<?xml version="1.0" encoding="UTF-8"?>

<CCombatInfoMgr>
	<CombatInfos>
		<Item type="CCombatInfo">
			<Name>DEFAULT</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_UseProximityFiringRate BF_CanTauntInVehicle BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions BF_DisableBlockFromPursueDuringVehicleChase BF_DisableSpinOutDuringVehicleChase BF_DisableCruiseInFrontDuringBlockDuringVehicleChase</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.1"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="1.25"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="0.18"/>
			<FightProficiency value="0.5"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
			<MaxDistanceToHearEvents value="-1.0"/>
			<MaxDistanceToHearEventsUsingLOS value="3.0"/>
		</Item>
		<Item type="CCombatInfo">
			<Name>MICHAEL</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_UseProximityFiringRate BF_CanTauntInVehicle BF_CanUsePeekingVariations BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.05"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="1.25"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="1.0"/>
			<FightProficiency value="0.5"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>FRANKLIN</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_UseProximityFiringRate BF_CanTauntInVehicle BF_CanUsePeekingVariations BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.05"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="1.25"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="1.0"/>
			<FightProficiency value="0.5"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>TREVOR</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_UseProximityFiringRate BF_CanTauntInVehicle BF_CanUsePeekingVariations BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.05"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="1.25"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="1.0"/>
			<FightProficiency value="0.5"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>GANG</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_CanCharge BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_UseProximityFiringRate BF_CanTauntInVehicle BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_CanUseFrustratedAdvance BF_CanFlank BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions BF_DisableBlockFromPursueDuringVehicleChase BF_DisableSpinOutDuringVehicleChase BF_DisableCruiseInFrontDuringBlockDuringVehicleChase</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.1"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="1.25"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="0.18"/>
			<FightProficiency value="0.8"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<TriggerChargeTime_Near value="4.0"/>
			<TriggerChargeTime_Far value="10.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>GRUNT</Name>
			<CombatMovement>CM_Stationary</CombatMovement>
			<BehaviourFlags>BF_CanUseCover BF_CanLeaveVehicle BF_UseProximityFiringRate BF_CanTauntInVehicle BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions BF_DisableBlockFromPursueDuringVehicleChase BF_DisableSpinOutDuringVehicleChase BF_DisableCruiseInFrontDuringBlockDuringVehicleChase</BehaviourFlags>
			<CombatAbility>CA_Poor</CombatAbility>
			<AttackRanges>CR_Far</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.1"/>
			<WeaponShootRateModifier value="0.8"/>
			<TimeBetweenBurstsInCover value="1.25"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="0.18"/>
			<FightProficiency value="0.5"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>CAPTAIN</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_BlindFireWhenInCover BF_UseProximityFiringRate BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions BF_DisableBlockFromPursueDuringVehicleChase BF_DisableSpinOutDuringVehicleChase BF_DisableCruiseInFrontDuringBlockDuringVehicleChase</BehaviourFlags>
			<CombatAbility>CA_Professional</CombatAbility>
			<AttackRanges>CR_Near</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<WeaponShootRateModifier value="1.2"/>
			<TimeBetweenBurstsInCover value="1.25"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="0.18"/>
			<FightProficiency value="0.75"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>COP</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_UseEnemyAccuracyScaling BF_CanCharge BF_CanUseCover BF_CanUseVehicles BF_CanLeaveVehicle BF_AlwaysFight BF_UseProximityFiringRate BF_CanUseFrustratedAdvance BF_CanUseDynamicStrafeDecisions BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_CanFlank BF_MaintainMinDistanceToTarget BF_CanFightArmedPedsWhenNotArmed</BehaviourFlags>
			<CombatAbility>CA_Professional</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="1.35"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="0.18"/>
			<FightProficiency value="0.75"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<OptimalCoverDistance value="21.0"/>
			<TriggerChargeTime_Near value="4.0"/>
			<TriggerChargeTime_Far value="10.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
    <Item type="CCombatInfo">
      <Name>CHOP</Name>
      <CombatMovement>CM_WillAdvance</CombatMovement>
      <BehaviourFlags>BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_UseProximityFiringRate BF_CanTauntInVehicle BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions BF_DisableBlockFromPursueDuringVehicleChase BF_DisableSpinOutDuringVehicleChase BF_DisableCruiseInFrontDuringBlockDuringVehicleChase</BehaviourFlags>
      <CombatAbility>CA_Average</CombatAbility>
      <AttackRanges>CR_Medium</AttackRanges>
      <TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
      <TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
      <BlindFireChance value="0.1"/>
      <WeaponShootRateModifier value="1.0"/>
      <TimeBetweenBurstsInCover value="1.25"/>
      <BurstDurationInCover value="2.0"/>
      <TimeBetweenPeeks value="10.0"/>
      <WeaponAccuracy value="0.18"/>
      <FightProficiency value="0.5"/>
      <StrafeWhenMovingChance value="1.0"/>
      <WalkWhenStrafingChance value="0.0"/>
      <AttackWindowDistanceForCover value="55.0"/>
      <TimeToInvalidateInjuredTarget value="0.0"/>
      <FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
    </Item>
		<Item type="CCombatInfo">
			<Name>ROTTWEILER</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_CanFightArmedPedsWhenNotArmed BF_DisableRespondedToThreatBroadcast BF_SetDisableShoutTargetPositionOnCombatStart</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.0"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="0.00"/>
			<BurstDurationInCover value="0.0"/>
			<TimeBetweenPeeks value="0.0"/>
			<WeaponAccuracy value="0.00"/>
			<FightProficiency value="1.0"/>
			<StrafeWhenMovingChance value="0.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<TimeToInvalidateInjuredTarget value="0.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>COUGAR</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_CanFightArmedPedsWhenNotArmed BF_NonMissionPedsFleeFromThisPedUnlessArmed BF_FleesFromInvincibleOpponents</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.0"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="0.00"/>
			<BurstDurationInCover value="0.0"/>
			<TimeBetweenPeeks value="0.0"/>
			<WeaponAccuracy value="0.00"/>
			<FightProficiency value="1.0"/>
			<StrafeWhenMovingChance value="0.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<TimeToInvalidateInjuredTarget value="0.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>SCARED_ANIMAL</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_AlwaysFlee</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.00"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="0.00"/>
			<BurstDurationInCover value="0.0"/>
			<TimeBetweenPeeks value="0.0"/>
			<WeaponAccuracy value="0.0"/>
			<FightProficiency value="0.0"/>
			<StrafeWhenMovingChance value="0.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>SCARED_ANIMAL_IN_WATER</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_AlwaysFlee BF_CanSeeUnderwaterPeds</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.00"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="0.00"/>
			<BurstDurationInCover value="0.0"/>
			<TimeBetweenPeeks value="0.0"/>
			<WeaponAccuracy value="0.0"/>
			<FightProficiency value="0.0"/>
			<StrafeWhenMovingChance value="0.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>SWAT</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_DisableReactToBuddyShot BF_UseEnemyAccuracyScaling BF_CanThrowSmokeGrenade BF_CanCharge BF_Aggressive BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_AlwaysFight BF_UseProximityFiringRate BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_CanFlank BF_MaintainMinDistanceToTarget BF_CanFightArmedPedsWhenNotArmed BF_CanUseFrustratedAdvance BF_CanUseDynamicStrafeDecisions</BehaviourFlags>
			<CombatAbility>CA_Professional</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<WeaponShootRateModifier value="1.4"/>
			<TimeBetweenBurstsInCover value="1.2"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="0.18"/>
			<FightProficiency value="0.8"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<OptimalCoverDistance value="21.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>ARMY</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_DisableReactToBuddyShot BF_UseEnemyAccuracyScaling BF_CanCharge BF_Aggressive BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_AlwaysFight BF_UseProximityFiringRate BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_CanFlank BF_MaintainMinDistanceToTarget BF_CanFightArmedPedsWhenNotArmed BF_CanUseFrustratedAdvance BF_CanUseDynamicStrafeDecisions</BehaviourFlags>
			<CombatAbility>CA_Professional</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<WeaponShootRateModifier value="1.4"/>
			<TimeBetweenBurstsInCover value="1.2"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="0.18"/>
			<FightProficiency value="0.8"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<OptimalCoverDistance value="21.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
		<Item type="CCombatInfo">
			<Name>SECURITY</Name>
			<CombatMovement>CM_WillAdvance</CombatMovement>
			<BehaviourFlags>BF_CanCharge BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_UseProximityFiringRate BF_CanTauntInVehicle BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions</BehaviourFlags>
			<CombatAbility>CA_Average</CombatAbility>
			<AttackRanges>CR_Medium</AttackRanges>
			<TargetLossResponse>TLR_SearchForTarget</TargetLossResponse>
			<TargetInjuredReaction>TIR_TreatAsDead</TargetInjuredReaction>
			<BlindFireChance value="0.1"/>
			<WeaponShootRateModifier value="1.0"/>
			<TimeBetweenBurstsInCover value="1.25"/>
			<BurstDurationInCover value="2.0"/>
			<TimeBetweenPeeks value="10.0"/>
			<WeaponAccuracy value="0.18"/>
			<FightProficiency value="0.5"/>
			<StrafeWhenMovingChance value="1.0"/>
			<WalkWhenStrafingChance value="0.0"/>
			<AttackWindowDistanceForCover value="55.0"/>
			<TimeToInvalidateInjuredTarget value="9.0"/>
			<TriggerChargeTime_Near value="4.0"/>
			<TriggerChargeTime_Far value="10.0"/>
			<FiringPatternHash>FIRING_PATTERN_BURST_FIRE</FiringPatternHash>
		</Item>
	</CombatInfos>
</CCombatInfoMgr>
