW_THE_LEADER	: SHOULD_DO_ACTION ( "follow" )	FOLLOW_TARGET_OUT_OF_RANGE
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		//HANDLE_CALL_VOLUME	: SHOULD_DO_ACTION ( "handlecallvolume"	) PLAYER_IN_CALL_VOLUME
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		TO_COMBAT			: OTHER_DIED
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		//GET_OUT_OF_THE_WAY	: SHOULD_DO_ACTION ( "getoutoftheway" )	IN_THE_WAY
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		//OUTCOMENTED by Chriss -> PATROL				: SHOULD_DO_ACTION ( "patrol" )	VALID_PATROL_NODE_IN_RANGE ( $RANGE_PATROL$	)
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		PATROL 				: VALID_PATROL_NODE_IN_RANGE ( $RANGE_PATROL$ ) //Added by Chriss
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		WORK				: SHOULD_DO_ACTION ( "work"	) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ )
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		WORK 				: SHOULD_DO_ACTION ( "work" ) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ )
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		WANDER				: SHOULD_DO_ACTION ( "wander" )
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		WANDER				: SHOULD_DO_ACTION ( "wander" )
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		HOLD				: default
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		HOLD				: default
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	}
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	}
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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state PATROL
-
 
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//---------------------------------------------------------
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{
-
 
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-
 
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//OUTCOMENTED by Chriss
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//	entrycommands
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//	{
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//		incontext "patrol"
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//	}
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state PATROL
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//---------------------------------------------------------
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//Added by Chriss
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{
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	entrycommands
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	entrycommands
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		{
-
 
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		unreservecurrenthelpernode
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	{
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		}
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		incontext "patrol"
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//Eof
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	}
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-
 
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	Behavior Patrol	( "walk" )
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-
 
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	states
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	{
-
 
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	Behavior Patrol ( "walk" )
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-
 
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	states
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	{
-
 
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		CORE_PAIN			: SHOW_PAIN
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		PATROL_DONE : BEHAVIOR_SUCCESS //Added by Chriss 
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		PLAYER_ATTACKED		: ATTACKED_BY_PLAYER ACTORTYPE ( "teammate"	)
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		TO_COMBAT			: OTHER_DIED
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		PLAYER_ATTACKED		: ATTACKED_BY_PLAYER ACTORTYPE ( "friend" )
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		TO_COMBAT			: ATTACKED
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		CORE_PAIN			: SHOW_PAIN
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		TO_COMBAT 			: PAIN
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		//CORE_COWER			: OTHER_DIED
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	legs
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	legs
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	{
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	{
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		idle : default
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		idle : default
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	}
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	}
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	time ( .75 , 1.0 ) //Changed by Chriss -> time ( 1.0 )
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	time ( 1.0 )
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	states
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	states
-
 
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	{
-
 
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		CORE_PAIN		: SHOW_PAIN
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	{
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		TO_COMBAT		: ATTACKED
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		TO_COMBAT 		: PAIN
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		TO_COMBAT		: OTHER_DIED
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		//OUTCOMENTED by Chriss -> CORE_PAIN			: SHOW_PAIN
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		//CORE_COWER			: OTHER_DIED
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		ALERTED 		: HAVE_ENEMY
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		PATROL	: TIME_DONE
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	}
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}
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		CORE_MAIN	: TIME_DONE
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	}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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state WORK
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state WORK
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state WANDER_WAIT
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state WANDER_WAIT
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//---------------------------------------------------------
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//---------------------------------------------------------
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{
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{
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	Behavior HoldPosition
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	Behavior HoldPosition
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	time ( 7.5 , 10	)
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	time ( 7.5 , 10 )
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	states
-
 
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	{
-
 
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		//SNIPER_WAIT			: SHOULD_DO_ACTION ( "snipeenemy" )
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		PLAYER_ATTACKED		: ATTACKED_BY_PLAYER ACTORTYPE ( "teammate"	)
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	states
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		PLAYER_ATTACKED		: ATTACKED_BY_PLAYER ACTORTYPE ( "friend" )
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	{
-
 
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		CORE_PAIN			: SHOW_PAIN
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		TO_COMBAT			: OTHER_DIED
-
 
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		TO_COMBAT			: ATTACKED
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		TO_COMBAT 			: PAIN
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		CORE_PAIN			: SHOW_PAIN
-
 
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		//CORE_COWER			: OTHER_DIED
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-
 
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		//FOLLOW_THE_LEADER	: SHOULD_DO_ACTION ( "follow" )	FOLLOW_TARGET_OUT_OF_RANGE
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		//HANDLE_CALL_VOLUME	: SHOULD_DO_ACTION ( "handlecallvolume"	) PLAYER_IN_CALL_VOLUME
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		//ALERTED 			: HAVE_ENEMY
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		//GET_OUT_OF_THE_WAY	: SHOULD_DO_ACTION ( "getoutoftheway" )	IN_THE_WAY
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		CORE_MAIN			: TIME_DONE
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		CORE_MAIN			: TIME_DONE