package ShootingPatterns
using RTDB

BurstShootingPackage : AIPatternsPackage
{
	activationConditions = 
	[
		"ShootingPatterns.BurstPatternCondition"
	];
	patterns = 
	[
		"ShootingPatterns.Close_BurstShootingPattern_1", "ShootingPatterns.Medium_BurstShootingPattern_1", "ShootingPatterns.Long_BurstShootingPattern_1", "ShootingPatterns.Close_BurstShootingPattern_2", "ShootingPatterns.Medium_BurstShootingPattern_2", "ShootingPatterns.Long_BurstShootingPattern_2", "ShootingPatterns.Close_BurstShootingPattern_3", "ShootingPatterns.Medium_BurstShootingPattern_3", "ShootingPatterns.Long_BurstShootingPattern_3", "ShootingPatterns.Close_BurstShootingPattern_4", "ShootingPatterns.Medium_BurstShootingPattern_4", "ShootingPatterns.Long_BurstShootingPattern_4", "ShootingPatterns.Close_BurstShootingPattern_5", "ShootingPatterns.Medium_BurstShootingPattern_5", "ShootingPatterns.Long_BurstShootingPattern_5"
	];
}

FullAutoShootingPackage : AIPatternsPackage
{
	activationConditions = 
	[
		"ShootingPatterns.FullAutoPatternCondition"
	];
	patterns = 
	[
		"ShootingPatterns.Close_FullAutoShootingPattern_1", "ShootingPatterns.Medium_FullAutoShootingPattern_1", "ShootingPatterns.Long_FullAutoShootingPattern_1", "ShootingPatterns.Close_FullAutoShootingPattern_2", "ShootingPatterns.Medium_FullAutoShootingPattern_2", "ShootingPatterns.Long_FullAutoShootingPattern_2", "ShootingPatterns.Close_FullAutoShootingPattern_3", "ShootingPatterns.Medium_FullAutoShootingPattern_3", "ShootingPatterns.Long_FullAutoShootingPattern_3", "ShootingPatterns.Close_FullAutoShootingPattern_4", "ShootingPatterns.Medium_FullAutoShootingPattern_4", "ShootingPatterns.Long_FullAutoShootingPattern_4", "ShootingPatterns.Close_FullAutoShootingPattern_5", "ShootingPatterns.Medium_FullAutoShootingPattern_5", "ShootingPatterns.Long_FullAutoShootingPattern_5"
	];
}

FullAutoPistolShootingPackage : AIPatternsPackage
{
	activationConditions = 
	[
		"ShootingPatterns.FullAutoPatternCondition"
	];
	patterns = 
	[
		"ShootingPatterns.Close_FullAutoPistolShootingPattern_1", "ShootingPatterns.Medium_FullAutoPistolShootingPattern_1", "ShootingPatterns.Long_FullAutoPistolShootingPattern_1", "ShootingPatterns.Close_FullAutoPistolShootingPattern_2", "ShootingPatterns.Medium_FullAutoPistolShootingPattern_2", "ShootingPatterns.Long_FullAutoPistolShootingPattern_2", "ShootingPatterns.Close_FullAutoPistolShootingPattern_3", "ShootingPatterns.Medium_FullAutoPistolShootingPattern_3", "ShootingPatterns.Long_FullAutoPistolShootingPattern_3", "ShootingPatterns.Close_FullAutoPistolShootingPattern_4", "ShootingPatterns.Medium_FullAutoPistolShootingPattern_4", "ShootingPatterns.Long_FullAutoPistolShootingPattern_4", "ShootingPatterns.Close_FullAutoPistolShootingPattern_5", "ShootingPatterns.Medium_FullAutoPistolShootingPattern_5", "ShootingPatterns.Long_FullAutoPistolShootingPattern_5"
	];
}

FullAutoSmartShootingPackage : AIPatternsPackage
{
	activationConditions = 
	[
		"ShootingPatterns.FullAutoSmartPatternCondition"
	];
	patterns = 
	[
		"ShootingPatterns.Close_FullAutoSmartShootingPattern_1", "ShootingPatterns.Medium_FullAutoSmartShootingPattern_1", "ShootingPatterns.Long_FullAutoSmartShootingPattern_1", "ShootingPatterns.Medium_FullAutoSmartShootingPattern_2", "ShootingPatterns.Long_FullAutoSmartShootingPattern_2", "ShootingPatterns.Medium_FullAutoSmartShootingPattern_3", "ShootingPatterns.Long_FullAutoSmartShootingPattern_3", "ShootingPatterns.Medium_FullAutoSmartShootingPattern_4", "ShootingPatterns.Long_FullAutoSmartShootingPattern_4", "ShootingPatterns.Medium_FullAutoSmartShootingPattern_5", "ShootingPatterns.Long_FullAutoSmartShootingPattern_5"
	];
}

FullAutoPistolSmartShootingPackage : AIPatternsPackage
{
	activationConditions = 
	[
		"ShootingPatterns.FullAutoSmartPatternCondition"
	];
	patterns = 
	[
		"ShootingPatterns.Close_FullAutoPistolSmartShootingPattern_1", "ShootingPatterns.Medium_FullAutoPistolSmartShootingPattern_1", "ShootingPatterns.Long_FullAutoPistolSmartShootingPattern_1", "ShootingPatterns.Close_FullAutoPistolSmartShootingPattern_2", "ShootingPatterns.Medium_FullAutoPistolSmartShootingPattern_2", "ShootingPatterns.Long_FullAutoPistolSmartShootingPattern_2", "ShootingPatterns.Close_FullAutoPistolSmartShootingPattern_3", "ShootingPatterns.Medium_FullAutoPistolSmartShootingPattern_3", "ShootingPatterns.Long_FullAutoPistolSmartShootingPattern_3", "ShootingPatterns.Close_FullAutoPistolSmartShootingPattern_4", "ShootingPatterns.Medium_FullAutoPistolSmartShootingPattern_4", "ShootingPatterns.Long_FullAutoPistolSmartShootingPattern_4", "ShootingPatterns.Close_FullAutoPistolSmartShootingPattern_5", "ShootingPatterns.Medium_FullAutoPistolSmartShootingPattern_5", "ShootingPatterns.Long_FullAutoPistolSmartShootingPattern_5"
	];
}

SemiAutoShootingPackage : AIPatternsPackage
{
	activationConditions = 
	[
		"ShootingPatterns.SemiAutoPatternCondition"
	];
	patterns = 
	[
		"ShootingPatterns.Close_SemiAutoShootingPattern_1", "ShootingPatterns.Medium_SemiAutoShootingPattern_1", "ShootingPatterns.Long_SemiAutoShootingPattern_1", "ShootingPatterns.Close_SemiAutoShootingPattern_2", "ShootingPatterns.Medium_SemiAutoShootingPattern_2", "ShootingPatterns.Long_SemiAutoShootingPattern_2", "ShootingPatterns.Close_SemiAutoShootingPattern_3", "ShootingPatterns.Medium_SemiAutoShootingPattern_3", "ShootingPatterns.Long_SemiAutoShootingPattern_3", "ShootingPatterns.Close_SemiAutoShootingPattern_4", "ShootingPatterns.Medium_SemiAutoShootingPattern_4", "ShootingPatterns.Long_SemiAutoShootingPattern_4", "ShootingPatterns.Close_SemiAutoShootingPattern_5", "ShootingPatterns.Medium_SemiAutoShootingPattern_5", "ShootingPatterns.Long_SemiAutoShootingPattern_5"
	];
}

SemiAutoSniperShootingPackage : AIPatternsPackage
{
	activationConditions = 
	[
		"ShootingPatterns.SemiAutoPatternCondition"
	];
	patterns = 
	[
		"ShootingPatterns.Close_SemiAutoSniperShootingPattern_1", "ShootingPatterns.Medium_SemiAutoShootingPattern_1", "ShootingPatterns.Long_SemiAutoShootingPattern_1", "ShootingPatterns.Close_SemiAutoSniperShootingPattern_2", "ShootingPatterns.Medium_SemiAutoShootingPattern_2", "ShootingPatterns.Long_SemiAutoShootingPattern_2", "ShootingPatterns.Close_SemiAutoSniperShootingPattern_3", "ShootingPatterns.Medium_SemiAutoShootingPattern_3", "ShootingPatterns.Long_SemiAutoShootingPattern_3", "ShootingPatterns.Close_SemiAutoSniperShootingPattern_4", "ShootingPatterns.Medium_SemiAutoShootingPattern_4", "ShootingPatterns.Long_SemiAutoShootingPattern_4", "ShootingPatterns.Close_SemiAutoSniperShootingPattern_5", "ShootingPatterns.Medium_SemiAutoShootingPattern_5", "ShootingPatterns.Long_SemiAutoShootingPattern_5"
	];
}

ShotgunShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_ShotgunShootingPattern_1", "ShootingPatterns.Medium_ShotgunShootingPattern_1", "ShootingPatterns.Long_ShotgunShootingPattern_1", "ShootingPatterns.Close_ShotgunShootingPattern_2", "ShootingPatterns.Medium_ShotgunShootingPattern_2", "ShootingPatterns.Long_ShotgunShootingPattern_2", "ShootingPatterns.Close_ShotgunShootingPattern_3", "ShootingPatterns.Medium_ShotgunShootingPattern_3", "ShootingPatterns.Long_ShotgunShootingPattern_3", "ShootingPatterns.Close_ShotgunShootingPattern_4", "ShootingPatterns.Medium_ShotgunShootingPattern_4", "ShootingPatterns.Long_ShotgunShootingPattern_4", "ShootingPatterns.Close_ShotgunShootingPattern_5", "ShootingPatterns.Medium_ShotgunShootingPattern_5", "ShootingPatterns.Long_ShotgunShootingPattern_5"
	];
}

ShotgunPistolShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_ShotgunPistolShootingPattern_1", "ShootingPatterns.Medium_ShotgunPistolShootingPattern_1", "ShootingPatterns.Long_ShotgunPistolShootingPattern_1", "ShootingPatterns.Close_ShotgunPistolShootingPattern_2", "ShootingPatterns.Medium_ShotgunPistolShootingPattern_2", "ShootingPatterns.Long_ShotgunPistolShootingPattern_2", "ShootingPatterns.Close_ShotgunPistolShootingPattern_3", "ShootingPatterns.Medium_ShotgunPistolShootingPattern_3", "ShootingPatterns.Long_ShotgunPistolShootingPattern_3", "ShootingPatterns.Close_ShotgunPistolShootingPattern_4", "ShootingPatterns.Medium_ShotgunPistolShootingPattern_4", "ShootingPatterns.Long_ShotgunPistolShootingPattern_4", "ShootingPatterns.Close_ShotgunPistolShootingPattern_5", "ShootingPatterns.Medium_ShotgunPistolShootingPattern_5", "ShootingPatterns.Long_ShotgunPistolShootingPattern_5"
	];
}

MachineGunShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_MachinegunShootingPattern_1", "ShootingPatterns.Medium_MachinegunShootingPattern_1", "ShootingPatterns.Long_MachinegunShootingPattern_1", "ShootingPatterns.Medium_MachinegunShootingPattern_2", "ShootingPatterns.Long_MachinegunShootingPattern_2", "ShootingPatterns.Medium_MachinegunShootingPattern_3", "ShootingPatterns.Long_MachinegunShootingPattern_3", "ShootingPatterns.Medium_MachinegunShootingPattern_4", "ShootingPatterns.Long_MachinegunShootingPattern_4", "ShootingPatterns.Medium_MachinegunShootingPattern_5", "ShootingPatterns.Long_MachinegunShootingPattern_5"
	];
}

ChargedShootShootingPackage : AIPatternsPackage
{
	activationConditions = 
	[
		"ShootingPatterns.ChargePatternCondition"
	];
	patterns = 
	[
		"ShootingPatterns.Close_ChargedShootShootingPattern_1", "ShootingPatterns.Medium_ChargedShootShootingPattern_1", "ShootingPatterns.Long_ChargedShootShootingPattern_1", "ShootingPatterns.Close_ChargedShootShootingPattern_2", "ShootingPatterns.Medium_ChargedShootShootingPattern_2", "ShootingPatterns.Long_ChargedShootShootingPattern_2", "ShootingPatterns.Close_ChargedShootShootingPattern_3", "ShootingPatterns.Medium_ChargedShootShootingPattern_3", "ShootingPatterns.Long_ChargedShootShootingPattern_3", "ShootingPatterns.Close_ChargedShootShootingPattern_4", "ShootingPatterns.Medium_ChargedShootShootingPattern_4", "ShootingPatterns.Long_ChargedShootShootingPattern_4", "ShootingPatterns.Close_ChargedShootShootingPattern_5", "ShootingPatterns.Medium_ChargedShootShootingPattern_5", "ShootingPatterns.Long_ChargedShootShootingPattern_5", "ShootingPatterns.Close_ChargedShootShootingPattern_6", "ShootingPatterns.Medium_ChargedShootShootingPattern_6", "ShootingPatterns.Long_ChargedShootShootingPattern_6", "ShootingPatterns.Close_ChargedShootShootingPattern_7", "ShootingPatterns.Medium_ChargedShootShootingPattern_7", "ShootingPatterns.Long_ChargedShootShootingPattern_7", "ShootingPatterns.Close_ChargedShootShootingPattern_8", "ShootingPatterns.Medium_ChargedShootShootingPattern_8", "ShootingPatterns.Long_ChargedShootShootingPattern_8", "ShootingPatterns.Close_ChargedShootShootingPattern_9", "ShootingPatterns.Medium_ChargedShootShootingPattern_9", "ShootingPatterns.Long_ChargedShootShootingPattern_9", "ShootingPatterns.Close_ChargedShootShootingPattern_10", "ShootingPatterns.Medium_ChargedShootShootingPattern_10", "ShootingPatterns.Long_ChargedShootShootingPattern_10"
	];
}

TurretShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.TurretShootingPattern1", "ShootingPatterns.TurretShootingPattern2", "ShootingPatterns.TurretShootingPattern3", "ShootingPatterns.TurretShootingPattern4", "ShootingPatterns.TurretShootingPattern5", "ShootingPatterns.TurretShootingPattern6"
	];
}

PulseBarrageShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_PulseBarrageShootingPattern_1", "ShootingPatterns.Medium_PulseBarrageShootingPattern_1", "ShootingPatterns.Long_PulseBarrageShootingPattern_1"
	];
}

PulseChargeShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_PulseChargeShootingPattern_1", "ShootingPatterns.Medium_PulseChargeShootingPattern_1", "ShootingPatterns.Long_PulseChargeShootingPattern_1"
	];
}

PulseChargeBurstShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_PulseChargeBurstShootingPattern_1", "ShootingPatterns.Medium_PulseChargeBurstShootingPattern_1", "ShootingPatterns.Long_PulseChargeBurstShootingPattern_1"
	];
}

WyvernRifleShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_WyvernRifleShootingPackage_1", "ShootingPatterns.Close_WyvernRifleShootingPackage_2", "ShootingPatterns.Close_WyvernRifleShootingPackage_3", "ShootingPatterns.Medium_WyvernRifleShootingPackage_1", "ShootingPatterns.Medium_WyvernRifleShootingPackage_2", "ShootingPatterns.Medium_WyvernRifleShootingPackage_3", "ShootingPatterns.Long_WyvernRifleShootingPackage_1", "ShootingPatterns.Long_WyvernRifleShootingPackage_2", "ShootingPatterns.Long_WyvernRifleShootingPackage_3"
	];
}

GriffinRifleShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_GriffinRifleShootingPackage_1", "ShootingPatterns.Medium_GriffinRifleShootingPackage_1", "ShootingPatterns.Long_GriffinRifleShootingPackage_1"
	];
}

OctantAutocannonShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_OctantAutocannonShootingPackage_1", "ShootingPatterns.Medium_OctantAutocannonShootingPackage_1", "ShootingPatterns.Long_OctantAutocannonShootingPackage_1"
	];
}

ReedSniperShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_ReedSniperShootingPattern_1", "ShootingPatterns.Medium_ReedSniperShootingPattern_1", "ShootingPatterns.Long_ReedSniperShootingPattern_1"
	];
}

ChimeraFullAutoShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_ChimeraFullAutoShootingPattern_1", "ShootingPatterns.Medium_ChimeraFullAutoShootingPattern_1", "ShootingPatterns.Long_ChimeraFullAutoShootingPattern_1"
	];
}

SmasherAutoShotgunFullAutoShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherAutoShotgunFullAutoShootingPattern_1", "ShootingPatterns.Medium_SmasherAutoShotgunFullAutoShootingPattern_1", "ShootingPatterns.Long_SmasherAutoShotgunFullAutoShootingPattern_1"
	];
}

SmasherAutoShotgunSemiAutoShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherAutoShotgunSemiAutoShootingPattern_1", "ShootingPatterns.Medium_SmasherAutoShotgunSemiAutoShootingPattern_1", "ShootingPatterns.Long_SmasherAutoShotgunSemiAutoShootingPattern_1"
	];
}

SmasherAutoShotgunSemiAutoShootingMalfunctionPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherAutoShotgunSemiAutoMalfunctionShootingPattern_1", "ShootingPatterns.Medium_SmasherAutoShotgunSemiAutoMalfunctionShootingPattern_1", "ShootingPatterns.Long_SmasherAutoShotgunSemiAutoMalfunctionShootingPattern_1"
	];
}

SmasherHMGCoverShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherHMGCoverShootingPattern_1", "ShootingPatterns.Medium_SmasherHMGCoverShootingPattern_1", "ShootingPatterns.Long_SmasherHMGCoverShootingPattern_1"
	];
}

SmasherHMGCoverMalfunctionShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherHMGMalfunctionShootingPattern_1", "ShootingPatterns.Medium_SmasherHMGMalfunctionShootingPattern_1", "ShootingPatterns.Long_SmasherHMGMalfunctionShootingPattern_1"
	];
}

SmasherLauncherSingleShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherLauncherSingleShootingPattern_1", "ShootingPatterns.Medium_SmasherLauncherSingleShootingPattern_1", "ShootingPatterns.Long_SmasherLauncherSingleShootingPattern_1"
	];
}

SmasherLauncherDualRightShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherLauncherDualRightShootingPattern_1", "ShootingPatterns.Medium_SmasherLauncherDualRightShootingPattern_1", "ShootingPatterns.Long_SmasherLauncherDualRightShootingPattern_1"
	];
}

SmasherLauncherDualLeftShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherLauncherDualLeftShootingPattern_1", "ShootingPatterns.Medium_SmasherLauncherDualLeftShootingPattern_1", "ShootingPatterns.Long_SmasherLauncherDualLeftShootingPattern_1"
	];
}

SmasherMissileRainRightShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherMissileRainRightShootingPattern_1", "ShootingPatterns.Medium_SmasherMissileRainRightShootingPattern_1", "ShootingPatterns.Long_SmasherMissileRainRightShootingPattern_1"
	];
}

SmasherMissileRainRightCwMalfunctionShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherMissileRainRightShootingPattern_1CwMalfunction", "ShootingPatterns.Close_SmasherMissileRainRightShootingPattern_1CwMalfunction", "ShootingPatterns.Close_SmasherMissileRainRightShootingPattern_1CwMalfunction"
	];
}

SmasherMissileRainLeftShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherMissileRainLeftShootingPattern_1", "ShootingPatterns.Medium_SmasherMissileRainLeftShootingPattern_1", "ShootingPatterns.Long_SmasherMissileRainLeftShootingPattern_1"
	];
}

SmasherMissileRainLeftCwMalfunctionShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherMissileRainLeftCwMalfunctionShootingPattern_1", "ShootingPatterns.Close_SmasherMissileRainLeftCwMalfunctionShootingPattern_1", "ShootingPatterns.Close_SmasherMissileRainLeftCwMalfunctionShootingPattern_1"
	];
}

SmasherMissileRainWideShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherMissileRainWideShootingPattern_1", "ShootingPatterns.Medium_SmasherMissileRainWideShootingPattern_1", "ShootingPatterns.Long_SmasherMissileRainWideShootingPattern_1"
	];
}

SmasherWoundedAutoShotgunShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_SmasherWoundedAutoShotgunShootingPattern_1", "ShootingPatterns.Medium_SmasherWoundedAutoShotgunShootingPattern_1", "ShootingPatterns.Long_SmasherWoundedAutoShotgunShootingPattern_1"
	];
}

ChimeraMissileRainJammedShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_ChimeraMissileTrackJammedShootingPattern_1", "ShootingPatterns.Medium_ChimeraMissileTrackJammedShootingPattern_1", "ShootingPatterns.Long_ChimeraMissileTrackJammedShootingPattern_1"
	];
}

ChimeraMissileTrackRightShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_ChimeraMissileTrackRightShootingPattern_1", "ShootingPatterns.Medium_ChimeraMissileTrackRightShootingPattern_1", "ShootingPatterns.Long_ChimeraMissileTrackRightShootingPattern_1"
	];
}

ChimeraMissileTrackLeftShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_ChimeraMissileTrackLeftShootingPattern_1", "ShootingPatterns.Medium_ChimeraMissileTrackLeftShootingPattern_1", "ShootingPatterns.Long_ChimeraMissileTrackLeftShootingPattern_1"
	];
}

ChimeraMissileTrackLeftJammedShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_ChimeraMissileTrackLeftJammedShootingPattern_1", "ShootingPatterns.Medium_ChimeraMissileTrackLeftJammedShootingPattern_1", "ShootingPatterns.Long_ChimeraMissileTrackLeftJammedShootingPattern_1"
	];
}

ChimeraMissileTrackRightJammedShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_ChimeraMissileTrackRightJammedShootingPattern_1", "ShootingPatterns.Medium_ChimeraMissileTrackRightJammedShootingPattern_1", "ShootingPatterns.Long_ChimeraMissileTrackRightJammedShootingPattern_1"
	];
}

JurijMissileMineShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_JurijMissileMineShootingPattern_1", "ShootingPatterns.Close_JurijMissileMineShootingPattern_1", "ShootingPatterns.Close_JurijMissileMineShootingPattern_1"
	];
}

FullAutoOdaShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_FullAutoOdaShootingPackage_1", "ShootingPatterns.Medium_FullAutoOdaShootingPackage_1", "ShootingPatterns.Long_FullAutoOdaShootingPackage_1"
	];
}

OdaDeviceShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_OdaDeviceShootingPackage_1", "ShootingPatterns.Medium_OdaDeviceShootingPackage_1", "ShootingPatterns.Long_OdaDeviceShootingPackage_1"
	];
}

KurtLMGMalfunctionShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_KurtLMGMalfunctionShootingPattern_1", "ShootingPatterns.Close_KurtLMGMalfunctionShootingPattern_1", "ShootingPatterns.Close_KurtLMGMalfunctionShootingPattern_1"
	];
}

KurtPistolMalfunctionShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_KurtPistolMalfunctionShootingPattern_1", "ShootingPatterns.Close_KurtPistolMalfunctionShootingPattern_1", "ShootingPatterns.Close_KurtPistolMalfunctionShootingPattern_1"
	];
}

RibakovSingleSniperShootingPackage : AIPatternsPackage
{
	patterns = 
	[
		"ShootingPatterns.Close_RibakovSniperShootingPattern_1", "ShootingPatterns.Medium_RibakovSniperShootingPattern_1", "ShootingPatterns.Long_RibakovSniperShootingPattern_1"
	];
}

CloseRangePatternCondition : AIActionCondition
{
	condition = 
	{
		AND = 
		[
			"Condition.TargetBelow15m"
		];
	} : AIActionAND;
}

MediumRangePatternCondition : AIActionCondition
{
	condition = 
	{
		AND = 
		[
			"Condition.TargetBetween15and25m"
		];
	} : AIActionAND;
}

LongRangePatternCondition : AIActionCondition
{
	condition = 
	{
		AND = 
		[
			"Condition.TargetAbove25m"
		];
	} : AIActionAND;
}

FullAutoPatternCondition : AIActionCondition
{
	condition = 
	{
		AND = 
		[
			"Condition.RequestedTriggerModeFullAuto"
		];
	} : AIActionAND;
}

FullAutoSmartPatternCondition : AIActionCondition
{
	condition = 
	{
		AND = 
		[
			"Condition.WeaponLockedOnTarget", "Condition.RequestedTriggerModeFullAuto"
		];
	} : AIActionAND;
}

SemiAutoPatternCondition : AIActionCondition
{
	condition = 
	{
		AND = 
		[
			"Condition.RequestedTriggerModeSemiAuto"
		];
	} : AIActionAND;
}

BurstPatternCondition : AIActionCondition
{
	condition = 
	{
		AND = 
		[
			"Condition.RequestedTriggerModeBurst"
		];
	} : AIActionAND;
}

ChargePatternCondition : AIActionCondition
{
	condition = 
	{
		AND = 
		[
			"Condition.RequestedTriggerModeCharge"
		];
	} : AIActionAND;
}

Close_BurstShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Close_BurstShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Close_BurstShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Close_BurstShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Close_BurstShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.2f;
		} : AIPatternDelay
	];
}

Medium_BurstShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_BurstShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_BurstShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_BurstShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_BurstShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Long_BurstShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Long_BurstShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.3f;
		} : AIPatternDelay
	];
}

Long_BurstShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.9f;
		} : AIPatternDelay
	];
}

Long_BurstShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.9f;
		} : AIPatternDelay
	];
}

Long_BurstShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.9f;
		} : AIPatternDelay
	];
}

Close_FullAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 13;
			delay = 1.1;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Close_FullAutoShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Close_FullAutoShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 8;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Close_FullAutoShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 9;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Close_FullAutoShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 11;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Medium_FullAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Medium_FullAutoShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Medium_FullAutoShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_FullAutoShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 1.1f;
		} : AIPatternDelay
	];
}

Medium_FullAutoShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Long_FullAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Long_FullAutoShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 1.9f;
		} : AIPatternDelay
	];
}

Long_FullAutoShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 1.9f;
		} : AIPatternDelay
	];
}

Long_FullAutoShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 5;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Long_FullAutoShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 1.9f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.4f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 1.8f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 1.3f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.8f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 1.4f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 1.0f;
		} : AIPatternDelay
	];
}

Close_FullAutoSmartShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.f;
		} : AIPatternDelay
	];
}

Medium_FullAutoSmartShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 13;
			delay = 1.1;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_FullAutoSmartShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_FullAutoSmartShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 8;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_FullAutoSmartShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 9;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Medium_FullAutoSmartShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 11;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Long_FullAutoSmartShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Long_FullAutoSmartShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Long_FullAutoSmartShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Long_FullAutoSmartShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 1.1f;
		} : AIPatternDelay
	];
}

Long_FullAutoSmartShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolSmartShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolSmartShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolSmartShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 6;
			delay = 2.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolSmartShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Close_FullAutoPistolSmartShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 4;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolSmartShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 1.8f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolSmartShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolSmartShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 4;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolSmartShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 1.3f;
		} : AIPatternDelay
	];
}

Medium_FullAutoPistolSmartShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 4;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolSmartShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 1.0f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolSmartShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolSmartShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolSmartShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 1.2f;
		} : AIPatternDelay
	];
}

Long_FullAutoPistolSmartShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 1.0f;
		} : AIPatternDelay
	];
}

Close_MachinegunShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.f;
		} : AIPatternDelay
	];
}

Medium_MachinegunShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 13;
			delay = 1.1;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_MachinegunShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 12;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_MachinegunShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 8;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Medium_MachinegunShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 9;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Medium_MachinegunShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 11;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Long_MachinegunShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Long_MachinegunShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 9;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Long_MachinegunShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Long_MachinegunShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 1.1f;
		} : AIPatternDelay
	];
}

Long_MachinegunShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 7;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.2f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.2f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_6 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.1f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_7 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.2f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_8 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_9 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Close_ChargedShootShootingPattern_10 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.8f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.8f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_6 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_7 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_8 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.3f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_9 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.2f;
		} : AIPatternDelay
	];
}

Medium_ChargedShootShootingPattern_10 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.2f;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.2f;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.2f;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.4;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.6f;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.1f;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_6 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_7 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.9f;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_8 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_9 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.2f;
		} : AIPatternDelay
	];
}

Long_ChargedShootShootingPattern_10 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Close_SemiAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.3f;
		} : AIPatternDelay
	];
}

Close_SemiAutoSniperShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.3f;
		} : AIPatternDelay
	];
}

Close_SemiAutoShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.6f;
		} : AIPatternDelay
	];
}

Close_SemiAutoSniperShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Close_SemiAutoShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Close_SemiAutoSniperShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.2f;
		} : AIPatternDelay
	];
}

Close_SemiAutoShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Close_SemiAutoSniperShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.8f;
		} : AIPatternDelay
	];
}

Close_SemiAutoShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Close_SemiAutoSniperShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 2.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.6f;
		} : AIPatternDelay
	];
}

Medium_SemiAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Medium_SemiAutoShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.2f;
		} : AIPatternDelay
	];
}

Medium_SemiAutoShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Medium_SemiAutoShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.1f;
		} : AIPatternDelay
	];
}

Medium_SemiAutoShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

Long_SemiAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Long_SemiAutoShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.8f;
		} : AIPatternDelay
	];
}

Long_SemiAutoShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.8f;
		} : AIPatternDelay
	];
}

Long_SemiAutoShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.2f;
		} : AIPatternDelay
	];
}

Long_SemiAutoShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.8f;
		} : AIPatternDelay
	];
}

Close_ShotgunShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Close_ShotgunShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Close_ShotgunShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Close_ShotgunShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Close_ShotgunShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.3f;
		} : AIPatternDelay
	];
}

Medium_ShotgunShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 3.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.9f;
		} : AIPatternDelay
	];
}

Medium_ShotgunShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 3.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 3.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 3.8f;
		} : AIPatternDelay
	];
}

Medium_ShotgunShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 3.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.3f;
		} : AIPatternDelay
	];
}

Medium_ShotgunShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 3.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 3.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 3.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 3.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.9f;
		} : AIPatternDelay
	];
}

Medium_ShotgunShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 3.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 3.9f;
		} : AIPatternDelay
	];
}

Long_ShotgunShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 3.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 3.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 4.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 3.2f;
		} : AIPatternDelay
	];
}

Long_ShotgunShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 3.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 3.7f;
		} : AIPatternDelay
	];
}

Long_ShotgunShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 4.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 3.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.8f;
		} : AIPatternDelay
	];
}

Long_ShotgunShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 4.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 3.2f;
		} : AIPatternDelay
	];
}

Long_ShotgunShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 4.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.8f;
		} : AIPatternDelay
	];
}

Close_ShotgunPistolShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Close_ShotgunPistolShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.8f;
		} : AIPatternDelay
	];
}

Close_ShotgunPistolShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.8f;
		} : AIPatternDelay
	];
}

Close_ShotgunPistolShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.2f;
		} : AIPatternDelay
	];
}

Close_ShotgunPistolShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.8f;
		} : AIPatternDelay
	];
}

Medium_ShotgunPistolShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 2.2f;
		} : AIPatternDelay
	];
}

Medium_ShotgunPistolShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.3f;
		} : AIPatternDelay
	];
}

Medium_ShotgunPistolShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.3f;
		} : AIPatternDelay
	];
}

Medium_ShotgunPistolShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 3.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.9f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.7f;
		} : AIPatternDelay
	];
}

Medium_ShotgunPistolShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 3.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 1.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 1.3f;
		} : AIPatternDelay
	];
}

Long_ShotgunPistolShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 3.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 3.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.5f;
		} : AIPatternDelay
	];
}

Long_ShotgunPistolShootingPattern_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 3.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.3f;
		} : AIPatternDelay
	];
}

Long_ShotgunPistolShootingPattern_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 4.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 3.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 3.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.7f;
		} : AIPatternDelay
	];
}

Long_ShotgunPistolShootingPattern_4 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 3.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.3f;
		} : AIPatternDelay
	];
}

Long_ShotgunPistolShootingPattern_5 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 3.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 2.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 2.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 2.3f;
		} : AIPatternDelay
	];
}

TurretShootingPattern1 : AIPattern
{
	patternSize = 15;
	delays = 
	[
		{
			shotNumber = 6;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

TurretShootingPattern2 : AIPattern
{
	patternSize = 15;
	delays = 
	[
		{
			shotNumber = 7;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

TurretShootingPattern3 : AIPattern
{
	patternSize = 15;
	delays = 
	[
		{
			shotNumber = 5;
			delay = 0.3f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.6f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

TurretShootingPattern4 : AIPattern
{
	patternSize = 15;
	delays = 
	[
		{
			shotNumber = 3;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.6f;
		} : AIPatternDelay
	];
}

TurretShootingPattern5 : AIPattern
{
	patternSize = 15;
	delays = 
	[
		{
			shotNumber = 2;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.9f;
		} : AIPatternDelay
	];
}

TurretShootingPattern6 : AIPattern
{
	patternSize = 15;
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.2f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.4f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.6f;
		} : AIPatternDelay
	];
}

Close_PulseBarrageShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.05f;
		} : AIPatternDelay
	];
}

Medium_PulseBarrageShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.05f;
		} : AIPatternDelay
	];
}

Long_PulseBarrageShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.05f;
		} : AIPatternDelay
	];
}

Close_PulseChargeShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Medium_PulseChargeShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Long_PulseChargeShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Close_PulseChargeBurstShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Medium_PulseChargeBurstShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Long_PulseChargeBurstShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Close_ReedSniperShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 500.f;
		} : AIPatternDelay
	];
}

Close_ChimeraFullAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.1f;
		} : AIPatternDelay
	];
}

Medium_ReedSniperShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 500.f;
		} : AIPatternDelay
	];
}

Medium_ChimeraFullAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.1f;
		} : AIPatternDelay
	];
}

Long_ReedSniperShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 500.f;
		} : AIPatternDelay
	];
}

Long_ChimeraFullAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.1f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.1f;
		} : AIPatternDelay
	];
}

Close_SmasherAutoShotgunFullAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.05f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.05f;
		} : AIPatternDelay
	];
}

Medium_SmasherAutoShotgunFullAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.05f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.05f;
		} : AIPatternDelay
	];
}

Long_SmasherAutoShotgunFullAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.05f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.05f;
		} : AIPatternDelay
	];
}

Close_SmasherAutoShotgunSemiAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.15f;
		} : AIPatternDelay
	];
}

Medium_SmasherAutoShotgunSemiAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.15f;
		} : AIPatternDelay
	];
}

Long_SmasherAutoShotgunSemiAutoShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.15f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.15f;
		} : AIPatternDelay
	];
}

Close_SmasherAutoShotgunSemiAutoMalfunctionShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Medium_SmasherAutoShotgunSemiAutoMalfunctionShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Long_SmasherAutoShotgunSemiAutoMalfunctionShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Close_SmasherHMGCoverShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 30;
			delay = 0.04f;
		} : AIPatternDelay
	];
}

Medium_SmasherHMGCoverShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 30;
			delay = 0.04f;
		} : AIPatternDelay
	];
}

Long_SmasherHMGCoverShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	patternSize = 30;
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 11;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 12;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 13;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 14;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 15;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 16;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 17;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 18;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 19;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 20;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 21;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 22;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 23;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 24;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 25;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 26;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 27;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 28;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 29;
			delay = 0.04f;
		} : AIPatternDelay, 
		{
			shotNumber = 30;
			delay = 0.04f;
		} : AIPatternDelay
	];
}

Close_SmasherHMGMalfunctionShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.f;
		} : AIPatternDelay
	];
}

Medium_SmasherHMGMalfunctionShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.f;
		} : AIPatternDelay
	];
}

Long_SmasherHMGMalfunctionShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 2.f;
		} : AIPatternDelay
	];
}

Close_SmasherLauncherSingleShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.667f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.667f;
		} : AIPatternDelay
	];
}

Medium_SmasherLauncherSingleShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.667f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.667f;
		} : AIPatternDelay
	];
}

Long_SmasherLauncherSingleShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.0f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.667f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.667f;
		} : AIPatternDelay
	];
}

Close_SmasherLauncherDualRightShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.3f;
		} : AIPatternDelay
	];
}

Medium_SmasherLauncherDualRightShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.3f;
		} : AIPatternDelay
	];
}

Long_SmasherLauncherDualRightShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.8f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.3f;
		} : AIPatternDelay
	];
}

Close_SmasherMissileRainRightShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 3.5f;
		} : AIPatternDelay
	];
}

Close_SmasherMissileRainRightShootingPattern_1CwMalfunction : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 7.f;
		} : AIPatternDelay
	];
}

Medium_SmasherMissileRainRightShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 3.5f;
		} : AIPatternDelay
	];
}

Long_SmasherMissileRainRightShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 3.5f;
		} : AIPatternDelay
	];
}

Close_SmasherLauncherDualLeftShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.f;
		} : AIPatternDelay
	];
}

Medium_SmasherLauncherDualLeftShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.f;
		} : AIPatternDelay
	];
}

Long_SmasherLauncherDualLeftShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.f;
		} : AIPatternDelay
	];
}

Close_SmasherMissileRainLeftShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Medium_SmasherMissileRainLeftShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Long_SmasherMissileRainLeftShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Close_SmasherMissileRainLeftCwMalfunctionShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Close_SmasherMissileRainWideShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 6.f;
		} : AIPatternDelay
	];
}

Medium_SmasherMissileRainWideShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 6.f;
		} : AIPatternDelay
	];
}

Long_SmasherMissileRainWideShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 6.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 6.f;
		} : AIPatternDelay
	];
}

Close_ChimeraMissileTrackLeftShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.f;
		} : AIPatternDelay, 
		{
			shotNumber = 1;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Medium_ChimeraMissileTrackLeftShootingPattern_1 : Close_ChimeraMissileTrackLeftShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
}

Long_ChimeraMissileTrackLeftShootingPattern_1 : Close_ChimeraMissileTrackLeftShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
}

Close_ChimeraMissileTrackRightShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.75f;
		} : AIPatternDelay, 
		{
			shotNumber = 1;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Medium_ChimeraMissileTrackRightShootingPattern_1 : Close_ChimeraMissileTrackRightShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
}

Long_ChimeraMissileTrackRightShootingPattern_1 : Close_ChimeraMissileTrackRightShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
}

Close_ChimeraMissileTrackJammedShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.75f;
		} : AIPatternDelay, 
		{
			shotNumber = 1;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 1.5f;
		} : AIPatternDelay
	];
}

Medium_ChimeraMissileTrackJammedShootingPattern_1 : Close_ChimeraMissileTrackJammedShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
}

Long_ChimeraMissileTrackJammedShootingPattern_1 : Close_ChimeraMissileTrackJammedShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
}

Close_ChimeraMissileTrackLeftJammedShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 0.f;
		} : AIPatternDelay, 
		{
			shotNumber = 1;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 3.f;
		} : AIPatternDelay
	];
}

Medium_ChimeraMissileTrackLeftJammedShootingPattern_1 : Close_ChimeraMissileTrackLeftJammedShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
}

Long_ChimeraMissileTrackLeftJammedShootingPattern_1 : Medium_ChimeraMissileTrackLeftJammedShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
}

Close_ChimeraMissileTrackRightJammedShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 0;
			delay = 1.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 1;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 3.f;
		} : AIPatternDelay
	];
}

Medium_ChimeraMissileTrackRightJammedShootingPattern_1 : Close_ChimeraMissileTrackRightJammedShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
}

Long_ChimeraMissileTrackRightJammedShootingPattern_1 : Medium_ChimeraMissileTrackRightJammedShootingPattern_1
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
}

Close_RibakovSniperShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 2.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 2.f;
		} : AIPatternDelay
	];
}

Medium_RibakovSniperShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.f;
		} : AIPatternDelay
	];
}

Long_RibakovSniperShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 3.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 3.f;
		} : AIPatternDelay
	];
}

Close_KurtLMGMalfunctionShootingPattern_1 : AIPattern
{
	activationConditions = [];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.5f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.5f;
		} : AIPatternDelay
	];
}

Close_KurtPistolMalfunctionShootingPattern_1 : AIPattern
{
	activationConditions = [];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Close_JurijMissileMineShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.7f;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.7f;
		} : AIPatternDelay
	];
}

Close_SmasherWoundedAutoShotgunShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Medium_SmasherWoundedAutoShotgunShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Long_SmasherWoundedAutoShotgunShootingPattern_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Close_FullAutoOdaShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.05;
		} : AIPatternDelay
	];
}

Medium_FullAutoOdaShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.05;
		} : AIPatternDelay
	];
}

Long_FullAutoOdaShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.05;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.05;
		} : AIPatternDelay
	];
}

Close_OdaDeviceShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Medium_OdaDeviceShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Long_OdaDeviceShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 1.f;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 1.f;
		} : AIPatternDelay
	];
}

Close_WyvernRifleShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.3;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.5;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.4;
		} : AIPatternDelay
	];
}

Close_WyvernRifleShootingPackage_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.5;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.4;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.2;
		} : AIPatternDelay
	];
}

Close_WyvernRifleShootingPackage_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.2;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.2;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.8;
		} : AIPatternDelay
	];
}

Medium_WyvernRifleShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.3;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.6;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.2;
		} : AIPatternDelay
	];
}

Medium_WyvernRifleShootingPackage_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.3;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.3;
		} : AIPatternDelay
	];
}

Medium_WyvernRifleShootingPackage_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.5;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.3;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.6;
		} : AIPatternDelay
	];
}

Long_WyvernRifleShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.6;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.3;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.5;
		} : AIPatternDelay
	];
}

Long_WyvernRifleShootingPackage_2 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.4;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.3;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.7;
		} : AIPatternDelay
	];
}

Long_WyvernRifleShootingPackage_3 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.2;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.6;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.3;
		} : AIPatternDelay
	];
}

Close_GriffinRifleShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.2;
		} : AIPatternDelay
	];
}

Medium_GriffinRifleShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.2;
		} : AIPatternDelay
	];
}

Long_GriffinRifleShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.2;
		} : AIPatternDelay
	];
}

Close_OctantAutocannonShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.CloseRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.09;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.11;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.105;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.09;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.09;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.1;
		} : AIPatternDelay
	];
}

Medium_OctantAutocannonShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.MediumRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.11;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.09;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.11;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.09;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.11;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.09;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.105;
		} : AIPatternDelay
	];
}

Long_OctantAutocannonShootingPackage_1 : AIPattern
{
	activationConditions = 
	[
		"ShootingPatterns.LongRangePatternCondition"
	];
	delays = 
	[
		{
			shotNumber = 1;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 2;
			delay = 0.11;
		} : AIPatternDelay, 
		{
			shotNumber = 3;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 4;
			delay = 0.105;
		} : AIPatternDelay, 
		{
			shotNumber = 5;
			delay = 0.09;
		} : AIPatternDelay, 
		{
			shotNumber = 6;
			delay = 0.09;
		} : AIPatternDelay, 
		{
			shotNumber = 7;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 8;
			delay = 0.09;
		} : AIPatternDelay, 
		{
			shotNumber = 9;
			delay = 0.1;
		} : AIPatternDelay, 
		{
			shotNumber = 10;
			delay = 0.1;
		} : AIPatternDelay
	];
}

