<root>
<Table>
	<Gameplay_Constants>
		<Name>Gameplay Constants</Name>
		<_Editor>
			<Category>Entries</Category>
			</_Editor>
		<Tracer_Velocity>130</Tracer_Velocity>
		<Vehicle_Engine_Torque_Factor>1.25</Vehicle_Engine_Torque_Factor>
		<Ragdoll_Melee_Impulse_Multiplier>10.0</Ragdoll_Melee_Impulse_Multiplier>
		<Melee_Knockdown_Point_Regeneration>5.0</Melee_Knockdown_Point_Regeneration>
		<MinimapElevation>3.50</MinimapElevation>
		<panic_fall_velocity>15</panic_fall_velocity>
		<hit_by_car>
			<ragdoll_vel_threshold_mph_npc>5</ragdoll_vel_threshold_mph_npc>
			<high_vel_threshold_mph>40.0</high_vel_threshold_mph>
			<medium_vel_damage_pct>0.15</medium_vel_damage_pct>
			<high_vel_damage_pct>0.25</high_vel_damage_pct>
			<multi_min_damage_pct>0.1</multi_min_damage_pct>
			<ragdoll_vel_threshold_mph_playa>15.0</ragdoll_vel_threshold_mph_playa>
			<ragdoll_vel_threshold_mph_train>10.0</ragdoll_vel_threshold_mph_train>
			<FUZZ_Multiplier>0.5</FUZZ_Multiplier>
			</hit_by_car>
		<sticky_fire>
			<conic_spread_threshold>.6</conic_spread_threshold>
			<conic_stretch_factor>.5</conic_stretch_factor>
			<circular_stretch_factor>.75</circular_stretch_factor>
			<conic_arc>0.32</conic_arc>
			<burn_radii>
				<large>0.2</large>
				<small_1>0.1</small_1>
				<small_2>0.05</small_2>
				</burn_radii>
			</sticky_fire>
		<player_health>
			<restore_per_sec_sp>50</restore_per_sec_sp>
			<restore_max_pct_sp>1</restore_max_pct_sp>
			<restore_per_sec_mp>50</restore_per_sec_mp>
			<restore_max_pct_mp>1</restore_max_pct_mp>
			<restore_wait_time_ms>8000</restore_wait_time_ms>
			<full_restore_time_ms>2000</full_restore_time_ms>
			<low_health_threshold_pct>0.35</low_health_threshold_pct>
			<low_health_warning_min_repeat_delay_ms>500</low_health_warning_min_repeat_delay_ms>
			<low_health_warning_max_repeat_delay_ms>1500</low_health_warning_max_repeat_delay_ms>
			<restore_wait_time_ms_mp>10000</restore_wait_time_ms_mp>
			<restore_per_sec_vehicle_mp>20</restore_per_sec_vehicle_mp>
			</player_health>
		<Hood_Awards>
			<Awards>
				<Award>
					<Required>0</Required>
					</Award>
				<Award>
					<Required>0.1</Required>
					<Unlockable>Gang_Bodyguards</Unlockable>
					</Award>
				<Award>
					<Required>0.15</Required>
					<Unlockable>Territory1</Unlockable>
					</Award>
				<Award>
					<Required>0.25</Required>
					<Unlockable>HomieSlot2</Unlockable>
					</Award>
				<Award>
					<Required>0.35</Required>
					<Unlockable>Gang_Ninja</Unlockable>
					</Award>
				<Award>
					<Required>0.45</Required>
					<Unlockable>Territory2</Unlockable>
					</Award>
				<Award>
					<Required>0.50</Required>
					<Unlockable>HomieSlot3</Unlockable>
					</Award>
				<Award>
					<Required>0.65</Required>
					<Unlockable>Territory3</Unlockable>
					</Award>
				</Awards>
			</Hood_Awards>
		<CollectibleUnlockRate>10</CollectibleUnlockRate>
		<Ho_Pimp_AI>
			<Slap_Chance>0.50</Slap_Chance>
			<Customer_Sell_Chance>0.50</Customer_Sell_Chance>
			<Go_Customer_Chance>0.1</Go_Customer_Chance>
			</Ho_Pimp_AI>
		<HoodValue>200</HoodValue>
		<Object_Glow_Colors>
			<Weapons>
				<R>130</R>
				<G>66</G>
				<B>68</B>
				</Weapons>
			<Cash>
				<R>81</R>
				<G>112</G>
				<B>73</B>
				</Cash>
			<Drugs>
				<R>66</R>
				<G>62</G>
				<B>149</B>
				</Drugs>
			</Object_Glow_Colors>
		<ragdoll_damage_factors>
			<global>3</global>
			<normal>1</normal>
			<sliding>.3</sliding>
			<head>5</head>
			<upper_body>1</upper_body>
			<body>.9</body>
			<upper_arm>.4</upper_arm>
			<lower_arm>.4</lower_arm>
			<upper_leg>.4</upper_leg>
			<lower_leg>.4</lower_leg>
			<Damage_Against_Mover_Multiplier>1.0</Damage_Against_Mover_Multiplier>
			<Damage_Against_Mover_Minimum_HP>1.0</Damage_Against_Mover_Minimum_HP>
			</ragdoll_damage_factors>
		<throwing_constants>
			<player_on_foot_throw>.4</player_on_foot_throw>
			<on_foot_toss>.21</on_foot_toss>
			<in_vehicle_throw>.5</in_vehicle_throw>
			<npc_on_foot_throw>.5</npc_on_foot_throw>
			</throwing_constants>
		<Item_drops>
			<Money_drop_chance>25</Money_drop_chance>
			<Enemy_gang_item_drop_chance>5</Enemy_gang_item_drop_chance>
			<Gang_money_drop_chance>25</Gang_money_drop_chance>
			</Item_drops>
		<Fire>
			<Fire_Damage_Per_Second>150</Fire_Damage_Per_Second>
			<Max_Player_Burn_Time_Ms>2500</Max_Player_Burn_Time_Ms>
			<Max_npc_burn_time_ms>7000</Max_npc_burn_time_ms>
			<Max_corpse_burn_time_ms>4000</Max_corpse_burn_time_ms>
			<MP_fire_damage_per_second>62.5</MP_fire_damage_per_second>
			<MP_max_player_burn_time_ms>3000</MP_max_player_burn_time_ms>
			<MP_max_npc_burn_time_ms>4000</MP_max_npc_burn_time_ms>
			<MP_max_corpse_burn_time_ms>3000</MP_max_corpse_burn_time_ms>
			</Fire>
		<Fat_bones>
			<Fat_Bones_Arm>12</Fat_Bones_Arm>
			<Fat_Bones_Leg>5</Fat_Bones_Leg>
			</Fat_bones>
		<Death_and_busted>
			<Death_Cost>500</Death_Cost>
			<Busted_Cost>500</Busted_Cost>
			<Death_Cost>2000</Death_Cost>
			<Busted_Cost>2000</Busted_Cost>
			<respawn_delay_ms>4000</respawn_delay_ms>
			<fadeout_time_ms>6000</fadeout_time_ms>
			<mp_respawn_delay_ms>5000</mp_respawn_delay_ms>
			<mp_respawn_invulnerability_ms>1000</mp_respawn_invulnerability_ms>
			</Death_and_busted>
		<Shop_breakin_notoriety_per_sec>10</Shop_breakin_notoriety_per_sec>
		<vehicle_small_arms_resistance>0.5</vehicle_small_arms_resistance>
		<PainSoundRadius>8.0</PainSoundRadius>
		<ZombieHealthRegen>50</ZombieHealthRegen>
		<PlayerDistTargetingMultiplier>1.5</PlayerDistTargetingMultiplier>
		<Dynamic_difficulty>
			<Rank_occurence_percentages>
				<Rank_occurrence_element>
					<Average_rank>1</Average_rank>
					<Rank1>0.95</Rank1>
					<Rank2>0.05</Rank2>
					<Rank3>0.0</Rank3>
					<Rank4>0.0</Rank4>
					</Rank_occurrence_element>
				<Rank_occurrence_element>
					<Average_rank>2</Average_rank>
					<Rank1>0.2</Rank1>
					<Rank2>0.7</Rank2>
					<Rank3>0.05</Rank3>
					<Rank4>0.05</Rank4>
					</Rank_occurrence_element>
				<Rank_occurrence_element>
					<Average_rank>3</Average_rank>
					<Rank1>0.05</Rank1>
					<Rank2>0.1</Rank2>
					<Rank3>0.65</Rank3>
					<Rank4>0.2</Rank4>
					</Rank_occurrence_element>
				<Rank_occurrence_element>
					<Average_rank>4</Average_rank>
					<Rank1>0.0</Rank1>
					<Rank2>0.1</Rank2>
					<Rank3>0.2</Rank3>
					<Rank4>0.7</Rank4>
					</Rank_occurrence_element>
				</Rank_occurence_percentages>
			</Dynamic_difficulty>
		<Melee_attack>
			<Melee_attack_speeds>
				<Melee_attack_speed_element>
					<Num_attackers>1</Num_attackers>
					<Attack_delay_min>750</Attack_delay_min>
					<Attack_delay_max>1250</Attack_delay_max>
					<Sword_Attack_Delay_Min>1000</Sword_Attack_Delay_Min>
					<Sword_Attack_Delay_Max>2000</Sword_Attack_Delay_Max>
					</Melee_attack_speed_element>
				<Melee_attack_speed_element>
					<Num_attackers>2</Num_attackers>
					<Attack_delay_min>1000</Attack_delay_min>
					<Attack_delay_max>2000</Attack_delay_max>
					<Sword_Attack_Delay_Min>1500</Sword_Attack_Delay_Min>
					<Sword_Attack_Delay_Max>4500</Sword_Attack_Delay_Max>
					</Melee_attack_speed_element>
				<Melee_attack_speed_element>
					<Num_attackers>3</Num_attackers>
					<Attack_delay_min>1500</Attack_delay_min>
					<Attack_delay_max>2500</Attack_delay_max>
					<Sword_Attack_Delay_Min>1500</Sword_Attack_Delay_Min>
					<Sword_Attack_Delay_Max>6500</Sword_Attack_Delay_Max>
					</Melee_attack_speed_element>
				</Melee_attack_speeds>
			<Gun_melee_attack_delay>1200</Gun_melee_attack_delay>
			<Block_Percent>0.85</Block_Percent>
			<Power_Attack_Angle>360</Power_Attack_Angle>
			<Finisher_Camera_Chance>0.5</Finisher_Camera_Chance>
			<Wieldable_Prop_Player_Damage_Mult>0.5</Wieldable_Prop_Player_Damage_Mult>
			</Melee_attack>
		<Firearm_attack>
			<Min_spread_multipliers>
				<Min_spread_multiplier_element>
					<Attacker_advantage>8</Attacker_advantage>
					<Min_spread_multiplier>2.0</Min_spread_multiplier>
					</Min_spread_multiplier_element>
				<Min_spread_multiplier_element>
					<Attacker_advantage>6</Attacker_advantage>
					<Min_spread_multiplier>1.6</Min_spread_multiplier>
					</Min_spread_multiplier_element>
				<Min_spread_multiplier_element>
					<Attacker_advantage>4</Attacker_advantage>
					<Min_spread_multiplier>1.4</Min_spread_multiplier>
					</Min_spread_multiplier_element>
				<Min_spread_multiplier_element>
					<Attacker_advantage>2</Attacker_advantage>
					<Min_spread_multiplier>1.0</Min_spread_multiplier>
					</Min_spread_multiplier_element>
				</Min_spread_multipliers>
			<dual_wield_multiplier>0.5</dual_wield_multiplier>
			<dual_wield_multiplier_online>0.65</dual_wield_multiplier_online>
			</Firearm_attack>
		<mp_minimap_elevation>2.0</mp_minimap_elevation>
		<Shader_LOD>
			<Start_Time>1900</Start_Time>
			<Stop_Time>700</Stop_Time>
			</Shader_LOD>
		<vehicle_collision>
			<damage_front_back_reduction_factor>0.67</damage_front_back_reduction_factor>
			<damage_attacker_bonus_factor>2</damage_attacker_bonus_factor>
			<damage_attacker_bonus_speed_diff>5</damage_attacker_bonus_speed_diff>
			<damage_nitrous_bonus_factor>5</damage_nitrous_bonus_factor>
			</vehicle_collision>
		<Shadows>
			<Day_Shadow_Dist>125</Day_Shadow_Dist>
			<Night_Shadow_Dist>60</Night_Shadow_Dist>
			<Night_Shadow_Ramp_In_Start>1855</Night_Shadow_Ramp_In_Start>
			<Night_Shadow_Ramp_In_Stop>1900</Night_Shadow_Ramp_In_Stop>
			<Night_Shadow_Ramp_Out_Start>700</Night_Shadow_Ramp_Out_Start>
			<Night_Shadow_Ramp_Out_Stop>705</Night_Shadow_Ramp_Out_Stop>
			</Shadows>
		<Cribs>
			<Money_Storage>
				<Money_Storage_Element>
					<Number_of_Cribs>0</Number_of_Cribs>
					<Max_Stash>0</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>1</Number_of_Cribs>
					<Max_Stash>8000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>2</Number_of_Cribs>
					<Max_Stash>16000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>3</Number_of_Cribs>
					<Max_Stash>64000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>4</Number_of_Cribs>
					<Max_Stash>256000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>5</Number_of_Cribs>
					<Max_Stash>512000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>6</Number_of_Cribs>
					<Max_Stash>1000000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>7</Number_of_Cribs>
					<Max_Stash>2500000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>8</Number_of_Cribs>
					<Max_Stash>2500000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>9</Number_of_Cribs>
					<Max_Stash>2500000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>10</Number_of_Cribs>
					<Max_Stash>2500000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>11</Number_of_Cribs>
					<Max_Stash>2500000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>12</Number_of_Cribs>
					<Max_Stash>2500000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>13</Number_of_Cribs>
					<Max_Stash>2500000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>14</Number_of_Cribs>
					<Max_Stash>2500000</Max_Stash>
					</Money_Storage_Element>
				<Money_Storage_Element>
					<Number_of_Cribs>15</Number_of_Cribs>
					<Max_Stash>2500000</Max_Stash>
					</Money_Storage_Element>
				</Money_Storage>
			</Cribs>
		<Grab_Quickkill_Human_Shield>
			<Grab_Delay_Before_Human_Shield>0</Grab_Delay_Before_Human_Shield>
			<Grab_Min_Distance_Unarmed>1.25</Grab_Min_Distance_Unarmed>
			<Grab_Min_Distance_Armed>1.25</Grab_Min_Distance_Armed>
			<Grab_Delay_Before_Escape>3000</Grab_Delay_Before_Escape>
			<Victim_Damage_Multiplier>0.25</Victim_Damage_Multiplier>
			<Zombie_Bite_Damage>150</Zombie_Bite_Damage>
			<Zombie_Bite_Escape_Button_Presses_Min>10</Zombie_Bite_Escape_Button_Presses_Min>
			<Zombie_Bite_Escape_Button_Presses_Max>13</Zombie_Bite_Escape_Button_Presses_Max>
			<Zombie_Bite_Damage_Interval>2000</Zombie_Bite_Damage_Interval>
			</Grab_Quickkill_Human_Shield>
		<ControlPatterns>
			<OrthogonalArc>50</OrthogonalArc>
			<CenteredThreshold>0.6</CenteredThreshold>
			</ControlPatterns>
		<Dripping_Wet>
			<Max_Player_Drip_Time_ms>8000</Max_Player_Drip_Time_ms>
			<Max_NPC_Drip_Time_ms>12000</Max_NPC_Drip_Time_ms>
			<Max_Corpse_Drip_Time_ms>4000</Max_Corpse_Drip_Time_ms>
			<Multiplayer_Max_Player_Drip_Time_ms>7000</Multiplayer_Max_Player_Drip_Time_ms>
			<Multiplayer_Max_NPC_Drip_Time_ms>10000</Multiplayer_Max_NPC_Drip_Time_ms>
			<Multiplayer_Max_Corpse_Drip_Time_ms>3000</Multiplayer_Max_Corpse_Drip_Time_ms>
			</Dripping_Wet>
		<Human_Fine_Collision>
			<Head_Width>0.13</Head_Width>
			<Neck_Width>0.08</Neck_Width>
			<Torso_Width>0.18</Torso_Width>
			<Groin_Width>0.18</Groin_Width>
			<Upper_Arm_Width>0.06</Upper_Arm_Width>
			<Lower_Arm_Width>0.05</Lower_Arm_Width>
			<Upper_Leg_Width>0.10</Upper_Leg_Width>
			<Lower_Leg_Width>0.07</Lower_Leg_Width>
			</Human_Fine_Collision>
		<TauntReactions>
			<ResponseAttack>0.1</ResponseAttack>
			<ResponseTaunt>0.75</ResponseTaunt>
			<ResponseFlee>0.15</ResponseFlee>
			</TauntReactions>
		<Grab_Offsets>
			<Melee_Grab>
				<X>-0.021</X>
				<Y>0.0</Y>
				<Z>0.864</Z>
				</Melee_Grab>
			<HS_Stand>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HS_Stand>
			<Melee_Grab_Away>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>0.826</Z>
				</Melee_Grab_Away>
			<HS_Walk>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HS_Walk>
			<HS_Walk_Back>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HS_Walk_Back>
			<HS_Walk_Left>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HS_Walk_Left>
			<HS_Walk_Right>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HS_Walk_Right>
			<HS_Run>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HS_Run>
			<HS_Run_Back>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HS_Run_Back>
			<HS_Run_Left>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HS_Run_Left>
			<HS_Run_Right>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HS_Run_Right>
			<Ragdoll_Grab_Faceup>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>0.15</Z>
				</Ragdoll_Grab_Faceup>
			<Ragdoll_Grab_Facedown>
				<X>0.388</X>
				<Y>0.0</Y>
				<Z>-0.27</Z>
				</Ragdoll_Grab_Facedown>
			<Finisher_Grab_Faceup>
				<X>0.0294</X>
				<Y>0.0</Y>
				<Z>0.4627</Z>
				</Finisher_Grab_Faceup>
			<Finisher_Grab_Facedown>
				<X>0.3438</X>
				<Y>0.0</Y>
				<Z>0.0</Z>
				</Finisher_Grab_Facedown>
			<Finishing_1>
				<X>0.2484</X>
				<Y>0.0</Y>
				<Z>0.4113</Z>
				</Finishing_1>
			<Finishing_Away>
				<X>0.086</X>
				<Y>0.0</Y>
				<Z>0.684</Z>
				</Finishing_Away>
			<Melee_Grapple_Grab>
				<X>0.133</X>
				<Y>0.0</Y>
				<Z>1.22</Z>
				</Melee_Grapple_Grab>
			<Melee_Grapple_Hold>
				<X>0.139</X>
				<Y>0.0</Y>
				<Z>0.888</Z>
				</Melee_Grapple_Hold>
			<Melee_Grapple_Grab_Behind>
				<X>0.133</X>
				<Y>0.0</Y>
				<Z>0.95</Z>
				</Melee_Grapple_Grab_Behind>
			<Zombie_Bite_Grab>
				<X>-0.018</X>
				<Y>0.0</Y>
				<Z>1.038</Z>
				</Zombie_Bite_Grab>
			<Zombie_Biting_State>
				<X>-0.081</X>
				<Y>0.0</Y>
				<Z>0.446</Z>
				</Zombie_Biting_State>
			<Finishing_2>
				<X>0.4438</X>
				<Y>0.0</Y>
				<Z>-0.270</Z>
				</Finishing_2>
			<HSG_Stand>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HSG_Stand>
			<HSG_Walk>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HSG_Walk>
			<HSG_Walk_Back>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HSG_Walk_Back>
			<HSG_Walk_Left>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HSG_Walk_Left>
			<HSG_Walk_Right>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HSG_Walk_Right>
			<HSG_Run>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HSG_Run>
			<HSG_Run_Back>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HSG_Run_Back>
			<HSG_Run_Left>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HSG_Run_Left>
			<HSG_Run_Right>
				<X>-0.086</X>
				<Y>0.0</Y>
				<Z>0.53</Z>
				</HSG_Run_Right>
			</Grab_Offsets>
		<Gurney_Grab_Offsets>
			<Melee_Grab>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>2.046</Z>
				</Melee_Grab>
			<HS_Stand>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>1.763</Z>
				</HS_Stand>
			<Melee_Grab_Away>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>2.062</Z>
				</Melee_Grab_Away>
			<HS_Walk>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>1.763</Z>
				</HS_Walk>
			<HS_Walk_Back>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>1.763</Z>
				</HS_Walk_Back>
			<HS_Walk_Left>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>1.763</Z>
				</HS_Walk_Left>
			<HS_Walk_Right>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>1.763</Z>
				</HS_Walk_Right>
			<HS_Run>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>1.763</Z>
				</HS_Run>
			<HS_Run_Back>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>1.763</Z>
				</HS_Run_Back>
			<HS_Run_Left>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>1.763</Z>
				</HS_Run_Left>
			<HS_Run_Right>
				<X>0.0</X>
				<Y>0.0</Y>
				<Z>1.763</Z>
				</HS_Run_Right>
			</Gurney_Grab_Offsets>
		<Flamethrower>
			<Groundfire_Creation_Time>50</Groundfire_Creation_Time>
			<Groundfire_Duration>5000</Groundfire_Duration>
			<Groundfire_Duration_Max>8000</Groundfire_Duration_Max>
			</Flamethrower>
		<Gunfire_Evade>
			<Cower_Flee_Chance>0.1</Cower_Flee_Chance>
			<Cower_Flee_Max_Rank>2</Cower_Flee_Max_Rank>
			</Gunfire_Evade>
		<Bust_Offsets>
			<Bust_Face_Down_Left>
				<X>-1.047</X>
				<Y>0.0</Y>
				<Z>-0.209</Z>
				</Bust_Face_Down_Left>
			<Bust_Face_Up_Right>
				<X>1.062</X>
				<Y>0.0</Y>
				<Z>0.007</Z>
				</Bust_Face_Up_Right>
			<Bust_Face_Up_Left>
				<X>-1.062</X>
				<Y>0.0</Y>
				<Z>0.007</Z>
				</Bust_Face_Up_Left>
			<Bust_Face_Down_Right>
				<X>1.057</X>
				<Y>0.0</Y>
				<Z>-0.21</Z>
				</Bust_Face_Down_Right>
			<Bust_Standing>
				<X>0.37</X>
				<Y>0.0</Y>
				<Z>1</Z>
				</Bust_Standing>
			</Bust_Offsets>
		<FriendlyFirePercentage>25</FriendlyFirePercentage>
		<Vehicle_Interaction>
			<Max_Vehicle_Enter_Speed_SP>15</Max_Vehicle_Enter_Speed_SP>
			<Max_Vehicle_Enter_Speed_MP>40</Max_Vehicle_Enter_Speed_MP>
			</Vehicle_Interaction>
		<Controls>0<Dual_Wield_Hold_Time>150</Dual_Wield_Hold_Time>
			</Controls>
		<Stungun>
			<Stun_Time_Npc>3000</Stun_Time_Npc>
			<Stun_Time_Player>350</Stun_Time_Player>
			</Stungun>
		<Bust>
			<Bust_HP_Pcnt>0.3</Bust_HP_Pcnt>
			</Bust>
		<Rocket_accuracy>
			<First_shot_miss_distance>1.8</First_shot_miss_distance>
			<Normal_error_distance_min>0.2</Normal_error_distance_min>
			<Normal_error_distance_max>1.4</Normal_error_distance_max>
			</Rocket_accuracy>
		<Crime_scene>
			<Get_callers_delay>400</Get_callers_delay>
			<Dont_call_delay>240000</Dont_call_delay>
			<Police_reponse_delay>3000</Police_reponse_delay>
			<Observe_interval>2000</Observe_interval>
			<Add_cop_interval>20000</Add_cop_interval>
			<Radius>3</Radius>
			<Police_response_delay>3000</Police_response_delay>
			</Crime_scene>
		<Drunk>
			<drunk_knockdown_chance>40</drunk_knockdown_chance>
			<drunk_action_delay_min>5000</drunk_action_delay_min>
			<drunk_action_delay_max>15000</drunk_action_delay_max>
			<Drunk_action_type>
				<drunk_taunt_pct>45</drunk_taunt_pct>
				<drunk_stumble_pct>10</drunk_stumble_pct>
				<drunk_vomit_pct>10</drunk_vomit_pct>
				<drunk_stand_pct>30</drunk_stand_pct>
				<drink_more_pct>5</drink_more_pct>
				</Drunk_action_type>
			</Drunk>
		<RespectMissionUnlock>8000</RespectMissionUnlock>
		<Activity_Constants>
			<mayhem_mover_base_value>500.0</mayhem_mover_base_value>
			<sewage_mover_base_value>300.0</sewage_mover_base_value>
			<mayhem_mover_increment_value>100.0</mayhem_mover_increment_value>
			<sewage_mover_increment_value>100.0</sewage_mover_increment_value>
			</Activity_Constants>
		<Helicopter>
			<Draft>
				<height>21</height>
				<radius>20</radius>
				<force_x>9</force_x>
				<dislodge_damage_x>0.15</dislodge_damage_x>
				<ped_flee_radius_start>15</ped_flee_radius_start>
				<ped_flee_radius_stop>25</ped_flee_radius_stop>
				</Draft>
			</Helicopter>
		<Kneecapper>
			<Extend_Speed>5</Extend_Speed>
			<Extend_Time>250</Extend_Time>
			<Human_Damage>100</Human_Damage>
			</Kneecapper>
		<Combat_AI>
			<Melee></Melee>
			<Gun>
				<Reposition_Min>6000</Reposition_Min>
				<Reposition_Max>10000</Reposition_Max>
				<Cant_Fire_Reposition_Min>2500</Cant_Fire_Reposition_Min>
				<Cant_Fire_Reposition_Max>6000</Cant_Fire_Reposition_Max>
				<Pepperspray>
					<Spray_Min>2000</Spray_Min>
					<Spray_Max>3000</Spray_Max>
					</Pepperspray>
				<Back_Away_Min_Dist>1</Back_Away_Min_Dist>
				<Back_Away_Max_Dist>12.5</Back_Away_Max_Dist>
				<Back_Away_Abs_Min_Dist>0.5</Back_Away_Abs_Min_Dist>
				<PepperSprayMinUsageDelay>15000</PepperSprayMinUsageDelay>
				<StunGunMinUsageDelay>15000</StunGunMinUsageDelay>
				</Gun>
			<Chase></Chase>
			<Gunfire_Evade>
				<Cower_Flee_Chance>0</Cower_Flee_Chance>
				<Cower_Flee_Max_Rank>2</Cower_Flee_Max_Rank>
				</Gunfire_Evade>
			<Bust>
				<Bust_HP_Pcnt>0.3</Bust_HP_Pcnt>
				</Bust>
			</Combat_AI>
		<PepperSpray>
			<SprayMeterMax>3.0</SprayMeterMax>
			<SprayMeterReact>1.0</SprayMeterReact>
			<SprayIncRate>35</SprayIncRate>
			<SprayDecRate>0.5</SprayDecRate>
			<PlayerSprayIncrate>10.0</PlayerSprayIncrate>
			<PlayerSprayDecRate>2</PlayerSprayDecRate>
			</PepperSpray>
		<Idle_AI>
			<Crime_scene>
				<Get_callers_delay>400</Get_callers_delay>
				<Dont_call_delay>240000</Dont_call_delay>
				<Police_response_delay>3000</Police_response_delay>
				<Observe_interval>2000</Observe_interval>
				<Add_cop_interval>20000</Add_cop_interval>
				<Radius>3</Radius>
				</Crime_scene>
			<Drunk>
				<drunk_knockdown_chance>40</drunk_knockdown_chance>
				<drunk_action_delay_min>5000</drunk_action_delay_min>
				<drunk_action_delay_max>15000</drunk_action_delay_max>
				<Drunk_action_type>
					<drunk_taunt_pct>45</drunk_taunt_pct>
					<drunk_stumble_pct>10</drunk_stumble_pct>
					<drunk_vomit_pct>10</drunk_vomit_pct>
					<drunk_stand_pct>30</drunk_stand_pct>
					<drink_more_pct>5</drink_more_pct>
					</Drunk_action_type>
				</Drunk>
			<Sidewalk>
				<Player_Blocking_Complain_Ms>1000</Player_Blocking_Complain_Ms>
				<Player_Blocking_React_Ms>4000</Player_Blocking_React_Ms>
				</Sidewalk>
			</Idle_AI>
		<Fight_Club>
			<Finisher_Rates>
				<Finisher_Rate>
					<Num_Failures>0</Num_Failures>
					<Player>0.8</Player>
					<NPC>2.0</NPC>
					</Finisher_Rate>
				<Finisher_Rate>
					<Num_Failures>1</Num_Failures>
					<Player>1.6</Player>
					<NPC>1.6</NPC>
					</Finisher_Rate>
				<Finisher_Rate>
					<Num_Failures>2</Num_Failures>
					<Player>2.0</Player>
					<NPC>1.2</NPC>
					</Finisher_Rate>
				<Finisher_Rate>
					<Num_Failures>3</Num_Failures>
					<Player>4.0</Player>
					<NPC>0.8</NPC>
					</Finisher_Rate>
				</Finisher_Rates>
			<Health_Weight>0.5</Health_Weight>
			<Max_Imbalance>6</Max_Imbalance>
			<Min_Imbalance>3</Min_Imbalance>
			</Fight_Club>
		<Coop_Meta_Game>
			<Points_Per_Player_Death>-200</Points_Per_Player_Death>
			<Points_Per_Gang_Vehicle>300</Points_Per_Gang_Vehicle>
			<Points_Per_Homie_Revive>50</Points_Per_Homie_Revive>
			<Points_Per_Mission_Objective>300</Points_Per_Mission_Objective>
			<Reward_Cash>500</Reward_Cash>
			<Points_Per_Headshot>50</Points_Per_Headshot>
			<Points_Per_Nutshot>30</Points_Per_Nutshot>
			<Points_Per_Melee_Kill>25</Points_Per_Melee_Kill>
			<Points_Per_Explosion_Kill>10</Points_Per_Explosion_Kill>
			<Points_Per_Quick_Kill>25</Points_Per_Quick_Kill>
			</Coop_Meta_Game>
		<Max_Vehicle_Altitude>900</Max_Vehicle_Altitude>
		<Max_Vehicle_Altitude_Ramp_Time>3000</Max_Vehicle_Altitude_Ramp_Time>
		<Wieldable_Prop_Throw>
			<Basketball_Multiplier_Low>0.5</Basketball_Multiplier_Low>
			<Basketball_Multiplier_High>0.6</Basketball_Multiplier_High>
			<H1H_Mult>1.0</H1H_Mult>
			<H2H_Mult>0.75</H2H_Mult>
			<H2H_High_Mult>0.75</H2H_High_Mult>
			<H2H_Low_Mult>0.75</H2H_Low_Mult>
			</Wieldable_Prop_Throw>
		<Vehicle_Evade_AI>
			<Evade_Chance>0.85</Evade_Chance>
			<Threat_Chance>0.9</Threat_Chance>
			<Threat_Chance_After_Dive>0.9</Threat_Chance_After_Dive>
			<Dive_Chance>0.65</Dive_Chance>
			</Vehicle_Evade_AI>
		<Drunk_Sway>
			<Speed>1.0</Speed>
			<Roll_Magnitude>0.3</Roll_Magnitude>
			<Heading_Magnitude>0.3</Heading_Magnitude>
			</Drunk_Sway>
		<Watercraft_Params>
			<Reduced_Speed_Pct>0.5</Reduced_Speed_Pct>
			<Reduced_Speed_Pct_Min>0.5</Reduced_Speed_Pct_Min>
			<Reduced_Speed_Pct_Max>0.75</Reduced_Speed_Pct_Max>
			</Watercraft_Params>
		<Siren_Whoop_Params>
			<Whoop_Min_Count>1</Whoop_Min_Count>
			<Whoop_Max_Count>2</Whoop_Max_Count>
			<Honk_Whoop_Chance>0.25</Honk_Whoop_Chance>
			<Ram_Whoop_Chance>0.5</Ram_Whoop_Chance>
			<Hit_Vehicle_Whoop_Chance>0.25</Hit_Vehicle_Whoop_Chance>
			<Hit_Ped_Whoop_Chance>0.25</Hit_Ped_Whoop_Chance>
			</Siren_Whoop_Params>
		<Item_Style_Multiplier>.1</Item_Style_Multiplier>
		<Garage>
			<Free_Repair_Damage>0.2</Free_Repair_Damage>
			</Garage>
		<Fall_Damage>
			<Min_Distance>4.0</Min_Distance>
			<Percent_Damage_per_Meter>0.2</Percent_Damage_per_Meter>
			<MP_Percent_Damage_per_Meter>0.05</MP_Percent_Damage_per_Meter>
			</Fall_Damage>
		<Vehicle_Melee_Impulse_Multiplier>30.0</Vehicle_Melee_Impulse_Multiplier>
		</Gameplay_Constants>
	</Table>

<TableTemplates>
	</TableTemplates>

<TableDescription>
	<Name>Gameplay_Constants</Name>
	<Type>TableDescription</Type>
	<Display_Name>Gameplay Constants</Display_Name>
	<Element>
		<Name>Name</Name>
		<Type>String</Type>
		<Default>0</Default>
		</Element>
	<Element>
		<Name>Tracer_Velocity</Name>
		<Type>Float</Type>
		<Display_Name>Tracer Velocity (m/s)</Display_Name>
		<Default>17.8816</Default>
		</Element>
	<Element>
		<Name>Vehicle_Engine_Torque_Factor</Name>
		<Type>Float</Type>
		<Display_Name>Vehicle Engine Torque Factor</Display_Name>
		<Description>Global engine torque modifier for vehicles.</Description>
		<Default>1</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>vehicle_small_arms_resistance</Name>
		<Type>Float</Type>
		<Display_Name>Vehicle Small Arms Resistance</Display_Name>
		<Description>Fraction of damage reduced when the player's vehicle 
takes small-arms (pistol, SMG) fire. At 0.0 vehicles take full 
damage. At 0.5, vehicle take half-damage. At 1.0, vehicles 
are mobile, invulnerable fortresses of doom that 
operate with impunity, so long as the enemy doesn't have 
AKs, shotguns, grenades or RPGs.

...that, or the "Saint's" really are blessed by "God", where 
what I mean by "God" is "anyone higher on the corporate 
ladder than I am".

What you expect from programmer humor?</Description>
		<Default>0.5</Default>
		</Element>
	<Element>
		<Name>Ragdoll_Melee_Impulse_Multiplier</Name>
		<Type>Float</Type>
		<Display_Name>Ragdoll Melee Impulse Multiplier</Display_Name>
		<Description>The melee impulse applied to ragdolls is multiplied by this.</Description>
		<Default>1</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>Vehicle_Melee_Impulse_Multiplier</Name>
		<Type>Float</Type>
		<Display_Name>Vehicle Melee Impulse Multiplier</Display_Name>
		<Description>The melee impulse applied to vehicles is multiplied by this.</Description>
		<Default>1.0</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>Melee_Knockdown_Point_Regeneration</Name>
		<Type>Float</Type>
		<Display_Name>Knockdown Point Regen</Display_Name>
		<Default>3.0</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>MinimapElevation</Name>
		<Type>Float</Type>
		<Display_Name>Minimap Elevation Tolerance</Display_Name>
		<Description>In meters...distance at which the icon changes to arrows pointing up or down.</Description>
		<Default>1.75</Default>
		<MinValue>0.01</MinValue>
		</Element>
	<Element>
		<Name>mp_minimap_elevation</Name>
		<Type>Float</Type>
		<Display_Name>Multiplayer Minimap Elevation Tolerance</Display_Name>
		<Default>2</Default>
		<MinValue>0.1</MinValue>
		</Element>
	<Element>
		<Name>panic_fall_velocity</Name>
		<Type>Float</Type>
		<Display_Name>Panic fall velocity</Display_Name>
		<Description>Speed at which player switches from default fall to panicked fall.</Description>
		<Default>18.0</Default>
		</Element>
	<Element>
		<Name>CollectibleUnlockRate</Name>
		<Type>Int</Type>
		<Display_Name>Collectible Unlock Rate</Display_Name>
		<Description>Rate at which unlockables are given for collecting CDs.</Description>
		<Default>0</Default>
		</Element>
	<Element>
		<Name>HoodValue</Name>
		<Type>Float</Type>
		<Display_Name>Hood Value</Display_Name>
		<Description>amount of money a hood will earn the player per day</Description>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Shop_breakin_notoriety_per_sec</Name>
		<Type>Int</Type>
		<Display_Name>Shop Break-in Notoriety Per Second</Display_Name>
		<Description>Notoriety gain per second while performing a store break-in</Description>
		<Default>2</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>PainSoundRadius</Name>
		<Type>Float</Type>
		<Display_Name>Pain Sound Radius</Display_Name>
		<Description>Maximum distance that a human's pain/death sound can be heard</Description>
		<Default>8.0</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>ZombieHealthRegen</Name>
		<Type>Float</Type>
		<Display_Name>Zombie health regeneration:</Display_Name>
		<Description>Hit points regenerated per second by zombies while eating corpses</Description>
		<Default>0.0</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>PlayerDistTargetingMultiplier</Name>
		<Type>Float</Type>
		<Display_Name>Player distance targeting multiplier</Display_Name>
		<Description>When choosing a NPC is choosing between attacking the player and another NPC, mutliply the distance to the player by this amount</Description>
		<Default>0.0</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>FriendlyFirePercentage</Name>
		<Type>Float</Type>
		<Display_Name>Friendly Fire Percentage</Display_Name>
		<Description>amount of damage dealt by players to other players in coop when the friendly fire light option is active</Description>
		<Default>0.0</Default>
		<MinValue>0</MinValue>
		<MaxValue>100</MaxValue>
		</Element>
	<Element>
		<Name>Max_Vehicle_Altitude</Name>
		<Type>Float</Type>
		<Display_Name>Max Vehicle Altitude (m)</Display_Name>
		<Description>The max altitude for vehicles in meters.</Description>
		<Default>100</Default>
		</Element>
	<Element>
		<Name>Max_Vehicle_Altitude_Ramp_Time</Name>
		<Type>Int</Type>
		<Display_Name>Max Vehicle Altitude Ramp Time (ms)</Display_Name>
		<Description>The time frame in milliseconds at max altitude over which a vehicle's vertical velocity is ramped out.</Description>
		<Default>1000</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>Item_Style_Multiplier</Name>
		<Type>Float</Type>
		<Display_Name>Item Style Multiplier</Display_Name>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Death_and_busted</Name>
		<Type>Element</Type>
		<Display_Name>Death and busted</Display_Name>
		<Description>Death and busted penalties</Description>
		<Element>
			<Name>Death_Cost</Name>
			<Type>Float</Type>
			<Display_Name>Death Cost</Display_Name>
			<Default>200</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Busted_Cost</Name>
			<Type>Float</Type>
			<Display_Name>Busted Cost</Display_Name>
			<Default>200</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>respawn_delay_ms</Name>
			<Type>Int</Type>
			<Display_Name>Respawn Delay (ms)</Display_Name>
			<Description>Amount of time (in milliseconds) between the 
player being killed or busted and when start fading the 
screen (I think - ask RussellA for specifics).</Description>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>fadeout_time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Fadeout Time (ms)</Display_Name>
			<Description>Amount of time (in milliseconds) between the 
player being killed or busted and when the screen will fade 
completely to black (I think - ask RussellA for specifics).</Description>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>mp_respawn_delay_ms</Name>
			<Type>Int</Type>
			<Display_Name>Multiplayer Respawn Delay (ms)</Display_Name>
			<Description>Multiplayer amount of time (in milliseconds) between a player dying and being respawned (or entering observer view)</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>mp_respawn_invulnerability_ms</Name>
			<Type>Int</Type>
			<Display_Name>Multiplayer Respawn Invulnerability (ms)</Display_Name>
			<Description>Multiplayer amount of time (in milliseconds) after a player respawns when they're invulnerable to damage.</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>Fat_bones</Name>
		<Type>Element</Type>
		<Display_Name>Fat bones</Display_Name>
		<Description>Fat bones constants</Description>
		<Element>
			<Name>Fat_Bones_Arm</Name>
			<Type>Float</Type>
			<Display_Name>Fat Bones Arm Offset</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Fat_Bones_Leg</Name>
			<Type>Float</Type>
			<Display_Name>Fat Bones Leg</Display_Name>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>hit_by_car</Name>
		<Type>Element</Type>
		<Display_Name>Hit-by-Car values</Display_Name>
		<Description>Values for when things are struck by vehicles</Description>
		<Element>
			<Name>ragdoll_vel_threshold_mph_npc</Name>
			<Type>Float</Type>
			<Display_Name>NPC ragdolling velocity threshold (MPH)</Display_Name>
			<Description>Velocity (MPH) that a NPC must be struck at before they will ragdoll. Any impacts at less than this speed will not ragdoll the NPC.</Description>
			<Default>15.0</Default>
			</Element>
		<Element>
			<Name>ragdoll_vel_threshold_mph_playa</Name>
			<Type>Float</Type>
			<Display_Name>Player ragdolling velocity threshold (MPH)</Display_Name>
			<Description>Velocity (MPH) that a Player must be struck at before they will ragdoll. Any impacts at less than this speed will not ragdoll the Player.</Description>
			<Default>30.0</Default>
			</Element>
		<Element>
			<Name>ragdoll_vel_threshold_mph_train</Name>
			<Type>Float</Type>
			<Display_Name>Train ragdolling velocity threshold (MPH)</Display_Name>
			<Description>Velocity (MPH) that a NPC must be struck at by a train before they will ragdoll. Any impacts at less than this speed will not ragdoll the NPC.</Description>
			<Default>10.0</Default>
			</Element>
		<Element>
			<Name>high_vel_threshold_mph</Name>
			<Type>Float</Type>
			<Display_Name>High velocity threshold (MPH)</Display_Name>
			<Description>Lowest velocity to be considered a "high velocity hit". Any speed less than this value, but higher than the appropriate ragdoll velocity, will deal the medium velocity  damage % to the human struck.</Description>
			<Default>56.0</Default>
			</Element>
		<Element>
			<Name>medium_vel_damage_pct</Name>
			<Type>Float</Type>
			<Display_Name>Medium velocity damage %</Display_Name>
			<Description>The percentage of health that will be dealt as damage to a human struck at a medium velocity.

A value of 0 is no damage.
A value of 1 is all of the human's health.</Description>
			<Default>0.25</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>high_vel_damage_pct</Name>
			<Type>Float</Type>
			<Display_Name>High velocity damage %</Display_Name>
			<Description>(PLAYER ONLY)
The percentage of health that will be dealt as damage to a player struck at a high velocity.

NPCs die instantly when struck at high velocity.

A value of 0 is no damage.
A value of 1 is all of the human's health.</Description>
			<Default>0.5</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>multi_min_damage_pct</Name>
			<Type>Float</Type>
			<Display_Name>Multiplayer min damage %</Display_Name>
			<Description>(MULTIPLAYER ONLY)
Minimum damage to apply to a human struck by a vehicle.

A value of 0 is no damage.
A value of 1 is all of the human's health.</Description>
			<Default>0.1</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>FUZZ_Multiplier</Name>
			<Type>Float</Type>
			<Display_Name>FUZZ Multiplier</Display_Name>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		</Element>
	<Element>
		<Name>vehicle_collision</Name>
		<Type>Element</Type>
		<Description>Values for vehicle collision damage bonuses.</Description>
		<Element>
			<Name>damage_front_back_reduction_factor</Name>
			<Type>Float</Type>
			<Display_Name>damage_front_back_reduction %</Display_Name>
			<Description>How much to scale damage by if the vehicle was struck on the front or back.</Description>
			<Default>0.67</Default>
			</Element>
		<Element>
			<Name>damage_attacker_bonus_factor</Name>
			<Type>Float</Type>
			<Display_Name>damage_attacker_bonus %</Display_Name>
			<Description>How much to scale damage by if the vehicle was struck by a vehicle that is considered an "attacker".</Description>
			<Default>2</Default>
			</Element>
		<Element>
			<Name>damage_attacker_bonus_speed_diff</Name>
			<Type>Float</Type>
			<Description>What the relative collision speed must be (m/s) for a vehicle to be considered the attacker.</Description>
			<Default>5</Default>
			</Element>
		<Element>
			<Name>damage_nitrous_bonus_factor</Name>
			<Type>Float</Type>
			<Display_Name>damage_nitrous_bonus %</Display_Name>
			<Description>How much to scale damage by if the vehicle was struck by another vehicle using nitrous.</Description>
			<Default>2</Default>
			</Element>
		</Element>
	<Element>
		<Name>Fire</Name>
		<Type>Element</Type>
		<Description>Fire parameters</Description>
		<Element>
			<Name>Fire_Damage_Per_Second</Name>
			<Type>Float</Type>
			<Display_Name>Fire Damage Per Second</Display_Name>
			<Description>Damage per second applied when on fire.</Description>
			<Default>75</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Max_Player_Burn_Time_Ms</Name>
			<Type>Int</Type>
			<Display_Name>Max Burn Time Player (ms)</Display_Name>
			<Description>Max time player can be on fire (in milliseconds)</Description>
			<Default>10000</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Max_npc_burn_time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Max Burn Time NPC (ms)</Display_Name>
			<Description>Max time npc can be on fire (in milliseconds)</Description>
			<Default>10000</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Max_corpse_burn_time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Max Burn Time Corpse (ms)</Display_Name>
			<Description>Max time a corpse can burn (in milliseconds)</Description>
			<Default>5000</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>MP_fire_damage_per_second</Name>
			<Type>Float</Type>
			<Display_Name>Multiplayer Fire Damage Per Second</Display_Name>
			<Description>Damage done per second from fires in multiplayer.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>MP_max_player_burn_time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Multiplayer Max Burn Time Player (ms)</Display_Name>
			<Description>Max time multiplayer player can be on fire (in milliseconds)</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>MP_max_npc_burn_time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Multiplayer Max Burn Time NPC (ms)</Display_Name>
			<Description>Max time a multiplayer NPC can be on fire (in milliseconds)</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>MP_max_corpse_burn_time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Multiplayer Max Burn Time Corpse (ms)</Display_Name>
			<Description>Max time a multiplayer corpse can burn (in milliseconds)</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>Dripping_Wet</Name>
		<Type>Element</Type>
		<Display_Name>Dripping Wet</Display_Name>
		<Element>
			<Name>Max_Player_Drip_Time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Max Player Drip Time (ms)</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Max_NPC_Drip_Time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Max NPC Drip Time (ms)</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Max_Corpse_Drip_Time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Max Corpse Drip Time (ms)</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Multiplayer_Max_Player_Drip_Time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Multiplayer Max Player Drip Time (ms)</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Multiplayer_Max_NPC_Drip_Time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Multiplayer Max NPC Drip Time (ms)</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Multiplayer_Max_Corpse_Drip_Time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Multiplayer Max Corpse Drip Time (ms)</Display_Name>
			<Default>0</Default>
			</Element>
		</Element>
	<Element>
		<Name>sticky_fire</Name>
		<Type>Element</Type>
		<Display_Name>Sticky Fire</Display_Name>
		<Description>Values relating to the sticky fire effects created by exploding Molotov Cocktails</Description>
		<Element>
			<Name>conic_spread_threshold</Name>
			<Type>Float</Type>
			<Display_Name>Conic Spread Threshold (m/s)</Display_Name>
			<Description>This is the horizontal speed a molotov cocktail must be traveling when it hits the ground for its sticky fire effects to have a conic projection. 

A conic projection will spread the sticky fire effects out along a cone that starts at the point of impact.

If the molotov cocktail explodes and its horizontal speed is less than this value, its sticky fire effects will have a circular projection, instead.

Circular projections evenly place sticky fire effects everywhere around the point of impact.</Description>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>conic_stretch_factor</Name>
			<Type>Float</Type>
			<Display_Name>Conic Stretch Factor</Display_Name>
			<Description>This value scales the maximum radius from the point of impact that sticky fires will be produced at when using a conic projection.</Description>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>circular_stretch_factor</Name>
			<Type>Float</Type>
			<Display_Name>Circular Stretch Factor</Display_Name>
			<Description>This value scales the maximum radius from point of impact that sticky fires will be produced at when using a circular projection.</Description>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>conic_arc</Name>
			<Type>Float</Type>
			<Display_Name>Conic Arc (radians)</Display_Name>
			<Description>This value sets how wide of an arc that a cone of sticky fire effects will be. A value of pi makes conic projections effectively the same thing as circular projections.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>3.141593</MaxValue>
			</Element>
		<Element>
			<Name>burn_radii</Name>
			<Type>Element</Type>
			<Display_Name>Burn Radii</Display_Name>
			<Description>Burn radius for the different sticky fire effects.</Description>
			<Element>
				<Name>large</Name>
				<Type>Float</Type>
				<Display_Name>Large (m)</Display_Name>
				<Description>Burn radius of the large fire effect.</Description>
				<Default>0.0</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>small_1</Name>
				<Type>Float</Type>
				<Display_Name>Small (m)</Display_Name>
				<Description>Burn radius of the small sticky fire effects.</Description>
				<Default>0.0</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>small_2</Name>
				<Type>Float</Type>
				<Display_Name>Extra-small (m)</Display_Name>
				<Description>Burn radius of the really little sticky fire effects (that still look almost exactly like the other sticky fire effects).</Description>
				<Default>0.0</Default>
				<MinValue>0</MinValue>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>player_health</Name>
		<Type>Element</Type>
		<Display_Name>Player Health</Display_Name>
		<Description>Items related to player health and regen.</Description>
		<Element>
			<Name>low_health_threshold_pct</Name>
			<Type>Float</Type>
			<Display_Name>Low Health Threshold (%)</Display_Name>
			<Description>Maximum percentage of health that that is considered "dangerously low".</Description>
			<Default>0.1</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>low_health_warning_min_repeat_delay_ms</Name>
			<Type>Float</Type>
			<Display_Name>Warning Beep Min Repeat Delay (ms)</Display_Name>
			<Description>Minimum amount of time to wait before playing low-health warning again (at 0 health).</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>low_health_warning_max_repeat_delay_ms</Name>
			<Type>Float</Type>
			<Display_Name>Warning Beep Max Repeat Delay (ms)</Display_Name>
			<Description>Maximum amount of time to wait before playing low-health warning again (at Low Health Threshold).</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>restore_per_sec_sp</Name>
			<Type>Float</Type>
			<Display_Name>Health restored per second (Single Player)</Display_Name>
			<Description>(SINGLE PLAYER)
Amount of health to restore per second.</Description>
			<Default>20</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>restore_max_pct_sp</Name>
			<Type>Float</Type>
			<Display_Name>Max % Health Restored (Single Player)</Display_Name>
			<Description>(SINGLE PLAYER)
Max percentage of health that can be restored under normal circumstances.</Description>
			<Default>1</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>restore_per_sec_mp</Name>
			<Type>Float</Type>
			<Display_Name>Health restored per second (Multiplayer)</Display_Name>
			<Description>(MULTIPLAYER)
Amount of health to restore per second.</Description>
			<Default>5</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>restore_per_sec_vehicle_mp</Name>
			<Type>Float</Type>
			<Display_Name>Health restored per second in vehicle (Multiplayer)</Display_Name>
			<Description>(MULTIPLAYER)
Amount of health to restore per second while in a vehicle.</Description>
			<Default>5</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>restore_max_pct_mp</Name>
			<Type>Float</Type>
			<Display_Name>Max % Health Restored (Multiplayer)</Display_Name>
			<Description>(MULTIPLAYER)
Max percentage of health that can be restored under normal circumstances.</Description>
			<Default>.5</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>restore_wait_time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Restore delay time (ms)</Display_Name>
			<Description>Amount of time (milliseconds) before the player will start to restore health.</Description>
			<Default>10000</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>restore_wait_time_ms_mp</Name>
			<Type>Int</Type>
			<Display_Name>Restore delay time (ms) (Multiplayer)</Display_Name>
			<Description>Amount of time (milliseconds) before the player will start to restore health in multiplayer.</Description>
			<Default>10000</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>full_restore_time_ms</Name>
			<Type>Int</Type>
			<Display_Name>Full Restore delay time (ms)</Display_Name>
			<Description>Amount of time before the player receives a full restore after entering a clinic.</Description>
			<Default>2000</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>Hood_Awards</Name>
		<Type>Element</Type>
		<Display_Name>City Hood Awards</Display_Name>
		<Element>
			<Name>Awards</Name>
			<Type>Grid</Type>
			<Element>
				<Name>Award</Name>
				<Type>Element</Type>
				<Element>
					<Name>Required</Name>
					<Type>Float</Type>
					<Display_Name>Percent Required</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Unlockable</Name>
					<Type>Reference</Type>
					<Required>false</Required>
					<Reference>
						<File>unlockables.xtbl</File>
						<Type>Unlockable.Name</Type>
						<OpenSeparate>False</OpenSeparate>
						</Reference>
					</Element>
				</Element>
			<Num_Display_Rows>8</Num_Display_Rows>
			</Element>
		</Element>
	<Element>
		<Name>Ho_Pimp_AI</Name>
		<Type>Element</Type>
		<Display_Name>Ho/Pimp AI</Display_Name>
		<Element>
			<Name>Slap_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Slap Chance</Display_Name>
			<Description>The chance a pimp will slap a ho.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>Customer_Sell_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Customer Sell Chance</Display_Name>
			<Description>The chance a hot will try to sell herself to a customer.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>Go_Customer_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Go with Customer Chance</Display_Name>
			<Description>The chance a ho will get in a customer's car and go with them.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		</Element>
	<Element>
		<Name>Object_Glow_Colors</Name>
		<Type>Element</Type>
		<Display_Name>Object Glow Colors</Display_Name>
		<Element>
			<Name>Weapons</Name>
			<Type>Color</Type>
			<R>
				<Name>R</Name>
				<Type>Int</Type>
				<Default>255</Default>
				</R>
			<G>
				<Name>G</Name>
				<Type>Int</Type>
				<Default>255</Default>
				</G>
			<B>
				<Name>B</Name>
				<Type>Int</Type>
				<Default>255</Default>
				</B>
			</Element>
		<Element>
			<Name>Cash</Name>
			<Type>Color</Type>
			<R>
				<Name>R</Name>
				<Type>Int</Type>
				<Default>255</Default>
				</R>
			<G>
				<Name>G</Name>
				<Type>Int</Type>
				<Default>255</Default>
				</G>
			<B>
				<Name>B</Name>
				<Type>Int</Type>
				<Default>255</Default>
				</B>
			</Element>
		<Element>
			<Name>Drugs</Name>
			<Type>Color</Type>
			<R>
				<Name>R</Name>
				<Type>Int</Type>
				<Default>255</Default>
				</R>
			<G>
				<Name>G</Name>
				<Type>Int</Type>
				<Default>255</Default>
				</G>
			<B>
				<Name>B</Name>
				<Type>Int</Type>
				<Default>255</Default>
				</B>
			</Element>
		</Element>
	<Element>
		<Name>ragdoll_damage_factors</Name>
		<Type>Element</Type>
		<Display_Name>Ragdoll values</Display_Name>
		<Description>Values related to player damage and their ragdoll</Description>
		<Element>
			<Name>global</Name>
			<Type>Float</Type>
			<Display_Name>Global Factor</Display_Name>
			<Description>A global damage scaling factor for ragdolls.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>normal</Name>
			<Type>Float</Type>
			<Display_Name>Normal Impact Factor</Display_Name>
			<Description>Scales damage caused by striking a target dead-on (velocity along the normal of the surface).</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>sliding</Name>
			<Type>Float</Type>
			<Display_Name>Sliding Damage Factor</Display_Name>
			<Description>Scales damage from sliding along a surface (scraping damage, etc)</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>head</Name>
			<Type>Float</Type>
			<Display_Name>Head Factor</Display_Name>
			<Description>Scales damage done to the head</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>upper_body</Name>
			<Type>Float</Type>
			<Display_Name>Upper-Body Factor</Display_Name>
			<Description>Scales damage done to the upper-body of the ragdoll</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>body</Name>
			<Type>Float</Type>
			<Display_Name>Body Factor</Display_Name>
			<Description>Scales damage done to the body of the ragdoll.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>upper_arm</Name>
			<Type>Float</Type>
			<Display_Name>Upper-Arm Factor</Display_Name>
			<Description>Scales damage dealt to the upper-arms of the ragdoll.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>lower_arm</Name>
			<Type>Float</Type>
			<Display_Name>Lower-Arm Factor</Display_Name>
			<Description>Scales damage done to the lower arms of the ragdoll.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>upper_leg</Name>
			<Type>Float</Type>
			<Display_Name>Upper-Leg Factor</Display_Name>
			<Description>Scales damage done to the upper-legs of the ragdoll.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>lower_leg</Name>
			<Type>Float</Type>
			<Display_Name>Lower-Leg Factor</Display_Name>
			<Description>Scales damage to the lower legs of the ragdoll.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Damage_Against_Mover_Multiplier</Name>
			<Type>Float</Type>
			<Display_Name>Damage Against Mover Multiplier</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Damage_Against_Mover_Minimum_HP</Name>
			<Type>Float</Type>
			<Display_Name>Damage Against Mover Minimum HP</Display_Name>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>throwing_constants</Name>
		<Type>Element</Type>
		<Display_Name>Throwing Constants</Display_Name>
		<Element>
			<Name>player_on_foot_throw</Name>
			<Type>Float</Type>
			<Display_Name>Player Throw factor (on foot)</Display_Name>
			<Description>Multiplies velocity of projectile when thrown by on-foot player.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>npc_on_foot_throw</Name>
			<Type>Float</Type>
			<Display_Name>NPC Throw factor (on foot)</Display_Name>
			<Description>Multiplies velocity of projectile when thrown by on-foot NPC.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>on_foot_toss</Name>
			<Type>Float</Type>
			<Display_Name>Toss factor (on foot)</Display_Name>
			<Description>Multiplies the velocity of the projectile when tossed by on-foot human</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>in_vehicle_throw</Name>
			<Type>Float</Type>
			<Display_Name>Throw factor (in vehicle)</Display_Name>
			<Description>Multiplies the velocity of the projectile when thrown from within a vehicle.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>Item_drops</Name>
		<Type>Element</Type>
		<Display_Name>Item drops</Display_Name>
		<Description>Items dropped by NPCs</Description>
		<Element>
			<Name>Money_drop_chance</Name>
			<Type>Int</Type>
			<Display_Name>Money drop chance</Display_Name>
			<Description>Percent chance that a NPC will drop money when killed</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			<MaxValue>100</MaxValue>
			</Element>
		<Element>
			<Name>Enemy_gang_item_drop_chance</Name>
			<Type>Int</Type>
			<Display_Name>Enemy gang item drop chance</Display_Name>
			<Description>Percent chance that an enemy gang member will drop an item</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			<MaxValue>100</MaxValue>
			</Element>
		<Element>
			<Name>Gang_money_drop_chance</Name>
			<Type>Float</Type>
			<Display_Name>Enemy gang money drop chance</Display_Name>
			<Description>Percent chance that an enemy gang member will drop money</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>100</MaxValue>
			</Element>
		</Element>
	<Element>
		<Name>Dynamic_difficulty</Name>
		<Type>Element</Type>
		<Display_Name>Dynamic Difficulty</Display_Name>
		<Description>Dynamic difficulty constants</Description>
		<Element>
			<Name>Rank_occurence_percentages</Name>
			<Type>Grid</Type>
			<Display_Name>Rank occurence percentages</Display_Name>
			<Description>Percentage occurence of each rank</Description>
			<Element>
				<Name>Rank_occurrence_element</Name>
				<Type>Element</Type>
				<Element>
					<Name>Average_rank</Name>
					<Type>Int</Type>
					<Display_Name>Average rank</Display_Name>
					<Description>Average enemy rank (based on neighborhoods controlled by the player)</Description>
					<Unique>true</Unique>
					<Default>1</Default>
					<MinValue>1</MinValue>
					<MaxValue>4</MaxValue>
					</Element>
				<Element>
					<Name>Rank1</Name>
					<Type>Float</Type>
					<Display_Name>Rank 1</Display_Name>
					<Description>Percentage chance of rank 1 enemies spawning</Description>
					<Default>0.0</Default>
					<MinValue>0</MinValue>
					<MaxValue>1</MaxValue>
					</Element>
				<Element>
					<Name>Rank2</Name>
					<Type>Float</Type>
					<Display_Name>Rank 2</Display_Name>
					<Description>Percentage chance of rank 2 enemies spawning</Description>
					<Default>0.0</Default>
					<MinValue>0</MinValue>
					<MaxValue>1</MaxValue>
					</Element>
				<Element>
					<Name>Rank3</Name>
					<Type>Float</Type>
					<Display_Name>Rank 3</Display_Name>
					<Description>Percentage chance of rank 3 enemies spawning</Description>
					<Default>0.0</Default>
					<MinValue>0</MinValue>
					<MaxValue>1</MaxValue>
					</Element>
				<Element>
					<Name>Rank4</Name>
					<Type>Float</Type>
					<Display_Name>Rank 4</Display_Name>
					<Description>Percentage chance of rank 4 enemies spawning</Description>
					<Default>0.0</Default>
					<MinValue>0</MinValue>
					<MaxValue>1</MaxValue>
					</Element>
				</Element>
			<Max_Children>4</Max_Children>
			<Min_Children>4</Min_Children>
			<Num_Display_Rows>4</Num_Display_Rows>
			</Element>
		</Element>
	<Element>
		<Name>Melee_attack</Name>
		<Type>Element</Type>
		<Display_Name>Melee attack</Display_Name>
		<Description>Melee attack constants</Description>
		<Element>
			<Name>Melee_attack_speeds</Name>
			<Type>Grid</Type>
			<Display_Name>Melee attack speeds</Display_Name>
			<Description>Melee attack speeds, based on the number of NPCs attacking the target</Description>
			<Element>
				<Name>Melee_attack_speed_element</Name>
				<Type>Element</Type>
				<Display_Name>Melee attack speed element</Display_Name>
				<Element>
					<Name>Num_attackers</Name>
					<Type>Int</Type>
					<Display_Name>Number of attackers</Display_Name>
					<Description>Number of NPCs attacking the target</Description>
					<Unique>true</Unique>
					<Default>0</Default>
					<MinValue>1</MinValue>
					<MaxValue>3</MaxValue>
					</Element>
				<Element>
					<Name>Attack_delay_min</Name>
					<Type>Int</Type>
					<Display_Name>Attack delay (min)</Display_Name>
					<Description>Minimum time between attacks (in ms)</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				<Element>
					<Name>Attack_delay_max</Name>
					<Type>Int</Type>
					<Display_Name>Attack delay (max)</Display_Name>
					<Description>Maximum time between attacks (in ms)</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				<Element>
					<Name>Sword_Attack_Delay_Min</Name>
					<Type>Int</Type>
					<Display_Name>Sword Attack Delay (min)</Display_Name>
					<Default>750</Default>
					</Element>
				<Element>
					<Name>Sword_Attack_Delay_Max</Name>
					<Type>Int</Type>
					<Display_Name>Sword Attack Delay (max)</Display_Name>
					<Default>1250</Default>
					</Element>
				</Element>
			<Max_Children>3</Max_Children>
			<Min_Children>3</Min_Children>
			<Num_Display_Rows>3</Num_Display_Rows>
			</Element>
		<Element>
			<Name>Gun_melee_attack_delay</Name>
			<Type>Int</Type>
			<Display_Name>Gun melee attack delay</Display_Name>
			<Description>Time (in ms) before a NPC in gun AI mode will melee attack a nearby target</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Block_Percent</Name>
			<Type>Float</Type>
			<Display_Name>Block Percent</Display_Name>
			<Description>How much of an attack should be cancelled when the victim is blocking?</Description>
			<Default>0.85</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>Power_Attack_Angle</Name>
			<Type>Int</Type>
			<Display_Name>Power Attack Lock-on Angle</Display_Name>
			<Description>The angle (degrees) that a target can be in either direction to cause a power attack to lock on.</Description>
			<Default>45</Default>
			</Element>
		<Element>
			<Name>Finisher_Camera_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Finisher Camera Chance</Display_Name>
			<Description>The chance from 0 to 1 to use the camera bone for unarmed melee attack finishers</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			<UseSlider>True</UseSlider>
			</Element>
		<Element>
			<Name>Wieldable_Prop_Player_Damage_Mult</Name>
			<Type>Float</Type>
			<Display_Name>Wieldable Prop Player Damage Multiplier</Display_Name>
			<Default>1.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Firearm_attack</Name>
		<Type>Element</Type>
		<Display_Name>Firearm attack</Display_Name>
		<Description>Firearm attack constants</Description>
		<Element>
			<Name>Min_spread_multipliers</Name>
			<Type>Grid</Type>
			<Display_Name>Min weapon spread multipliers</Display_Name>
			<Description>Minimum weapon spread multipliers, based on enemy advantage vs. the player's group</Description>
			<Element>
				<Name>Min_spread_multiplier_element</Name>
				<Type>Element</Type>
				<Display_Name>Min weapon spread multiplier element</Display_Name>
				<Element>
					<Name>Attacker_advantage</Name>
					<Type>Int</Type>
					<Display_Name>Attacker advantage</Display_Name>
					<Description>If attackers outnumber the player's group by a number equal to or greater than this amount, the corresponding weapon min spread multiplier applies</Description>
					<Unique>true</Unique>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				<Element>
					<Name>Min_spread_multiplier</Name>
					<Type>Float</Type>
					<Display_Name>Min spread multiplier</Display_Name>
					<Description>Multiplier to apply to attacker's minimum weapon spread</Description>
					<Default>1</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			<Max_Children>4</Max_Children>
			<Min_Children>4</Min_Children>
			<Num_Display_Rows>4</Num_Display_Rows>
			</Element>
		<Element>
			<Name>dual_wield_multiplier</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>dual_wield_multiplier_online</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Shader_LOD</Name>
		<Type>Element</Type>
		<Display_Name>Shader LOD</Display_Name>
		<Element>
			<Name>Start_Time</Name>
			<Type>Int</Type>
			<Display_Name>Start Time</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Stop_Time</Name>
			<Type>Int</Type>
			<Display_Name>Stop Time</Display_Name>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Shadows</Name>
		<Type>Element</Type>
		<Element>
			<Name>Day_Shadow_Dist</Name>
			<Type>Int</Type>
			<Display_Name>Day Shadow Distance</Display_Name>
			<Default>125.0</Default>
			</Element>
		<Element>
			<Name>Night_Shadow_Dist</Name>
			<Type>Int</Type>
			<Display_Name>Night Shadow Distance</Display_Name>
			<Default>60.0</Default>
			</Element>
		<Element>
			<Name>Night_Shadow_Ramp_In_Start</Name>
			<Type>Int</Type>
			<Display_Name>Night Shadow Ramp In Start Time</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Night_Shadow_Ramp_In_Stop</Name>
			<Type>Int</Type>
			<Display_Name>Night Shadow Ramp In Stop Time</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Night_Shadow_Ramp_Out_Start</Name>
			<Type>Int</Type>
			<Display_Name>Night Shadow Ramp Out Start Time</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Night_Shadow_Ramp_Out_Stop</Name>
			<Type>Int</Type>
			<Display_Name>Night Shadow Ramp Out Stop Time</Display_Name>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Cribs</Name>
		<Type>Element</Type>
		<Element>
			<Name>Money_Storage</Name>
			<Type>Grid</Type>
			<Display_Name>Money Storage</Display_Name>
			<Element>
				<Name>Money_Storage_Element</Name>
				<Type>Element</Type>
				<Display_Name>Money Storage Element</Display_Name>
				<Element>
					<Name>Number_of_Cribs</Name>
					<Type>Int</Type>
					<Display_Name>Number of Cribs</Display_Name>
					<Description>Number of cribs the player has.</Description>
					<Unique>true</Unique>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				<Element>
					<Name>Max_Stash</Name>
					<Type>Int</Type>
					<Display_Name>Max Stash ($)</Display_Name>
					<Description>Max crib stash.</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			<Num_Display_Rows>5</Num_Display_Rows>
			</Element>
		</Element>
	<Element>
		<Name>Grab_Quickkill_Human_Shield</Name>
		<Type>Element</Type>
		<Display_Name>Grab/Quickkill/Human Shield</Display_Name>
		<Element>
			<Name>Grab_Delay_Before_Human_Shield</Name>
			<Type>Int</Type>
			<Display_Name>Grab Delay Before Human Shield</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Grab_Delay_Before_Escape</Name>
			<Type>Int</Type>
			<Display_Name>Grab Delay Before Escape (fight club)</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Grab_Min_Distance_Unarmed</Name>
			<Type>Float</Type>
			<Display_Name>Grab Min Distance Unarmed</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Grab_Min_Distance_Armed</Name>
			<Type>Float</Type>
			<Display_Name>Grab Min Distance Armed</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Victim_Damage_Multiplier</Name>
			<Type>Float</Type>
			<Display_Name>Victim Damage Multiplier</Display_Name>
			<Description>All damage the victim receives while being a human shield are multiplied by this number</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Zombie_Bite_Damage</Name>
			<Type>Float</Type>
			<Display_Name>Zombie Bite Damage</Display_Name>
			<Default>150</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Zombie_Bite_Escape_Button_Presses_Min</Name>
			<Type>Int</Type>
			<Display_Name>Zombie Bite Escape Button Presses Min</Display_Name>
			<Default>10</Default>
			<MinValue>1</MinValue>
			</Element>
		<Element>
			<Name>Zombie_Bite_Escape_Button_Presses_Max</Name>
			<Type>Int</Type>
			<Display_Name>Zombie Bite Escape Button Presses Max</Display_Name>
			<Default>13</Default>
			<MinValue>1</MinValue>
			</Element>
		<Element>
			<Name>Zombie_Bite_Damage_Interval</Name>
			<Type>Int</Type>
			<Display_Name>Zombie Bite Damage Interval (ms)</Display_Name>
			<Default>2000</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>ControlPatterns</Name>
		<Type>Element</Type>
		<Display_Name>Control Patterns</Display_Name>
		<Element>
			<Name>OrthogonalArc</Name>
			<Type>Int</Type>
			<Display_Name>Orthogonal Arc</Display_Name>
			<Description>Angle (in degrees) to assign the orthogonal directions.  Bigger means more input leniency.</Description>
			<Default>50</Default>
			<MinValue>45</MinValue>
			<MaxValue>60</MaxValue>
			</Element>
		<Element>
			<Name>CenteredThreshold</Name>
			<Type>Float</Type>
			<Display_Name>Centered Threshold</Display_Name>
			<Description>Percentage of stick magnitude before an input is recognized and the stick isn't considered centered.  Larger means the player needs to push the stick farther.</Description>
			<Default>0.6</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		</Element>
	<Element>
		<Name>Human_Fine_Collision</Name>
		<Type>Element</Type>
		<Display_Name>Human Fine Collision</Display_Name>
		<Element>
			<Name>Head_Width</Name>
			<Type>Float</Type>
			<Display_Name>Head Width</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Neck_Width</Name>
			<Type>Float</Type>
			<Display_Name>Neck Width</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Torso_Width</Name>
			<Type>Float</Type>
			<Display_Name>Torso Width</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Groin_Width</Name>
			<Type>Float</Type>
			<Display_Name>Groin Width</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Upper_Arm_Width</Name>
			<Type>Float</Type>
			<Display_Name>Upper Arm Width</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Lower_Arm_Width</Name>
			<Type>Float</Type>
			<Display_Name>Lower Arm Width</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Upper_Leg_Width</Name>
			<Type>Float</Type>
			<Display_Name>Upper Leg Width</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Lower_Leg_Width</Name>
			<Type>Float</Type>
			<Display_Name>Lower Leg Width</Display_Name>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>TauntReactions</Name>
		<Type>Element</Type>
		<Display_Name>Taunt Reactions</Display_Name>
		<Element>
			<Name>ResponseAttack</Name>
			<Type>Float</Type>
			<Display_Name>Attack % chance</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>ResponseTaunt</Name>
			<Type>Float</Type>
			<Display_Name>Taunt % chance</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>ResponseFlee</Name>
			<Type>Float</Type>
			<Display_Name>Flee % chance</Display_Name>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Grab_Offsets</Name>
		<Type>Element</Type>
		<Display_Name>Grab Offsets</Display_Name>
		<Element>
			<Name>Melee_Grab</Name>
			<Type>Vector</Type>
			<Display_Name>Melee Grab</Display_Name>
			<Default>0.0</Default>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Melee_Grab_Away</Name>
			<Type>Vector</Type>
			<Display_Name>Melee Grab Away</Display_Name>
			<Default>0.0</Default>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Ragdoll_Grab_Faceup</Name>
			<Type>Vector</Type>
			<Display_Name>Ragdoll Grab Face Up</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Ragdoll_Grab_Facedown</Name>
			<Type>Vector</Type>
			<Display_Name>Ragdoll Grab Face Down</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Finisher_Grab_Faceup</Name>
			<Type>Vector</Type>
			<Display_Name>Finisher Grab Face Up</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Finisher_Grab_Facedown</Name>
			<Type>Vector</Type>
			<Display_Name>Finisher Grab Face Down</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Finishing_1</Name>
			<Type>Vector</Type>
			<Display_Name>Finisher State Face Up</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Finishing_2</Name>
			<Type>Vector</Type>
			<Display_Name>Finisher State Face Down</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Finishing_Away</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Stand</Name>
			<Type>Vector</Type>
			<Display_Name>HS Stand</Display_Name>
			<Default>0.0</Default>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Walk</Name>
			<Type>Vector</Type>
			<Display_Name>HS Walk</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Walk_Back</Name>
			<Type>Vector</Type>
			<Display_Name>HS Walk Back</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Walk_Left</Name>
			<Type>Vector</Type>
			<Display_Name>HS Walk Left</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Walk_Right</Name>
			<Type>Vector</Type>
			<Display_Name>HS Walk Right</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Run</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Run_Back</Name>
			<Type>Vector</Type>
			<Display_Name>HS Run Back</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Run_Left</Name>
			<Type>Vector</Type>
			<Display_Name>HS Run Left</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Run_Right</Name>
			<Type>Vector</Type>
			<Display_Name>HS Run Right</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Melee_Grapple_Grab</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Melee_Grapple_Hold</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Melee_Grapple_Grab_Behind</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Zombie_Bite_Grab</Name>
			<Type>Vector</Type>
			<Display_Name>Zombie Bite Grab</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Zombie_Biting_State</Name>
			<Type>Vector</Type>
			<Display_Name>Zombie Biting State</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HSG_Stand</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HSG_Walk</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HSG_Walk_Back</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HSG_Walk_Left</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HSG_Walk_Right</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HSG_Run</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HSG_Run_Back</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HSG_Run_Left</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HSG_Run_Right</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		</Element>
	<Element>
		<Name>Gurney_Grab_Offsets</Name>
		<Type>Element</Type>
		<Display_Name>Gurney Grab Offsets</Display_Name>
		<Element>
			<Name>Melee_Grab</Name>
			<Type>Vector</Type>
			<Display_Name>Melee Grab</Display_Name>
			<Default>0.0</Default>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Melee_Grab_Away</Name>
			<Type>Vector</Type>
			<Display_Name>Melee Grab Away</Display_Name>
			<Default>0.0</Default>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Stand</Name>
			<Type>Vector</Type>
			<Display_Name>HS Stand</Display_Name>
			<Default>0.0</Default>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Walk</Name>
			<Type>Vector</Type>
			<Display_Name>HS Walk</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Walk_Back</Name>
			<Type>Vector</Type>
			<Display_Name>HS Walk Back</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Walk_Left</Name>
			<Type>Vector</Type>
			<Display_Name>HS Walk Left</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Walk_Right</Name>
			<Type>Vector</Type>
			<Display_Name>HS Walk Right</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Run</Name>
			<Type>Vector</Type>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Run_Back</Name>
			<Type>Vector</Type>
			<Display_Name>HS Run Back</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Run_Left</Name>
			<Type>Vector</Type>
			<Display_Name>HS Run Left</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>HS_Run_Right</Name>
			<Type>Vector</Type>
			<Display_Name>HS Run Right</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		</Element>
	<Element>
		<Name>Flamethrower</Name>
		<Type>Element</Type>
		<Element>
			<Name>Groundfire_Creation_Time</Name>
			<Type>Int</Type>
			<Display_Name>Groundfire Creation Time</Display_Name>
			<Description>Time (ms) before a surface being hit by the flamethrower will spawn a fire.</Description>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Groundfire_Duration</Name>
			<Type>Int</Type>
			<Display_Name>Groundfire Duration Min</Display_Name>
			<Description>Min time(ms) before a flamethrower spawned fire will self extinguish.</Description>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Groundfire_Duration_Max</Name>
			<Type>Int</Type>
			<Display_Name>Groundfire Duration Max</Display_Name>
			<Description>Max time(ms) before a flamethrower spawned fire will self extinguish.</Description>
			<Default>0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Bust_Offsets</Name>
		<Type>Element</Type>
		<Display_Name>Bust Offsets</Display_Name>
		<Element>
			<Name>Bust_Face_Up_Left</Name>
			<Type>Vector</Type>
			<Display_Name>Bust Face Up Left</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Bust_Face_Down_Left</Name>
			<Type>Vector</Type>
			<Display_Name>Bust Face Down Left</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Bust_Face_Up_Right</Name>
			<Type>Vector</Type>
			<Display_Name>Bust Face Up Right</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Bust_Face_Down_Right</Name>
			<Type>Vector</Type>
			<Display_Name>Bust Face Down Right</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Bust_Standing</Name>
			<Type>Vector</Type>
			<Display_Name>Bust Standing</Display_Name>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		</Element>
	<Element>
		<Name>Vehicle_Interaction</Name>
		<Type>Element</Type>
		<Display_Name>Vehicle Interaction</Display_Name>
		<Element>
			<Name>Max_Vehicle_Enter_Speed_SP</Name>
			<Type>Int</Type>
			<Display_Name>Max Vehicle Enter Speed SP</Display_Name>
			<Description>In a single-player game, If a vehicle is going faster than this speed, humans will not be able to enter. The value is in absolute MPH. A negative number will cause the speed check to be ignored.</Description>
			<Default>15</Default>
			<MinValue>-1</MinValue>
			<MaxValue>350</MaxValue>
			<UseSlider>True</UseSlider>
			</Element>
		<Element>
			<Name>Max_Vehicle_Enter_Speed_MP</Name>
			<Type>Int</Type>
			<Display_Name>Max Vehicle Enter Speed MP</Display_Name>
			<Description>In a multi-player game, If a vehicle is going faster than this speed, humans will not be able to enter. The value is in absolute MPH. A negative number will cause the speed check to be ignored.</Description>
			<Default>15</Default>
			<MinValue>-1</MinValue>
			<MaxValue>350</MaxValue>
			<UseSlider>True</UseSlider>
			</Element>
		</Element>
	<Element>
		<Name>Controls</Name>
		<Type>Element</Type>
		<Default>0</Default>
		<Element>
			<Name>Dual_Wield_Hold_Time</Name>
			<Type>Int</Type>
			<Display_Name>Item Pick Up Hold Time</Display_Name>
			<Description>How long (in ms) the player needs to hold the item pickup  key (A) to pick up any type of object.</Description>
			<Default>0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Rocket_accuracy</Name>
		<Type>Element</Type>
		<Display_Name>Rocket accuracy</Display_Name>
		<Element>
			<Name>First_shot_miss_distance</Name>
			<Type>Float</Type>
			<Display_Name>First shot miss distance (m)</Display_Name>
			<Default>1.8</Default>
			</Element>
		<Element>
			<Name>Normal_error_distance_min</Name>
			<Type>Float</Type>
			<Display_Name>Normal error distance min (m)</Display_Name>
			<Default>0.2</Default>
			</Element>
		<Element>
			<Name>Normal_error_distance_max</Name>
			<Type>Float</Type>
			<Display_Name>Normal error distance max (m)</Display_Name>
			<Default>1.4</Default>
			</Element>
		</Element>
	<Element>
		<Name>Activity_Constants</Name>
		<Type>Element</Type>
		<Display_Name>Activity Constants</Display_Name>
		<Element>
			<Name>mayhem_mover_base_value</Name>
			<Type>Float</Type>
			<Display_Name>mayhem mover base value</Display_Name>
			<Default>300.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>mayhem_mover_increment_value</Name>
			<Type>Float</Type>
			<Display_Name>mayhem mover increment value</Display_Name>
			<Default>100.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>sewage_mover_base_value</Name>
			<Type>Float</Type>
			<Display_Name>sewage mover base value</Display_Name>
			<Default>300.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>sewage_mover_increment_value</Name>
			<Type>Float</Type>
			<Display_Name>sewage mover increment value</Display_Name>
			<Default>100.0</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>RespectMissionUnlock</Name>
		<Type>Int</Type>
		<Display_Name>Respect To Unlock Mission</Display_Name>
		<Default>0</Default>
		</Element>
	<Element>
		<Name>Helicopter</Name>
		<Type>Element</Type>
		<Element>
			<Name>Draft</Name>
			<Type>Element</Type>
			<Element>
				<Name>height</Name>
				<Type>Float</Type>
				<Description>maximum height for raft to appear.</Description>
				<Default>15</Default>
				<MinValue>1</MinValue>
				<MaxValue>40</MaxValue>
				</Element>
			<Element>
				<Name>radius</Name>
				<Type>Float</Type>
				<Description>For collecting objects, and fleeing peds</Description>
				<Default>10</Default>
				<MinValue>1</MinValue>
				<MaxValue>40</MaxValue>
				</Element>
			<Element>
				<Name>force_x</Name>
				<Type>Float</Type>
				<Description>Increase to make all objects get blown harder.</Description>
				<Default>1</Default>
				<MinValue>0.01</MinValue>
				</Element>
			<Element>
				<Name>dislodge_damage_x</Name>
				<Type>Float</Type>
				<Description>Increase to make all objects dislodge easier.</Description>
				<Default>.0125</Default>
				<MinValue>0</MinValue>
				<MaxValue>0.5</MaxValue>
				</Element>
			<Element>
				<Name>ped_flee_radius_start</Name>
				<Type>Float</Type>
				<Default>15</Default>
				</Element>
			<Element>
				<Name>ped_flee_radius_stop</Name>
				<Type>Float</Type>
				<Default>20</Default>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>Kneecapper</Name>
		<Type>Element</Type>
		<Element>
			<Name>Extend_Speed</Name>
			<Type>Float</Type>
			<Display_Name>Extend Speed (mph)</Display_Name>
			<Description>The speed threshold at which kneecappers extend.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Extend_Time</Name>
			<Type>Int</Type>
			<Display_Name>Extend Time (ms)</Display_Name>
			<Description>How long it takes kneecappers to extend/retract in milliseconds.</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Human_Damage</Name>
			<Type>Int</Type>
			<Display_Name>Human Damage (ps)</Display_Name>
			<Description>How much damage is done to humans each second they're hit by a kneecapper.</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>Combat_AI</Name>
		<Type>Element</Type>
		<Display_Name>Combat AI Parameters</Display_Name>
		<Element>
			<Name>Melee</Name>
			<Type>Element</Type>
			<Display_Name>Melee Parameters</Display_Name>
			</Element>
		<Element>
			<Name>Gun</Name>
			<Type>Element</Type>
			<Display_Name>Gunfire Parameters</Display_Name>
			<Element>
				<Name>Reposition_Min</Name>
				<Type>Int</Type>
				<Display_Name>Reposition Min Time (ms)</Display_Name>
				<Description>Minimum time between path repositions during gun AI, in miliseconds.</Description>
				<Default>3000</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>Reposition_Max</Name>
				<Type>Int</Type>
				<Display_Name>Reposition Max Time (ms)</Display_Name>
				<Description>Maximum time between path repositions during gun AI, in miliseconds.</Description>
				<Default>6000</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>Cant_Fire_Reposition_Min</Name>
				<Type>Int</Type>
				<Display_Name>Can't Fire Reposition Min Time (ms)</Display_Name>
				<Description>Minimum time between path repositions during gun AI, in miliseconds, when the NPC is not currently allowed to fire.</Description>
				<Default>1000</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>Cant_Fire_Reposition_Max</Name>
				<Type>Int</Type>
				<Display_Name>Can't Fire Reposition Max Time (ms)</Display_Name>
				<Description>Maximum time between path repositions during gun AI, in miliseconds, when the NPC is not currently allowed to fire.</Description>
				<Default>3000</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>Pepperspray</Name>
				<Type>Element</Type>
				<Display_Name>Pepperspray Special Case</Display_Name>
				<Element>
					<Name>Spray_Min</Name>
					<Type>Int</Type>
					<Display_Name>Spray Minimum Time (ms)</Display_Name>
					<Description>Minimum length of an NPC spray, in miliseconds</Description>
					<Default>2000</Default>
					</Element>
				<Element>
					<Name>Spray_Max</Name>
					<Type>Int</Type>
					<Display_Name>Spray Maximum Time (ms)</Display_Name>
					<Description>Maximum length of an NPC spray, in miliseconds</Description>
					<Default>3000</Default>
					</Element>
				</Element>
			<Element>
				<Name>Back_Away_Min_Dist</Name>
				<Type>Float</Type>
				<Display_Name>Back Away Minimum Distance</Display_Name>
				<Description>Minimum distance an NPC in gun AI can be from his target; can be modified based on weapon range and minimum safe weapon distance</Description>
				<Default>7.5</Default>
				</Element>
			<Element>
				<Name>Back_Away_Max_Dist</Name>
				<Type>Float</Type>
				<Display_Name>Back Away Maximum Distance</Display_Name>
				<Description>Maximum distance an NPC in gun AI can be from his target; will be overridden by weapon range if weapon range exceeds this value.</Description>
				<Default>12.5</Default>
				</Element>
			<Element>
				<Name>Back_Away_Abs_Min_Dist</Name>
				<Type>Float</Type>
				<Display_Name>Back Away Absolute Minimum Distance</Display_Name>
				<Description>Absolute minimum distance an NPC in gun AI must be from his target.</Description>
				<Default>1.25</Default>
				</Element>
			<Element>
				<Name>PepperSprayMinUsageDelay</Name>
				<Type>Int</Type>
				<Display_Name>Pepper Spray Min Usage Delay (ms)</Display_Name>
				<Description>Minimum time (in ms) between NPC usage of pepper spray against the player</Description>
				<Default>0</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>StunGunMinUsageDelay</Name>
				<Type>Int</Type>
				<Display_Name>Stun Gun Min Usage Delay (ms)</Display_Name>
				<Description>Minimum time (in ms) between NPC usage of stun gun against the player</Description>
				<Default>0</Default>
				<MinValue>0</MinValue>
				</Element>
			</Element>
		<Element>
			<Name>Chase</Name>
			<Type>Element</Type>
			<Display_Name>Chasing Parameters</Display_Name>
			</Element>
		<Element>
			<Name>Gunfire_Evade</Name>
			<Type>Element</Type>
			<Display_Name>Gunfire Evade AI</Display_Name>
			<Element>
				<Name>Cower_Flee_Chance</Name>
				<Type>Float</Type>
				<Display_Name>Cower Flee Chance</Display_Name>
				<Description>Chance that a gunfire evasion will use the cower flee animation.</Description>
				<Default>0.25</Default>
				<MinValue>0</MinValue>
				<MaxValue>1</MaxValue>
				<UseSlider>True</UseSlider>
				</Element>
			<Element>
				<Name>Cower_Flee_Max_Rank</Name>
				<Type>Int</Type>
				<Display_Name>Cower Flee Max Rank</Display_Name>
				<Description>Maximum rank that will use the cower flee animation.</Description>
				<Default>2</Default>
				</Element>
			</Element>
		<Element>
			<Name>Bust</Name>
			<Type>Element</Type>
			<Display_Name>Bust Parameters</Display_Name>
			<Element>
				<Name>Bust_HP_Pcnt</Name>
				<Type>Float</Type>
				<Display_Name>Bust Hitpoint Percentage</Display_Name>
				<Description>The player's HP has to be below this percentage before the cops will bust him.</Description>
				<Default>0.2</Default>
				<MinValue>0</MinValue>
				<MaxValue>1</MaxValue>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>Vehicle_Evade_AI</Name>
		<Type>Element</Type>
		<Display_Name>Vehicle Evade AI Paremters</Display_Name>
		<Element>
			<Name>Evade_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Evasion Chance</Display_Name>
			<Description>Chance of evading a vehicle</Description>
			<Default>0.5</Default>
			</Element>
		<Element>
			<Name>Dive_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Dive Chance</Display_Name>
			<Description>Chance that someone evading a vehicle will dive out of the way</Description>
			<Default>0.5</Default>
			</Element>
		<Element>
			<Name>Threat_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Threat Chance</Display_Name>
			<Description>Chance of threatening the driver of the vehicle just evaded (assuming the NPC is allowed to do so)</Description>
			<Default>0.5</Default>
			</Element>
		<Element>
			<Name>Threat_Chance_After_Dive</Name>
			<Type>Float</Type>
			<Display_Name>Threat Chance After Dive</Display_Name>
			<Description>Chance of threatening the driver of a vehicle after diving out of the way</Description>
			<Default>0.9</Default>
			</Element>
		</Element>
	<Element>
		<Name>Idle_AI</Name>
		<Type>Element</Type>
		<Display_Name>Idle AI Parameters</Display_Name>
		<Element>
			<Name>Crime_scene</Name>
			<Type>Element</Type>
			<Display_Name>Crime Scene Parameters</Display_Name>
			<Element>
				<Name>Get_callers_delay</Name>
				<Type>Int</Type>
				<Display_Name>Get callers delay (ms)</Display_Name>
				<Description>The window to pick a caller that is on screen.</Description>
				<Default>400</Default>
				</Element>
			<Element>
				<Name>Dont_call_delay</Name>
				<Type>Int</Type>
				<Display_Name>Dont call delay (ms)</Display_Name>
				<Description>peda are not to call the police for this amount of time after a crime</Description>
				<Default>240000</Default>
				</Element>
			<Element>
				<Name>Police_response_delay</Name>
				<Type>Int</Type>
				<Display_Name>Police response delay (ms)</Display_Name>
				<Description>Time between the phone call and police start pathfind</Description>
				<Default>3000</Default>
				</Element>
			<Element>
				<Name>Observe_interval</Name>
				<Type>Int</Type>
				<Display_Name>Observe interval (ms)</Display_Name>
				<Description>Duration to look at each object in a crime scene</Description>
				<Default>2000</Default>
				</Element>
			<Element>
				<Name>Add_cop_interval</Name>
				<Type>Int</Type>
				<Display_Name>Add cop interval (ms)</Display_Name>
				<Description>Make additional cop respond in case the first got stuck.</Description>
				<Default>20000</Default>
				</Element>
			<Element>
				<Name>Radius</Name>
				<Type>Float</Type>
				<Display_Name>Radius (m)</Display_Name>
				<Description>The area considered to be the crime scene</Description>
				<Default>3</Default>
				</Element>
			</Element>
		<Element>
			<Name>Drunk</Name>
			<Type>Element</Type>
			<Display_Name>Drunk Parameters</Display_Name>
			<Element>
				<Name>drunk_knockdown_chance</Name>
				<Type>Int</Type>
				<Display_Name>drunk knockdown in combat %</Display_Name>
				<Default>0</Default>
				<MinValue>0</MinValue>
				<MaxValue>100</MaxValue>
				<UseSlider>True</UseSlider>
				</Element>
			<Element>
				<Name>drunk_action_delay_min</Name>
				<Type>Int</Type>
				<Display_Name>drunk action delay min</Display_Name>
				<Default>0</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>drunk_action_delay_max</Name>
				<Type>Int</Type>
				<Display_Name>drunk action delay max</Display_Name>
				<Default>0</Default>
				<MinValue>0</MinValue>
				</Element>
			<Element>
				<Name>Drunk_action_type</Name>
				<Type>Element</Type>
				<Display_Name>Drunk action type</Display_Name>
				<Description>The type percents must add to 100</Description>
				<Element>
					<Name>drunk_taunt_pct</Name>
					<Type>Int</Type>
					<Display_Name>taunt (stumble if no target) %</Display_Name>
					<Default>0</Default>
					<MinValue>0</MinValue>
					<MaxValue>100</MaxValue>
					</Element>
				<Element>
					<Name>drunk_stumble_pct</Name>
					<Type>Int</Type>
					<Display_Name>stumble %</Display_Name>
					<Default>0</Default>
					<MinValue>0</MinValue>
					<MaxValue>100</MaxValue>
					</Element>
				<Element>
					<Name>drunk_vomit_pct</Name>
					<Type>Int</Type>
					<Display_Name>vomit %</Display_Name>
					<Default>0</Default>
					</Element>
				<Element>
					<Name>drunk_stand_pct</Name>
					<Type>Int</Type>
					<Display_Name>stand %</Display_Name>
					<Default>0</Default>
					<MinValue>0</MinValue>
					<MaxValue>100</MaxValue>
					</Element>
				<Element>
					<Name>drink_more_pct</Name>
					<Type>Int</Type>
					<Display_Name>drink more %</Display_Name>
					<Default>0</Default>
					<MinValue>0</MinValue>
					<MaxValue>100</MaxValue>
					</Element>
				</Element>
			</Element>
		<Element>
			<Name>Sidewalk</Name>
			<Type>Element</Type>
			<Display_Name>Sidewalk Parameters</Display_Name>
			<Element>
				<Name>Player_Blocking_Complain_Ms</Name>
				<Type>Int</Type>
				<Display_Name>Player Blocking Complain Time (ms)</Display_Name>
				<Description>Time the player must block an NPC before the NPC complains (aproximate)</Description>
				<Default>1000</Default>
				</Element>
			<Element>
				<Name>Player_Blocking_React_Ms</Name>
				<Type>Int</Type>
				<Display_Name>Player Blocking Reaction Time (ms)</Display_Name>
				<Description>Time the player must block an NPC before the NPC reacts by attacking or worried/walking (aproximate)</Description>
				<Default>4000</Default>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>PepperSpray</Name>
		<Type>Element</Type>
		<Display_Name>Pepper Spray</Display_Name>
		<Element>
			<Name>SprayMeterReact</Name>
			<Type>Float</Type>
			<Display_Name>Spray Meter Reaction Level</Display_Name>
			<Description>Level the spray meter has to get to before someone reacts.</Description>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>SprayMeterMax</Name>
			<Type>Float</Type>
			<Display_Name>Spray Meter Maximum</Display_Name>
			<Description>Maximum value the spray meter can get to</Description>
			<Default>2.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>SprayIncRate</Name>
			<Type>Float</Type>
			<Display_Name>Spray Increase Rate</Display_Name>
			<Description>Rate at which the pepper spray meter increases, per second of being sprayed.</Description>
			<Default>10.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>SprayDecRate</Name>
			<Type>Float</Type>
			<Display_Name>Spray Decrease Rate</Display_Name>
			<Description>Rate at which the pepper spray meter decreases, per second.</Description>
			<Default>2.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>PlayerSprayIncrate</Name>
			<Type>Float</Type>
			<Display_Name>Player Spray Increase Rate</Display_Name>
			<Description>Rate at which the pepper spray meter increases for the player, per second of being sprayed.</Description>
			<Default>10.0</Default>
			<MinValue>1</MinValue>
			</Element>
		<Element>
			<Name>PlayerSprayDecRate</Name>
			<Type>Float</Type>
			<Display_Name>Player Spray Decreate Rate</Display_Name>
			<Description>Rate at which the pepper spray meter decreases for the player, per second.</Description>
			<Default>4.0</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>Stungun</Name>
		<Type>Element</Type>
		<Element>
			<Name>Stun_Time_Npc</Name>
			<Type>Int</Type>
			<Display_Name>Stun Time Npc</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Stun_Time_Player</Name>
			<Type>Int</Type>
			<Display_Name>Stun Time Player</Display_Name>
			<Default>0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Fight_Club</Name>
		<Type>Element</Type>
		<Element>
			<Name>Finisher_Rates</Name>
			<Type>Grid</Type>
			<Display_Name>Finisher Rates</Display_Name>
			<Element>
				<Name>Finisher_Rate</Name>
				<Type>Element</Type>
				<Display_Name>Finisher Rate</Display_Name>
				<Element>
					<Name>Num_Failures</Name>
					<Type>Int</Type>
					<Display_Name>Num Failures</Display_Name>
					<Unique>true</Unique>
					<Default>0</Default>
					<MinValue>0</MinValue>
					<MaxValue>3</MaxValue>
					</Element>
				<Element>
					<Name>Player</Name>
					<Type>Float</Type>
					<Description>Rate of bar decrease when the player is being finished by an NPC.</Description>
					<Default>0.5</Default>
					<MinValue>0</MinValue>
					</Element>
				<Element>
					<Name>NPC</Name>
					<Type>Float</Type>
					<Description>Rate of bar decrease when an NPC is being finished by the player.</Description>
					<Default>0.5</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			<Num_Display_Rows>8</Num_Display_Rows>
			</Element>
		<Element>
			<Name>Health_Weight</Name>
			<Type>Float</Type>
			<Display_Name>Health Weight</Display_Name>
			<Description>How much does the victim's health affect the finisher difficulty.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>Max_Imbalance</Name>
			<Type>Int</Type>
			<Display_Name>Instablock Max Imbalance</Display_Name>
			<Description>Player punch imbalance at which they get blocked 100% of the time.</Description>
			<Default>20</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Min_Imbalance</Name>
			<Type>Int</Type>
			<Display_Name>Instablock Min Imbalance</Display_Name>
			<Description>Player punch imbalance at whch it starts blocking the player based on their imbalance.</Description>
			<Default>6</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>Coop_Meta_Game</Name>
		<Type>Element</Type>
		<Display_Name>Co-op Meta Game</Display_Name>
		<Element>
			<Name>Reward_Cash</Name>
			<Type>Float</Type>
			<Display_Name>Reward Cash</Display_Name>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Points_Per_Player_Death</Name>
			<Type>Int</Type>
			<Display_Name>Points Per Player Death (or Made Revivable)</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Points_Per_Gang_Vehicle</Name>
			<Type>Int</Type>
			<Display_Name>Points Per Gang Vehicle</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Points_Per_Homie_Revive</Name>
			<Type>Int</Type>
			<Display_Name>Points Per Homie Revive</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Points_Per_Mission_Objective</Name>
			<Type>Int</Type>
			<Display_Name>Points Per Mission Objective</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Points_Per_Headshot</Name>
			<Type>Int</Type>
			<Display_Name>Points Per Headshot</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Points_Per_Nutshot</Name>
			<Type>Int</Type>
			<Display_Name>Points Per Nutshot</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Points_Per_Melee_Kill</Name>
			<Type>Int</Type>
			<Display_Name>Points Per Melee Kill</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Points_Per_Explosion_Kill</Name>
			<Type>Int</Type>
			<Display_Name>Points Per Explosion Kill</Display_Name>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Points_Per_Quick_Kill</Name>
			<Type>Int</Type>
			<Display_Name>Points Per Quick Kill</Display_Name>
			<Default>0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Wieldable_Prop_Throw</Name>
		<Type>Element</Type>
		<Element>
			<Name>Basketball_Multiplier_Low</Name>
			<Type>Float</Type>
			<Display_Name>Basketball Multiplier Low</Display_Name>
			<Description>A multiplier for how far the basketball havok object can be thrown when the player isn't holding the right trigger</Description>
			<Default>0.2</Default>
			</Element>
		<Element>
			<Name>Basketball_Multiplier_High</Name>
			<Type>Float</Type>
			<Display_Name>Basketball Multiplier High</Display_Name>
			<Description>A multiplier for how far the basketball havok object can be thrown when the player is holding the right trigger</Description>
			<Default>1.0</Default>
			</Element>
		<Element>
			<Name>H1H_Mult</Name>
			<Type>Float</Type>
			<Display_Name>1H Mult</Display_Name>
			<Description>A multiplier for how far one handed weapons can be thrown.  Higher numbers yield further throws.</Description>
			<Default>1.0</Default>
			</Element>
		<Element>
			<Name>H2H_Mult</Name>
			<Type>Float</Type>
			<Display_Name>2H Mult</Display_Name>
			<Description>A multiplier for how far two handed weapons can be thrown.  Higher numbers yield further throws.</Description>
			<Default>1.0</Default>
			</Element>
		<Element>
			<Name>H2H_High_Mult</Name>
			<Type>Float</Type>
			<Display_Name>2H High Mult</Display_Name>
			<Description>A multiplier for how far two handed high weapons can be thrown.  Higher numbers yield further throws.</Description>
			<Default>1.0</Default>
			</Element>
		<Element>
			<Name>H2H_Low_Mult</Name>
			<Type>Float</Type>
			<Display_Name>2H Low Mult</Display_Name>
			<Description>A multiplier for how far two handed low weapons can be thrown.  Higher numbers yield further throws.</Description>
			<Default>1.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Drunk_Sway</Name>
		<Type>Element</Type>
		<Display_Name>Drunk Sway</Display_Name>
		<Element>
			<Name>Speed</Name>
			<Type>Float</Type>
			<Description>How quickly the camera oscillates.</Description>
			<Default>1.0</Default>
			</Element>
		<Element>
			<Name>Roll_Magnitude</Name>
			<Type>Float</Type>
			<Display_Name>Roll Magnitude</Display_Name>
			<Description>Extremity of camera movement around the Z axis.</Description>
			<Default>0.2</Default>
			</Element>
		<Element>
			<Name>Heading_Magnitude</Name>
			<Type>Float</Type>
			<Display_Name>Heading Magnitude</Display_Name>
			<Description>Extremity of camera movement around the Y axis.</Description>
			<Default>0.1</Default>
			</Element>
		</Element>
	<Element>
		<Name>Watercraft_Params</Name>
		<Type>Element</Type>
		<Display_Name>Ambient Watercraft Parameters</Display_Name>
		<Element>
			<Name>Reduced_Speed_Pct</Name>
			<Type>Float</Type>
			<Display_Name>Reduced Speed Chance</Display_Name>
			<Description>Chance that an ambient watercraft will spawn with a reduced speed.</Description>
			<Default>0.5</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>Reduced_Speed_Pct_Min</Name>
			<Type>Float</Type>
			<Display_Name>Minimum Reduced Speed Percentage</Display_Name>
			<Description>Minimum percentage of speed that a waterfract with reduced speed will spawn at.</Description>
			<Default>0.5</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>Reduced_Speed_Pct_Max</Name>
			<Type>Float</Type>
			<Display_Name>Maximum Reduced Speed Percentage</Display_Name>
			<Description>Maximum percentage of speed that a waterfract with reduced speed will spawn at.</Description>
			<Default>0.75</Default>
			</Element>
		</Element>
	<Element>
		<Name>Siren_Whoop_Params</Name>
		<Type>Element</Type>
		<Display_Name>Siren Whoop Parameters</Display_Name>
		<Element>
			<Name>Whoop_Min_Count</Name>
			<Type>Int</Type>
			<Display_Name>Whoop Min Count</Display_Name>
			<Description>Minimum number of whoops to play at once</Description>
			<Default>1</Default>
			</Element>
		<Element>
			<Name>Whoop_Max_Count</Name>
			<Type>Int</Type>
			<Display_Name>Whoop Max Count</Display_Name>
			<Description>Maximum number of whoops to play at once</Description>
			<Default>3</Default>
			</Element>
		<Element>
			<Name>Honk_Whoop_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Honk Whoop Chance</Display_Name>
			<Description>Chance of using the siren whoop in place of a normal honk</Description>
			<Default>0.5</Default>
			</Element>
		<Element>
			<Name>Ram_Whoop_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Ram Whoop Chance</Display_Name>
			<Description>Chance of using the siren whoop when entering ram</Description>
			<Default>1.0</Default>
			</Element>
		<Element>
			<Name>Hit_Vehicle_Whoop_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Hit Vehicle Whoop Chance</Display_Name>
			<Description>Chance of using the siren whoop when colliding with a non-siren-enabled vehicle</Description>
			<Default>0.5</Default>
			</Element>
		<Element>
			<Name>Hit_Ped_Whoop_Chance</Name>
			<Type>Float</Type>
			<Display_Name>Hit Ped Whoop Chance</Display_Name>
			<Description>Chance of playing a siren whoop when colloding with a non-law enforcement Ped</Description>
			<Default>0.25</Default>
			</Element>
		</Element>
	<Element>
		<Name>Garage</Name>
		<Type>Element</Type>
		<Element>
			<Name>Free_Repair_Damage</Name>
			<Type>Float</Type>
			<Display_Name>Free Repair Damage</Display_Name>
			<Description>The your vehicle has less than this damage percent, silently repair the car for free as soon as the player drives into the garage.</Description>
			<Default>0.2</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			<UseSlider>True</UseSlider>
			</Element>
		</Element>
	<Element>
		<Name>Fall_Damage</Name>
		<Type>Element</Type>
		<Display_Name>Fall Damage</Display_Name>
		<Element>
			<Name>Min_Distance</Name>
			<Type>Float</Type>
			<Display_Name>Min Distance (meters)</Display_Name>
			<Description>Distance you can fall before taking damage.</Description>
			<Default>4.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Percent_Damage_per_Meter</Name>
			<Type>Float</Type>
			<Display_Name>Percent Damage per Meter</Display_Name>
			<Description>Damage taken per meter past the minimum as a percentage of the player's max HP.</Description>
			<Default>0.2</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>MP_Percent_Damage_per_Meter</Name>
			<Type>Float</Type>
			<Display_Name>MP Percent Damage per Meter</Display_Name>
			<Description>Damage taken per meter past the minimum as a percentage of the player's max HP, in multiplayer.</Description>
			<Default>0.1</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		</Element>
	</TableDescription>

<EntryCategories>
	<Category>
		<Name>Entries</Name>
		</Category>
	</EntryCategories>
</root>