<GameTokensLibrary Name="crtr_harbor">
 <GameToken Name="Airstrip.FollowCorban" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.Towers_count" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.Tower1" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.Tower2" Type="Int" Value="0"/>
 <GameToken Name="SquadTagBreakSwitches.CorbanSwitch" Type="Int" Value="1" Description="Blocks or unblocks SquadTagBreak behaviour Flow Graph for Corban. When set to 1 it is blocking it. 0 is allowing it."/>
 <GameToken Name="SquadTagBreakSwitches.ThorloSwitch" Type="Int" Value="1" Description="Blocks or unblocks SquadTagBreak behaviour Flow Graph for Thorlo. When set to 1 it is blocking it. 0 is allowing it."/>
 <GameToken Name="SquadTagBreakSwitches.DawsonSwitch" Type="Int" Value="1" Description="Blocks or unblocks SquadTagBreak behaviour Flow Graph for Dawson. When set to 1 it is blocking it. 0 is allowing it."/>
 <GameToken Name="SquadLostSwitches.CorbanLost" Type="Int" Value="0"/>
 <GameToken Name="SquadLostSwitches.DawsonLost" Type="Int" Value="0"/>
 <GameToken Name="SquadLostSwitches.ThorloLost" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.MeetSquad" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.RadioHeli" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.Generators_count" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.Generator1" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.Generator2" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.Generator3" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.GeneratorsFailedAttack" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.HasImager" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.HeliDone" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.HeliReinKillCount" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.PhotoFighter" Type="Int" Value="0"/>
 <GameToken Name="Photo.PhotoCredentials" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.Map" Type="Int" Value="0"/>
 <GameToken Name="Airstrip.CaughtTrain" Type="Int" Value="0"/>
 <GameToken Name="Docks.Artifact_count" Type="Int" Value="0"/>
 <GameToken Name="Docks.Artifact1" Type="Int" Value="0"/>
 <GameToken Name="Docks.Artifact2" Type="Int" Value="0"/>
 <GameToken Name="Docks.Artifact3" Type="Int" Value="0"/>
 <GameToken Name="Docks.Artifact4" Type="Int" Value="0"/>
 <GameToken Name="Docks.Artifact5" Type="Int" Value="0" Description="Probably redundant now"/>
 <GameToken Name="Global.Hidden_count" Type="Int" Value="0" Description="Final Player intel gathering score, actually now includes objective given ones, since possible to overlook and carry on"/>
 <GameToken Name="Docks.PhotoFuelDump" Type="Int" Value="0" Description="Set to 1 once Fuel Dump destruction photographed"/>
 <GameToken Name="Docks.PhotoCraft" Type="Int" Value="0" Description="Set to 1 once Craft photographed"/>
 <GameToken Name="Docks.PhotoCraftReady" Type="Bool" Value="false" Description="Set to true to indicate that the objective to photograph the Craft has been given, special since must wait for fighting to die down."/>
 <GameToken Name="Island.Initiate" Type="Int" Value="0"/>
 <GameToken Name="Island.BoatCineDone" Type="Bool" Value="false"/>
 <GameToken Name="Island.GPS" Type="Int" Value="0" Description="Set to 1 once GPS mission completed"/>
 <GameToken Name="Global.AIAwareness" Type="Int" Value="0" Description="Enemy awareness of player 0 green, 100 red, can check in game at any time, uses AI:AIAwareness node. This is to reduce liklihood of giving objectives while player in battle"/>
 <GameToken Name="Global.AIAlertness" Type="Int" Value="0" Description="This is the maximum alertness of any agent in the field. Can check any time this way. Is constantly monitored by AIAlertness node. 0 green, 1 orange, 2 red. Probably includes friendlies."/>
 <GameToken Name="Island.Satellite_count" Type="Int" Value="0"/>
 <GameToken Name="Island.Credentials" Type="Int" Value="0" Description="Set to 1 once player has the HQ credentials"/>
 <GameToken Name="Island.DawsonPostGPS" Type="Bool" Value="false" Description="Triggers Dawson&apos;s behaviour once GPS found and his death"/>
 <GameToken Name="Island.CredentialsAndSatsDone" Type="Bool" Value="false" Description="Set to true once player has the Credentials and has destroyed the satellite &amp; transponders"/>
 <GameToken Name="Island.ConvoyDead_count" Type="Int" Value="0" Description="Number of convoy vehicles destroyed"/>
 <GameToken Name="Island.ConvoyIn_count" Type="Int" Value="0" Description="Number of convoy vehicles that make it to the docks"/>
 <GameToken Name="Island.ConvoyBlocked" Type="Bool" Value="false" Description="Set to true if convoy is blocked and can&apos;t get to docks"/>
 <GameToken Name="Docks.PowerTunnelCinesDone" Type="Bool" Value="false" Description="Set to true once Power and Tunnel cines done to trigger next mission"/>
 <GameToken Name="Airstrip.MissedTrain" Type="Bool" Value="false" Description="Only set to true if player misses train, used to fail objective only"/>
 <GameToken Name="Global.MusicLogicSwitch" Type="Int" Value="0" Description="For turning Music Logic on and off, 0 if off, 1 is on"/>
 <GameToken Name="Path.PhotoEntranceReady" Type="Bool" Value="false" Description="Set to true after Photo Entrance Mission activated"/>
 <GameToken Name="Path.PhotoEntrance" Type="Int" Value="0" Description="Set to 1 once crater entrance photographed"/>
 <GameToken Name="Path.LaptopInfo" Type="Int" Value="0" Description="Counts how many laptops have been accessed"/>
 <GameToken Name="Path.MissionConsoleReady" Type="Bool" Value="false" Description="set to true once ready to add Console mission"/>
 <GameToken Name="Path.MissionShardsReady" Type="Bool" Value="false" Description="set to true once ready to add Shards mission"/>
 <GameToken Name="Path.Shards_count" Type="Int" Value="0" Description="Keeps count of the number of Shards found"/>
 <GameToken Name="Path.MissionConsole" Type="Int" Value="0" Description="Set to 1 once Security Down"/>
 <GameToken Name="Airstrip.IntroCineDone" Type="Bool" Value="false" Description="Made true when Intro cinematic is finished"/>
 <GameToken Name="Airstrip.DepartureCineDone" Type="Bool" Value="false" Description="Set to true once departure cine started or ended so ready in photocredentials"/>
 <GameToken Name="Docks.VisitedAllArtifactLocations" Type="Bool" Value="false" Description="set to true once all locations visited for failing MissionDocks if photos not done"/>
 <GameToken Name="Island.SetDawsonFollower" Type="Bool" Value="false" Description="Set to true when want Dawson follower enabled"/>
</GameTokensLibrary>
