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//Generated by BehavEd

rem ( "tells NPC to do nothing" );

affect ( "fallen_girder", /*@AFFECT_TYPE*/ INSERT )
{
        set ( /*@SET_TYPES*/ "SET_NO_KNOCKBACK", /*@BOOL_TYPES*/ "true" );
        set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_WAIT" );
}