<plugin>
<tag>actr</tag>
<struct>
<name>Main</name>
<size>148</size>
<value>
<type>bitmask32</type>
<offset>0x00</offset>
<name>Flags</name>
<bitmask>
<bit>32</bit>
<name>Can See in Darkness</name>
</bitmask>
<bitmask>
<bit>31</bit>
<name>Sneak Uncovering Target</name>
</bitmask>
<bitmask>
<bit>30</bit>
<name>Sneak Uncovering Pursuit Pos</name>
</bitmask>
<bitmask>
<bit>29</bit>
<name>Unused</name>
</bitmask>
<bitmask>
<bit>28</bit>
<name>Shoot at Target's Last Location</name>
</bitmask>
<bitmask>
<bit>27</bit>
<name>Try to Stay Still When Crouched</name>
</bitmask>
<bitmask>
<bit>26</bit>
<name>Crouch when not in Combat</name>
</bitmask>
<bitmask>
<bit>25</bit>
<name>Crouch When Guarding</name>
</bitmask>
<bitmask>
<bit>24</bit>
<name>Unused</name>
</bitmask>
<bitmask>
<bit>23</bit>
<name>Must Crouch to Shoot</name>
</bitmask>
<bitmask>
<bit>22</bit>
<name>Panic When Surprised</name>
</bitmask>
<bitmask>
<bit>21</bit>
<name>Always Charge at Enemies</name>
</bitmask>
<bitmask>
<bit>20</bit>
<name>Gets in Vehicles with Player</name>
</bitmask>
<bitmask>
<bit>19</bit>
<name>Start Firing Before Aligned</name>
</bitmask>
<bitmask>
<bit>18</bit>
<name>Standing Must Move Forward</name>
</bitmask>
<bitmask>
<bit>17</bit>
<name>Crouching Must Move Forward</name>
</bitmask>
<bitmask>
<bit>16</bit>
<name>Use Stalking Behaviour</name>
</bitmask>
<bitmask>
<bit>15</bit>
<name>Stalking Freeze if Exposed</name>
</bitmask>
<bitmask>
<bit>14</bit>
<name>Always Beserk in Attaching M</name>
</bitmask>
<bitmask>
<bit>13</bit>
<name>Always Beserking Uses Panicked Mo</name>
</bitmask>
<bitmask>
<bit>12</bit>
<name>Flying</name>
</bitmask>
<bitmask>
<bit>11</bit>
<name>Panicked by Unopposable En</name>
</bitmask>
<bitmask>
<bit>10</bit>
<name>Crouch When Hiding From Uno</name>
</bitmask>
<bitmask>
<bit>09</bit>
<name>Always Charge in 'Attacking'</name>
</bitmask>
<bitmask>
<bit>08</bit>
<name>Drive off Ledges</name>
</bitmask>
<bitmask>
<bit>07</bit>
<name>Swarm</name>
</bitmask>
<bitmask>
<bit>06</bit>
<name>Suicidal Melee Attack</name>
</bitmask>
<bitmask>
<bit>05</bit>
<name>Cannot Move While Crouching </name>
</bitmask>
<bitmask>
<bit>04</bit>
<name>Fixed Crouch Facing</name>
</bitmask>
<bitmask>
<bit>03</bit>
<name>Crouch When in Line of Fire</name>
</bitmask>
<bitmask>
<bit>02</bit>
<name>Avoid Friends' Line of Fire</name>
</bitmask>
</value>
<value>
<type>bitmask32</type>
<offset>0x04</offset>
<name>More Flags</name>
<bitmask>
<bit>32</bit>
<name>Avoid all Enemy Attack Vectors</name>
</bitmask>
<bitmask>
<bit>31</bit>
<name>Must Stamd to Fire</name>
</bitmask>
<bitmask>
<bit>30</bit>
<name>Must Stop to Fire</name>
</bitmask>
<bitmask>
<bit>29</bit>
<name>Disallow Vehicle Combat</name>
</bitmask>
<bitmask>
<bit>28</bit>
<name>Pathfinding Ignores Danger</name>
</bitmask>
<bitmask>
<bit>27</bit>
<name>Panic in Groups</name>
</bitmask>
<bitmask>
<bit>26</bit>
<name>No Corpse Shooting</name>
</bitmask>
</value>
<value>
<type>id32</type>
<offset>0x14</offset>
<name>Type</name>
<option>
<value>00</value>
<name>Elite</name>
</option>
<option>
<value>01</value>
<name>Jackal</name>
</option>
<option>
<value>02</value>
<name>Grunt</name>
</option>
<option>
<value>03</value>
<name>Hunter</name>
</option>
<option>
<value>04</value>
<name>Engineer</name>
</option>
<option>
<value>05</value>
<name>Assassin</name>
</option>
<option>
<value>06</value>
<name>Player</name>
</option>
<option>
<value>07</value>
<name>Marine</name>
</option>
<option>
<value>08</value>
<name>Crew</name>
</option>
<option>
<value>09</value>
<name>Combat Form</name>
</option>
<option>
<value>10</value>
<name>Infection Form</name>
</option>
<option>
<value>11</value>
<name>Carrier Form</name>
</option>
<option>
<value>12</value>
<name>Monitor</name>
</option>
<option>
<value>11</value>
<name>Sentinel</name>
</option>
<option>
<value>12</value>
<name>None</name>
</option>
<option>
<value>13</value>
<name>Mounted Weapon</name>
</option>
</value>


<value>
<type>float</type>
<offset>0x18</offset>
<name>Max Vision Distance</name>
</value>
<value>
<type>float</type>
<offset>0x1C</offset>
<name>Central Vision Angle</name>
</value>
<value>
<type>float</type>
<offset>0x20</offset>
<name>Max Vision Angle</name>
</value>
<value>
<type>float</type>
<offset>0x28</offset>
<name>Peripheral Vision Angle</name>
</value>
<value>
<type>float</type>
<offset>0x2C</offset>
<name>Peripheral Distance</name>
</value>
<value>
<type>float</type>
<offset>0x34</offset>
<name>Standing Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x38</offset>
<name>Standing Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x3C</offset>
<name>Standing Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x40</offset>
<name>Crouching Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x44</offset>
<name>Crouching Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x48</offset>
<name>Crouching Gun Offset - k</name>
</value>
<value>
<type>float</type>
<offset>0x4C</offset>
<name>Hearing Distance</name>
</value>
<value>
<type>float</type>
<offset>0x50</offset>
<name>Notice Projectile Change</name>
</value>
<value>
<type>float</type>
<offset>0x54</offset>
<name>Notice Vehicle Change</name>
</value>
<value>
<type>float</type>
<offset>0x60</offset>
<name>Combat Perception Time</name>
</value>
<value>
<type>float</type>
<offset>0x64</offset>
<name>Guard Perception Time</name>
</value>
<value>
<type>float</type>
<offset>0x68</offset>
<name>Non-Combat Perception Time</name>
</value>

<value>
<type>float</type>
<offset>0x80</offset>
<name>Dive Into Cover Chance</name>
</value>
<value>
<type>float</type>
<offset>0x84</offset>
<name>Emerge From Cover Chance</name>
</value>
<value>
<type>float</type>
<offset>0x88</offset>
<name>Dive From Gernade Chance</name>
</value>
<value>
<type>float</type>
<offset>0x8C</offset>
<name>Glass Ignorance Chance</name>
</value>
<value>
<type>float</type>
<offset>0x90</offset>
<name>Stationary Movement Dist</name>
</value>
<value>
<type>float</type>
<offset>0x94</offset>
<name>Free-Flying Sidestep</name>
</value>
<value>
<type>float</type>
<offset>0x98</offset>
<name>Begin Moving Angle</name>
</value>
<value>
<type>float</type>
<offset>0xA4</offset>
<name>Maximum Aiming Deviation - y</name>
</value>
<value>
<type>float</type>
<offset>0xA8</offset>
<name>Maximum Aiming Deviation - p</name>
</value>
<value>
<type>float</type>
<offset>0xAC</offset>
<name>Maximum Looking Deviation - y</name>
</value>
<value>
<type>float</type>
<offset>0xB0</offset>
<name>Maximum Looking Deviation - p</name>
</value>
<value>
<type>float</type>
<offset>0xB4</offset>
<name>Noncombat Look Delta L</name>
</value>
<value>
<type>float</type>
<offset>0xB8</offset>
<name>Noncombat Look Delta R</name>
</value>
<value>
<type>float</type>
<offset>0xBC</offset>
<name>Combat Look Delta L</name>
</value>
<value>
<type>float</type>
<offset>0xC0</offset>
<name>Combat Look Delta R</name>
</value>
<value>
<type>float</type>
<offset>0xC4</offset>
<name>Idle Aiming Range - y</name>
</value>
<value>
<type>float</type>
<offset>0xC8</offset>
<name>Idle Aiming Range - p</name>
</value>
<value>
<type>float</type>
<offset>0xCC</offset>
<name>Idle Looking Range - y</name>
</value>
<value>
<type>float</type>
<offset>0xD0</offset>
<name>Idle Looking Range - p</name>
</value>
<value>
<type>float</type>
<offset>0xD4</offset>
<name>Event Look Time Modifier</name>
</value>
<value>
<type>float</type>
<offset>0xD8</offset>
<name>Event Look Time Modifier - To</name>
</value>
<value>
<type>float</type>
<offset>0xDC</offset>
<name>Noncombat Idle Facing</name>
</value>
<value>
<type>float</type>
<offset>0xE0</offset>
<name>Noncombat Idle Facing - To</name>
</value>
<value>
<type>float</type>
<offset>0xE4</offset>
<name>Noncombat Idle Aiming</name>
</value>
<value>
<type>float</type>
<offset>0xE8</offset>
<name>Noncombat Idle Aiming -To</name>
</value>
<value>
<type>float</type>
<offset>0xEC</offset>
<name>Noncombat Idle Looking</name>
</value>
<value>
<type>float</type>
<offset>0xF0</offset>
<name>Noncombat Idle Looking - To</name>
</value>
<value>
<type>float</type>
<offset>0xF4</offset>
<name>Guard Idle Facing</name>
</value>
<value>
<type>float</type>
<offset>0xF8</offset>
<name>Guard Idle Facing - To</name>
</value>
<value>
<type>float</type>
<offset>0xFC</offset>
<name>Guard Idle Aiming</name>
</value>
<value>
<type>float</type>
<offset>0x100</offset>
<name>Guard Idle Aiming - To</name>
</value>
<value>
<type>float</type>
<offset>0x104</offset>
<name>Guard Idle Looking</name>
</value>
<value>
<type>float</type>
<offset>0x108</offset>
<name>Guard Idle Looking - To</name>
</value>
<value>
<type>float</type>
<offset>0x10C</offset>
<name>Combat Idle Facing</name>
</value>
<value>
<type>float</type>
<offset>0x110</offset>
<name>Combat Idle Facing - To</name>
</value>
<value>
<type>float</type>
<offset>0x114</offset>
<name>Combat Idle Aiming</name>
</value>
<value>
<type>float</type>
<offset>0x118</offset>
<name>Combat Idle Aiming - To</name>
</value>
<value>
<type>float</type>
<offset>0x11C</offset>
<name>Combat Idle Looking</name>
</value>
<value>
<type>float</type>
<offset>0x120</offset>
<name>Combat Idle Looking - To</name>
</value>
<value>
<type>id16</type>
<offset>0x268</offset>
<name>Unreachable Danger Trigger</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Visible</name>
</option>
<option>
<value>02</value>
<name>Shooting</name>
</option>
<option>
<value>03</value>
<name>Shooting Near Us</name>
</option>
<option>
<value>04</value>
<name>Damaging Us</name>
</option>
<option>
<value>05</value>
<name>Unused</name>
</option>
<option>
<value>06</value>
<name>Unused</name>
</option>
<option>
<value>07</value>
<name>Unused</name>
</option>
<option>
<value>08</value>
<name>Unused</name>
</option>
<option>
<value>09</value>
<name>Unused</name>
</option>
</value>
<value>
<type>id16</type>
<offset>0x26A</offset>
<name>Vehicle Danger Trigger</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Visible</name>
</option>
<option>
<value>02</value>
<name>Shooting</name>
</option>
<option>
<value>03</value>
<name>Shooting Near Us</name>
</option>
<option>
<value>04</value>
<name>Damaging Us</name>
</option>
<option>
<value>05</value>
<name>Unused</name>
</option>
<option>
<value>06</value>
<name>Unused</name>
</option>
<option>
<value>07</value>
<name>Unused</name>
</option>
<option>
<value>08</value>
<name>Unused</name>
</option>
<option>
<value>09</value>
<name>Unused</name>
</option>
</value>
<value>
<type>id16</type>
<offset>0x26C</offset>
<name>Player Danger Trigger</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Visible</name>
</option>
<option>
<value>02</value>
<name>Shooting</name>
</option>
<option>
<value>03</value>
<name>Shooting Near Us</name>
</option>
<option>
<value>04</value>
<name>Damaging Us</name>
</option>
<option>
<value>05</value>
<name>Unused</name>
</option>
<option>
<value>06</value>
<name>Unused</name>
</option>
<option>
<value>07</value>
<name>Unused</name>
</option>
<option>
<value>08</value>
<name>Unused</name>
</option>
<option>
<value>09</value>
<name>Unused</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x270</offset>
<name>Danger Trigger Time</name>
</value>
<value>
<type>float</type>
<offset>0x274</offset>
<name>Danger Trigger Time - To</name>
</value>
<value>
<type>short</type>
<offset>0x278</offset>
<name>Friends Killed Trigger</name>
</value>
<value>
<type>short</type>
<offset>0x27A</offset>
<name>Friends Retreating Trigger</name>
</value>
<value>
<type>float</type>
<offset>0x288</offset>
<name>Retreat Time</name>
</value>
<value>
<type>float</type>
<offset>28C</offset>
<name>Retreat Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x298</offset>
<name>Cowering Time</name>
</value>
<value>
<type>float</type>
<offset>0x29C</offset>
<name>Cowering Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x2A0</offset>
<name>Friend Killed Panic Chance</name>
</value>
<value>
<type>id16</type>
<offset>0x2A4</offset>
<name>Leader Type</name>
<option>
<value>00</value>
<name>Elite</name>
</option>
<option>
<value>01</value>
<name>Jackal</name>
</option>
<option>
<value>02</value>
<name>Grunt</name>
</option>
<option>
<value>03</value>
<name>Hunter</name>
</option>
<option>
<value>04</value>
<name>Engineer</name>
</option>
<option>
<value>05</value>
<name>Assassin</name>
</option>
<option>
<value>06</value>
<name>Player</name>
</option>
<option>
<value>07</value>
<name>Marine</name>
</option>
<option>
<value>08</value>
<name>Crew</name>
</option>
<option>
<value>09</value>
<name>Combat Form</name>
</option>
<option>
<value>10</value>
<name>Infection Form</name>
</option>
<option>
<value>11</value>
<name>Carrier Form</name>
</option>
<option>
<value>12</value>
<name>Monitor</name>
</option>
<option>
<value>13</value>
<name>Sentinel</name>
</option>
<option>
<value>14</value>
<name>None</name>
</option>
<option>
<value>15</value>
<name>Mounted Weapon</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x2A8</offset>
<name>Leader Killed Panic Chance</name>
</value>
<value>
<type>float</type>
<offset>0x2AC</offset>
<name>Panic Damade Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x2B0</offset>
<name>Surprise Distance</name>
</value>

<value>
<type>float</type>
<offset>0x2D0</offset>
<name>Hide Behind Cover Time</name>
</value>
<value>
<type>float</type>
<offset>0x2D4</offset>
<name>Hide Behind Cover Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x2D8</offset>
<name>Hide Target-not-Visible Time</name>
</value>
<value>
<type>float</type>
<offset>0x2DC</offset>
<name>Hide Shield Fraction</name>
</value>
<value>
<type>float</type>
<offset>0x2E0</offset>
<name>Attack Shield Fraction</name>
</value>
<value>
<type>float</type>
<offset>0x2E4</offset>
<name>Pursue Shield Fraction</name>
</value>
<value>
<type>id16</type>
<offset>0x2F8</offset>
<name>Defensive Crouch Type</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Danger</name>
</option>
<option>
<value>02</value>
<name>Low Shields</name>
</option>
<option>
<value>03</value>
<name>Hide Behind Shield</name>
</option>
<option>
<value>04</value>
<name>Any Target</name>
</option>
<option>
<value>05</value>
<name>Flood Shamble</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x2FC</offset>
<name>Attacking Crouch Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x300</offset>
<name>Defending Crouch Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x304</offset>
<name>Min Stand Time</name>
</value>
<value>
<type>float</type>
<offset>0x308</offset>
<name>Min Crouch Time</name>
</value>
<value>
<type>float</type>
<offset>0x30C</offset>
<name>Defending Hide Time Modifier</name>
</value>
<value>
<type>float</type>
<offset>0x310</offset>
<name>Attacking Evasion Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x314</offset>
<name>Defending Evasion Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x318</offset>
<name>Evasion Seek-Cover Chance</name>
</value>
<value>
<type>float</type>
<offset>031C</offset>
<name>Evasion Delay Time</name>
</value>
<value>
<type>float</type>
<offset>0x320</offset>
<name>Max Seek-Cover Distance</name>
</value>
<value>
<type>float</type>
<offset>0x324</offset>
<name>Cover Damage Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x328</offset>
<name>Stalking Discovery Time</name>
</value>
<value>
<type>float</type>
<offset>0x32C</offset>
<name>Stalking Max Distance</name>
</value>
<value>
<type>float</type>
<offset>0x330</offset>
<name>Stationary Facing Angle</name>
</value>
<value>
<type>float</type>
<offset>0x334</offset>
<name>Change-Facing Stand Time</name>
</value>
<value>
<type>float</type>
<offset>0x33C</offset>
<name>Uncover Delay Time</name>
</value>
<value>
<type>float</type>
<offset>0x340</offset>
<name>Uncover Delay Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x344</offset>
<name>Target Search Time</name>
</value>
<value>
<type>float</type>
<offset>0x348</offset>
<name>Target Search Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x34C</offset>
<name>Pursuit-Postion Time</name>
</value>
<value>
<type>float</type>
<offset>0x350</offset>
<name>Pursuit-Postion Time - To</name>
</value>
<value>
<type>short</type>
<offset>0x354</offset>
<name>num positions (coord)</name>
</value>
<value>
<type>short</type>
<offset>0x358</offset>
<name>num positions (normal)</name>
</value>

<value>
<type>float</type>
<offset>0x378</offset>
<name>Melee Attack Delay</name>
</value>
<value>
<type>float</type>
<offset>0x37C</offset>
<name>Melee Fudge Factor</name>
</value>
<value>
<type>float</type>
<offset>0x380</offset>
<name>Melee Charge Time</name>
</value>
<value>
<type>float</type>
<offset>0x384</offset>
<name>Melee Leap Range</name>
</value>
<value>
<type>float</type>
<offset>0x388</offset>
<name>Melee Leap Range - To</name>
</value>
<value>
<type>float</type>
<offset>0x38C</offset>
<name>Melee Leap Velocity</name>
</value>
<value>
<type>float</type>
<offset>0x390</offset>
<name>Melee Leap Chance</name>
</value>
<value>
<type>float</type>
<offset>0x394</offset>
<name>Melee Leap Ballistic</name>
</value>
<value>
<type>float</type>
<offset>0x398</offset>
<name>Melee Leap Ballistic</name>
</value>
<value>
<type>float</type>
<offset>0x39C</offset>
<name>Berserk Damage Amount</name>
</value>
<value>
<type>float</type>
<offset>0x3A0</offset>
<name>Berserk Damage Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x3A4</offset>
<name>Berserk Damage Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x3A8</offset>
<name>Berserk Proximity</name>
</value>
<value>
<type>float</type>
<offset>0x3AC</offset>
<name>Suicde Sensing Dist</name>
</value>
<value>
<type>float</type>
<offset>0x3B0</offset>
<name>Beserk Gernade Chance</name>
</value>

<value>
<type>float</type>
<offset>0x3B8</offset>
<name>Guard Position Time</name>
</value>
<value>
<type>float</type>
<offset>0x3BC</offset>
<name>Guard Position Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x3C0</offset>
<name>Combat Position Time</name>
</value>
<value>
<type>float</type>
<offset>0x3C4</offset>
<name>Combat Position Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x3C8</offset>
<name>Old Position Avoid Dist</name>
</value>
<value>
<type>float</type>
<offset>0x3CC</offset>
<name>Friend Avoid Dist</name>
</value>
<value>
<type>float</type>
<offset>0x3F8</offset>
<name>Noncombat Idle Speech Time</name>
</value>
<value>
<type>float</type>
<offset>0x3FC</offset>
<name>Noncombat Idle Speech Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x400</offset>
<name>Combat Idle Speech Time</name>
</value>
<value>
<type>float</type>
<offset>0x404</offset>
<name>Combat Idle Speech Time - To</name>
</value>
</struct>
</plugin>