// positive numbers increase stress, negative numbers decrease it
TERRORIST_STRESS_PER_WOUND 10 // per wound taken
TERRORIST_STRESS_PER_DEAD_FRIENDLY 15 // per terrorist seen killed
TERRORIST_STRESS_PER_VISIBLE_ENEMY 10 // per visible team member
TERRORIST_STRESS_PER_VISIBLE_FRIENDLY -10 // per visible terrorist
TERRORIST_STRESS_CLOSE_FRIENDLY_DISTANCE 600.0 // how close terrorist must be to be visible
TERRORIST_STRESS_FOR_OUT_OF_AMMO 30 // for completely out of ammo
TERRORIST_STRESS_FOR_SHOT_IN_BACK 10 // for being shot by someone that wasn't seen
HOSTAGE_STRESS_MIN_TIME_FOR_GUNSHOTS 5.0 // min time between hostage checks due to gunfire
HOSTAGE_STRESS_PER_WOUND 10 // per wound taken
HOSTAGE_STRESS_PER_VISIBLE_ENEMY 10 // per visible terrorist
HOSTAGE_STRESS_PER_VISIBLE_FRIENDLY -15 // per visible team member
HOSTAGE_STRESS_IS_ESCORTED -30 // for being escorted
TEAM_STRESS_PER_WOUND 3 // per wound taken
TEAM_STRESS_PER_DEAD_FRIENDLY 5 // per team member killed
TEAM_STRESS_PER_TEAM_SIZE -10 // per living member on current team
TEAM_STRESS_LEADERSHIP_MULTIPLIER -0.25 // multiplied by leader's leadership rating
STRESS_MIN_SKILL_CALM_DOWN_TIME 30.0 // seconds after no threats
STRESS_MAX_SKILL_CALM_DOWN_TIME 5.0 // seconds after no threats
HEARTBEAT_SENSOR_CONE_RANGE 3000.0 // range when being used in cm
HEARTBEAT_SENSOR_CONE_ANGLE_COS -0.8660254037844 // maximum cosine of the angle for the cone, should be between 0.0 and -1.0, closer to -1.0 is a narrower cone
HEARTBEAT_SENSOR_SPHERE_RANGE 1000.0 // range when being carried in cm
ALERTNESS_STATE_UPGRADE_TIME 1.0 // seconds
ALERTNESS_STATE_BORED_VISION_MIN_ANGLE_COS 0.7 // larger = narrower, must be 1.0 or less
ALERTNESS_STATE_READY_VISION_MIN_ANGLE_COS 0.6 // larger = narrower, must be 1.0 or less
ALERTNESS_STATE_ALERT_VISION_MIN_ANGLE_COS 0.5 // larger = narrower, must be 1.0 or less
ALERTNESS_STATE_BORED_HEARING_PERCENTAGE 0.6
ALERTNESS_STATE_READY_HEARING_PERCENTAGE 0.7
ALERTNESS_STATE_ALERT_HEARING_PERCENTAGE 0.8
ALERTNESS_STATE_BORED_DAZED_TIME 5.0 // seconds, for flashbangs and wounds
ALERTNESS_STATE_READY_DAZED_TIME 3.0 // seconds, for flashbangs and wounds
ALERTNESS_STATE_ALERT_DAZED_TIME 0.5 // seconds, for flashbangs and wounds
AI_MOVETO_PRETHINK_DELAY 0.05
AI_CHANGESOP_PRETHINK_DELAY 0.05
AI_WAITFOR_PRETHINK_DELAY 0.10
AI_USEENVIRONMENTOBJECT_PRETHINK_DELAY 0.05
AI_USEINVENTORYITEM_PRETHINK_DELAY 0.05
AI_PATROLAREA_PRETHINK_DELAY 0.10
AI_PATROLPATH_PRETHINK_DELAY 0.10
AI_GUARDSPOT_PRETHINK_DELAY 0.10
AI_ELIMINATETHREAT_PRETHINK_DELAY 0.05
AI_FOLLOWTARGET_PRETHINK_DELAY 0.05
AI_INVESTIGATE_DISTURBANCE_PRETHINK_DELAY 0.50
AI_SCAN_SURROUNDINGS_PRETHINK_DELAY 0.50
AI_FORMTEAM_PRETHINK_DELAY 0.05
AI_CLEARROOM_PRETHINK_DELAY 0.05
AI_STACKTEAM_PRETHINK_DELAY 0.05
AI_DONOTHING_PRETHINK_DELAY 0.25
AI_OPENDOOR_PRETHINK_DELAY 0.10
AI_BREACHDOOR_PRETHINK_DELAY 0.10
AI_GRENADEROOM_PRETHINK_DELAY 0.10
AI_CLIMBLADDER_PRETHINK_DELAY 0.05
AI_CROUCH_PRETHINK_DELAY 0.05
AI_FLEE_AREA_PRETHINK_DELAY 0.05
AI_FLEE_PATH_PRETHINK_DELAY 0.05
AI_RETREAT_PRETHINK_DELAY 0.05
AI_SEEK_PRETHINK_DELAY 0.05
AI_AMBUSH_PRETHINK_DELAY 0.05
AI_FLINCH_PRETHINK_DELAY 0.05
AI_BECOME_CAPTIVE_PRETHINK_DELAY 0.05
AI_BECOME_FREE_PRETHINK_DELAY 0.05
AI_PICKLOCK_PRETHINK_DELAY 0.05
AI_SHOTGUNBREACH_PRETHINK_DELAY 0.05
AI_MANIPULATEOBJECT_PRETHINK_DELAY 0.05
AI_PANIC_PRETHINK_DELAY 0.05
AI_BERSERK_PRETHINK_DELAY 0.05
AI_PATH_FOLLOWING_DISTANCE 65.0
AI_WALL_TOO_CLOSE_FACTOR 0.5
AI_FOLLOW_WALL_ACQUIRE_ANGLE 6.0 // radians / second
AI_FOLLOW_WALL_BLOCKED_DISTANCE 120.0 // cm
AI_FOLLOW_WALL_BLOCKED_ANGLE 8.0 // radians / second