daeh   1mlb       P   F  @ PW   I P    K P   I P                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    liatdynamic tag groups              @    @t@d     8  P    Dw P     x P    x P    tz P    { P    $} P    d~ P    , P     P     P     P    @ P     P    0 P     P     P     P                                                                                                                                                                                                                                                                                                                                                                                                 string_id effect_postprocess_shader_block shader^ effect_postprocess_shader_index_block effect_postprocess_exposed_parameter_block exposed name^ parameter name shader index effect_postprocess effect_postprocess_block effect post-process quad tesselation#0 defaults to 4 x screen bounds:[0,1]#0 defaults to 1 y screen bounds:[0,1]#0 defaults to 1 effect_postprocess_generic effect_postprocess_generic_block shaders shader indices exposed parameters invert after bsp - before blur after blur - before alpha'd faces after alpha'd faces - before hud after hud - before menu after menu initially active is in cutscene player is zoomed player using a vehicle all any effect_postprocess_collection_shaders_block shader effect_postprocess_collection_activation_control_block state flags effect_postprocess_collection_script_variable_block script variable name exposed parameter name effect_postprocess_collection_effect_block effect^ name script variables effect_postprocess_collection_effect_instance_block effect render stage x screen bounds:[0,1]#0,0 defaults to 0,1 y screen bounds:[0,1]#0,0 defaults to 0,1 activation operation activation controls effect_postprocess_collection effect_postprocess_collection_block effects effect instances ship alpha beta delta epsilon release don't fix ui game globals#when building a ui cache file, don't let tool's stock code muck with the game globals definition game updates ignore player pvs hack#mainmenu scenarios only; overrides various game update logic to allow game entities to update without them being within the player's supposed view prohibit multi-team vehicles project_yellow_scenario_build_info_block build stage revision project_yellow project_yellow_block version* Scenario Definitions yelo globals globals override#use this to override the globals tag used for the scenario scenario explicit references build info UI/GUI scripted ui widgets Physics gravity scale:[0,2]#amount to scale gravity ingame player speed scale*:[0,6]#amount to scale each player's speed Gameplay Scripting External scripting definitions (User) yelo scripting inherit#inherit from the 'global' player's settings hide health when zoomed hide shield when zoomed hide motion sensor when zoomed force game to use stun jumping penalty#engine code uses turning penalty in the jump code for whatever reason. this will cause it to use the jump field instead preprocess_maplist_block scenario preprocess_block campaign multiplayer network_game_player_unit name^#name of this block definition definition#unit definition for this player's biped project_yellow_globals project_yellow_globals_block base_address* mod name#name of the engine 'mod' these globals, and inheriting scenario, are for global explicit references UI External scripting definitions (Yelo) false true plain bold italic condense underline one zero cosine cosine (variable period) diagonal wave diagonal wave (variable period) slide slide (variable period) noise jitter wander spark bitmap sound unit default player human covenant flood sentinel unused none sleeping alert moving repeat same position moving loop moving loop back and forth moving loop randomly moving randomly guarding guarding at guard position searching fleeing sleep fight flee uncover guard search wait vehicle charge obey converse avoid predicted_resource_block type resource index tag index text style volume_test_player_team returns true if any players of the specified team are within the specified volume. volume_test_player_team_all returns true if all players of the specified team are within the specified volume. player_team_teleport moves the specified team to the specified flag. player_team_players returns a list of players on the specified team player_data_get_integer returns an integer value property of the player. -1 if this fails player_team_data_get_integer returns an integer value of all the players on the team. -1 if this fails player_data_get_object returns an object value property of the player. none if this fails player_data_get_real returns a real value property of the player. -1.0 if this fails player_data_set_real sets a real value property of the player player_local_get returns the local player's player-list-index objects_distance_to_object returns minimum distance from any of the specified objects to the specified destination object. (returns -1 if there are no objects to check) object_data_get_real returns a real value property of the object. -1.0 if this fails object_data_set_real sets a real value property of the object weapon_data_get_real returns a real value property of the weapon. -1.0 if this fails weapon_data_set_real sets a real value property of the weapon weapon_data_magazine_get_integer returns an integer value property of a weapon's magazine. -1 if this fails weapon_data_magazine_set_integer sets an integer value property of a weapon's magazine weapon_data_trigger_set_real sets a real value property of a weapon's trigger unit_data_get_object returns an object value property of the unit. none if this fails unit_data_get_integer returns an integer value property of the unit. -1 if this fails unit_data_set_integer sets an integer value property of the unit unit_data_get_real returns a real value property of the unit. -1.0 if this fails unit_data_set_real sets a real value property of the unit physics_get_gravity get the current global gravity acceleration relative to halo standard gravity physics_set_gravity set global gravity acceleration relative to halo standard gravity physics_constants_reset resets all physics constants to earthly values runtime_integers_reset reset ALL runtime integers back to zero runtime_integer_get get the runtime integer's current value runtime_integer_set set the runtime integer's current value, returning its previous value runtime_integer_inc return the runtime integer's current value, then increments the value (aka post-increment) runtime_integer_dec return the runtime integer's current value, then decrements the value (aka post-decrement) game_change_version_id returns whether the change was successful or not game_engine_data_get_integer returns an integer value property of the current game engine. -1 if this fails machine_is_host returns whether or not the local machine is the host machine_is_dedi returns whether or not the local machine is a dedicated server abs_integer return the absolute (non-negative) value of an integer abs_real return the absolute (non-negative) value of a real pp_load loads post-processing pp_unload unloads post-processing pp_get_effect_instance_index_by_name get the index of the effect named effect_name pp_set_effect_instance_active instantly set an effect instance to on or off pp_set_effect_instance_fade fade an effect instance in or out pp_get_effect_instance_current_fade returns current fade amount of an effect instance pp_get_effect_instance_fade_direction returns fade direction of an effect instance, -1 = no fade, 0 = fade out, 1 = fade in pp_get_effect_index_by_name returns the index of the effect named effect_name pp_get_effect_is_valid get whether an effect is valid and ready to use pp_get_effect_shader_variable_index_by_name returns the index of a shader variable for a specific effect pp_set_effect_shader_variable_boolean sets the boolean value of an effect shader variable pp_set_effect_shader_variable_integer sets the integer value of an effect shader variable pp_set_effect_shader_variable_real sets the real values of an effect shader variable pp_set_effect_shader_instance_active disables/enables a shader instance in an effect pp_bloom_set_size changes the bloom size over a period of time pp_bloom_set_exposure changes the bloom exposure over a period of time pp_bloom_set_mix_amount changes the bloom mix amount over a period of time pp_bloom_set_minimum_color changes the bloom minimum color over a period of time pp_bloom_set_maximum_color changes the bloom maximum color over a period of time bitwise_and AND 'value' with 'flags' bitwise_or OR 'value' with 'flags' bitwise_xor XOR 'value' with 'flags' bitwise_lhs Bit-shift (to the left) 'value' by 'bit_count' bitwise_rhs Bit-shift (to the right) 'value' by 'bit_count' bit_test Test whether 'value' has a certain bit set bit_toggle Turns on or off the bit at 'bit_index' in 'value' bit_flags_test Test whether 'value' has the same bits set as 'flags' bit_flags_toggle Adds or removes 'flags' to or from 'value' hex_string_to_long converts a hex string (eg, 'DEADBEEF') to an integer runtime_integer_operation perform an operation on a runtime integer. returns result of operation runtime_vectors_reset reset ALL runtime vectors back to zero runtime_vector_get_element get the runtime vector's element value runtime_vector_set_element set the runtime vector's element value. returns true if successful runtime_vector_set set the runtime vector's elements. returns true if successful runtime_vector_operation perform an operation on a runtime vector. returns true if successful runtime_vector_to_string returns the vector in a string as 'x y z', or an empty string if this fails object_data_set_vector set an object's vector field using an existing runtime-vector. returns true if successful object_data_save_vector save an object's vector field to an existing runtime-vector. returns true if successful display_scripted_ui_widget returns true if successful play_bink_movie scenario_faux_zones_reset depreceated, do not use scenario_faux_zone_current_switch_variant scenario_faux_zone_switch_variant scenario_faux_zone_switch_sky structure_bsp_set_lightmap_set Sets a bsp's lightmap set, returns true if successful structure_bsp_set_sky_set Sets a bsp's sky set, returns true if successful ai_transform_actor Transforms an actor into the specified target. Returns false if it fails. Empty names causes random selection. ai_transform_actors Transforms a list of actors into the specified target. Returns false if it fails. Empty names causes random selection. ai_transform_actors_by_type Transforms actors in a list of a specific type into the specified target. Returns false if it fails. Empty names causes random selection. ai_actor_is_transforming Returns true if the specified actor is transforming. rasterizer_rt_display rasterizer_gbuffer_enabled pp_external_post_processes_enabled pp_internal_post_processes_enabled pp_fxaa_enabled pp_motion_blur_enabled pp_motion_blur_amount ai_transforms_enabled alpha as exponent mask do not use dlms (bsp) shader_model_extension_block_definition specular map The specular color map is multiplied by the stock specular result
to provide finer control over the specular color.
RGB holds the specular color specular color map specular color coefficient#0 defaults to 1 specular color exponent#0 defaults to 1 normal maps RGB holds the normal color data
Alpha interpolates between no detail normals and detail normals 1 and 2

The alpha channel uses:
A = no detail normals
B = detail normals 1
C = detail normals 2

    A  =======>  B  =======>  C  =======>  A    
 0/0.000       85/0.333      170/0.666      255/1.000 base normal map base normal coefficient#0 defaults to 1 detail normal 1 map detail normal 1 coefficient#0 defaults to 1 detail normal 1 scale#0 defaults to 1 detail normal 1 v-scale#0 defaults to 1 (applied on top of detail normal scale above) detail normal 2 map detail normal 2 coefficient#0 defaults to 1 detail normal 2 scale#0 defaults to 1 detail normal 2 v-scale#0 defaults to 1 (applied on top of detail normal scale above) specular tint override These values override the specular tint colours in the stock tag perpendicular brightness:[0,1]#reflection brightness when viewed perpendicularly perpendicular tint color#reflection tint color when viewed perpendicularly parallel brightness:[0,1]#reflection brightness when viewed at a glancing angle parallel tint color#reflection tint color when viewed at a glancing angle diffuse lighting specular lighting specular lighting exponent specular lighting coefficient shader model extension main chain buffer chain boolean integer float argb color matrix texture player team color clear target copy scene to target clear buffer texture sm 1.0 sm 2.0 sm 3.0 enabled Invert Multichannel Noise#When noise is used apply a different noise value to each channel Ignore Alpha#Alpha will always be set to the upper values alpha shader_postprocess_shader_compiled_data shader_postprocess_pass_block name*^ render chain shader_postprocess_technique_block shader model passes* shader_postprocess_bitmap_block value name^ bitmap index shader_postprocess_bool_block value runtime value override Sets the variable to an engine value at runtime runtime value animation Controls how the value changes over time animation function animation flags animation duration animation rate shader_postprocess_int_block value lower bound value upper bound shader_postprocess_float_block shader_postprocess_float2_block shader_postprocess_float3_block shader_postprocess_float4_block shader_postprocess_color_block shader_postprocess_parameter_block shader_postprocess shader_postprocess_block shader post-process shader code binary techniques* predicted resources shader_postprocess_generic shader_postprocess_generic_block shader post-process generic base shader bitmaps bools integers floats float2s float3s float4s colors apply after hud shader_postprocess_globals_bloom bloom size#How far the bloom will extend. Best kept between 1.0 to 5.0. bloom exposure#How much to multiply the base bloom by. bloom mix amount#Linearly interpolates between no bloom and full bloom bloom minimum color bloom maximum color shader_postprocess_globals shader_postprocess_globals_block bloom globals utf8_string_data multilingual_unicode_string_reference_block string id^ english offset* [unused] offset* multilingual_unicode_string_list multilingual_unicode_string_list_block string references string data utf8* unparsed special form function name passthrough void real short long string script trigger_volume cutscene_flag cutscene_camera_point cutscene_title cutscene_recording device_group ai ai_command_list starting_profile conversation navpoint hud_message object_list damage looping_sound animation_graph actor_variant damage_effect object_definition game_difficulty team ai_default_state actor_type hud_corner object unit weapon device scenery object_name unit_name vehicle_name weapon_name device_name scenery_name script_function_parameter_block type*^ script_function_block name* override index* return type* parameters* script_global_block type* scripting_block new functions* new globals* project_yellow_scripted_ui_widget_block name^ definition tag_database_entry_name_data tag_database_entry_reference_block entry reference*^ tag_database_entry_block group tag* handle data (high word)*) flags* child ids* referenced by* tag_database tag_database_block entries* string id default setting unchanged setting text_value_pair_reference_block label string id^ description string id text_value_pair_definition text_value_pair_definition_block parameter title text description text text value pairs equipment_hud_interface equipment_hud_interface_block model_animations_yelo model_animations_yelo_block stock animation string_id_yelo_documentation_data string_id_yelo string_id_yelo_block documentation scripted only actor_variant_transform_collection_transform_block transform name^ easy selection chance normal selection chance hard selection chance imposs. selection chance Transform Stages The transform out stage tag determines the cause of the transform (such as low health), the animation to play on the attacked unit and what attachments to add if any. The transform in stage tag determines the possible actors to transform into. transform out transform in actor_variant_transform_collection_entry_block actor variant^ transforms actor_variant_transform_collection actor_variant_transform_collection_block actor variant transforms neither both shield only health only inherit override actor default inherit from old unit inherit from attacker free actor try to use existing unit drop weapon inherit seated units delete attached actors actor_variant_transform_in_target_block target name^ AI actor variant encounter/squad handling team handling team override initial state handling initial state override return state handling return state override Animation Played immediately after the old unit's transform out animation. The new actor is made braindead during the animation, and will be invincible until it ends. transform in anim keyframe actions Vitality vitality inheritance vitality override shield override health override actor_variant_transform_in actor_variant_transform_in_block targets eject kill weapon damage only melee damage only invincible during transform out transform on damage ignore friendly fire transform on actor action transform on actor state transform on shield range transform on health range destroy attachments on death actor_variant_transform_out_instigator_block unit^ damage type actor_variant_transform_out_attachment_block object marker destination marker^ destination marker count attachment scale actor_variant_transform_out actor_variant_transform_out_block Transform Criteria criteria flags actor action actor state shield range health range Transform Instigators Controls which attacking unit type can trigger this transform. Transforms with instigators will only be used when transform on damage is enabled. instigators Played when the transform criteria have been met. The actor is made braindead during the animation, and if the invincibility flag is set they cannot be killed once the animation begins. transform out anim Attachments The listed attachments will be added to the unit when it's transformation begins. When specifying a single destination marker the destination marker name will be used as-is ('marker'), however when the marker count is more than 1 an index will be appended ('marker0', 'marker1', etc.) attachment flags attachments primary secondary final self riders actor_variant_transform_keyframe_action_block keyframe rider handling target damage effect effect marker                I P@I PlI PI P   Ҝ m F                    ~ jl d @   @   @          U PW P  ќ Ĵm E `I P`I P`I P    "   1 Pd P " , m ã I PI PI P            @K P`K PK PK PK PK P L P L P@L PdL PL PL PL PL PM P,M PPM PxM PM PM PM PN P$N PHN PdN PN PN PN PN PN PO P<O P\O P|O PO PO PO PO PP P,P PLP PlP PP PP PP PP PQ P0Q PTQ PxQ PQ PQ PQ PR P(R PLR PpR PR PR PR PR PS P0S PTS PtS PS PS PS PS PT P<T PdT PT PT PT PT PU P0U PLU PlU PU PU PU PU PV P4V PXV P    xV PV PV PV PV PV PV PV P  ` Px P@ P        P P@ P       : PO P@ P        P P@ P         P P@ P    	    P: P@ P    	 %   P P@ P    	    P P@ P    	   3 PH P@ P    	      q P P@ P       P P@ P    %   X Pm P@ P   % 	 	      P P@ P   % 	 	     P  P@ P   % 	   @ PU P@ P   % 	      ~ P P@ P   %  	 	    P P@ P   %  	 	      A P^ P@ P   %  	 	    %   P P@ P   & 	    P P@ P   & 	   ; PQ P@ P   & 	      | P P@ P   & 	    P P@ P   & 	       P P@ P      i P} P@ P         P P@ P       P P@ P      E PY P@ P         P P@ P        P P@ P        J P^ P@ P         P P@ P    	    P P@ P   	     m P} P@ P       P P@ P       P P@ P        D PM P@ P         P P@ P       P P@ P       P P@ P   	      P1 P@ P       _ P{ P@ P          P P@ P         P P@ P        o P P@ P   	      P P@ P         P0 P@ P    	   m P P@ P          P P@ P         ! PD P@ P              v P P@ P           P P@ P       
  P   P@ P       Q  Pi  P@ P         P  P@ P           P! P@ P         >! PJ! P@ P       c! Pn! P@ P       ! P! P@ P       ! P! P@ P       ! P! P@ P       "" P+" P@ P       V" Pa" P@ P          " P" P@ P       " P" P@ P          # P'# P@ P   	     \# Pv# P@ P    	      # P# P@ P      # P$ P@ P       <$ PW$ P@ P     	    $ P$ P@ P    	        $ P% P@ P    	    	  I% Pb% P@ P        % P% P@ P   % 	      & P7& P@ P   % 	      & P& P@ P   	     & P@ P@ P   	     & P& P@ P      ' P& P@ P   	     1' P& P@ P   	 	   S' P& P@ P   	     q' P' P@ P    	   ' P' P@ P    	   ( P$( P@ P   % 	 	     ( P( P@ P    	 	     ) P:) P@ P     	 	   ) P) P@ P   %   * P      (* P      C* P      f* P      * P      * P      * P      * P       P   V P P  PB Pc P{ P   W P P P P P    W P P P   8W P P P  P% P+ P3 P   HW P; P P   hW Pm P   xW Pg
 P   W P
 P
 P
 P
 P   W P P P   W P$ P* P/ P6 P? P   W PI PM PR PY Pr P P P P P P P P   W P P P   X P P P P P P P P P P P
   X P P# P, P2 PN PZ Pu P P P P P P   LX P P P, P P P P P P P P P
 P P P   X P* P   X P* P   X P1 P&1 P   X P31 P;1 PC1 PI1 PT1 P[1 P   X P P   Y P P   Y P P   $Y P P   0Y P P   <Y P P   HY P Pc1 P   TY Pu1 P1 P1 P   dY P1 P1 P1 P   xY P1 P   Y P1 P   Y P1 P1 P   Y P1 P1 P$2 P   Y P1 P66 P   Y Pt8 P}8 P8 P8 P8 P31 P8 P8 P8 P8 P8 P8 P8 P8 P8 P	9 P9 P)9 P,9 P<9 PM9 PZ9 Pc9 Po9 P P) P{9 P9 P9 P9 P9 P9 P9 P9 P9 P9 P9 P
: P: P P: P: P$: P,: P8: PB: PO: P[: Pg: P1   Y P;1 P9< P P8 P   Z PC< PS< P   Z P= P   Z Pg@ Po@ Pt@ P@ P   Z P@ P@ P   Z P@ P@ P@ P    [ P@ P@ P@ P   [ P@ P@ PA PA P   ([ PfC PlC P@ P   @[ Po@ PqC PC P   T[ PC P   h[ PC PC PC PC PD P,D P   t[ P P P, P P P P P P P P P
 P P P   [ P P# P, P2 PN PZ Pu P P P P P P   [ PFD P   \ PuH P}H PH P   \ P PlC PfC P   ,\ PH PH P   @\ P@ P@ P@ P   P\ P   ydis        gpfe        gphs        oleg        ylis        cinu       gtam       rncs         yks        yks         gof        niar        psbs       psbs        mtib        cgat        #rts        rtna        effe        !tpj        !dns        ejbo        tinu        paew        vtca       vtca        aLeD        otva        itva    d2 P           7 P           _; P          = P          !   k P|\ P,           K P               ^ P                    $   k P^ P,           s P              D^ P                         P         P    $    P\^ P(          ,            P        P       ^ P                    !    P|\ P,            P              ^ P                       @ P0W P   F PV P,           	 P              4_ P                         P         P    (          (          ,           L P        P       _ P                    !    Pp\ P     P    "    P_ P(          ,            P        H       _ P                         P    #   ) P(` P   0 PW P
   . P        = P        g P    (              P@W P(          "    PX_ P(          (          ,            P        t       T` P                    (              P`W P    P    (          (           ,            P       0       a P                         P    !    P\ P(          ,            P        H       a P                    (          "    Pa P"    Pa P(       P   ,            P        l       a P                         P    !    Pl] P(           ,            P        P       Tb P                       7 PX P   < P       K P    ,            P              b P                    *   1+ P>+ P!   + P] P   + P    (             , P       F PX P(          *   5, PA, P!   j- P] P   z- P    (          (          (          !   - P] P   - P       - P       . P    (          !   ^. P] P   r. P       . P       . P    (          *   / P1/ P   r/ P       / P       0 P       ^0 P    *   0 P@ P   F PX P(          *   0 P@ P   0 P       0 P    (          ,           	+ P              c P                        2 P       F PpY P   2 PX P(          ,           2 P        0       d P                        2 P       2 PY P(          (          "   2 P$e P,           2 P       @       Pe P                        3 P    (          (             "3 P    (          (          (          (          (          (          (          !    P] P,           2 P       t       e P                        3 P    (          (          	   M3 PY P(          (          *   S3 Pj3 P   3 PY P   F PY P*   3 P3 P   3 PX P	   3 PY P(             3 P       4 P    ,           /3 P       X       f P                        3 P    (          (             =4 P       O4 P    (          *   S3 Pj3 P   3 PY P(          *   3 P3 P   3 PX P	   3 PY P(             3 P       4 P    ,            4 P       X       xg P                        3 P    (          (             =4 P    (             O4 P    (          *   S3 Pj3 P   3 P(Y P(          *   3 P3 P   3 PX P	   3 PY P(             3 P       4 P    ,           a4 P       X       dh P                        3 P    (          (             =4 P    (             O4 P    (          *   S3 Pj3 P   3 P4Y P(          *   3 P3 P   3 PX P	   3 PY P(             3 P       4 P    ,           4 P       X       \i P                        3 P    (          (             =4 P    (             O4 P    (          *   S3 Pj3 P   3 P@Y P(          *   3 P3 P   3 PX P	   3 PY P(             3 P       4 P    ,           4 P       X       Tj P                        3 P    (          (             =4 P       O4 P    *   S3 Pj3 P   3 PLY P(          *   3 P3 P   3 PX P	   3 PY P(             3 P       4 P    ,           4 P       X       Lk P                        3 P    (          (             =4 P       O4 P    *   S3 Pj3 P   3 P\Y P(          *   3 P3 P   3 PX P	   3 PY P(             3 P       4 P    ,           4 P       X       ,l P                        @ P    )   @ P   )   @ P$   )   @ P   )   @ P   !   @ P] P)   @ P   ,           4 P     @  t       m P                       F PY P(             g6 P       6 P       6 P       -7 P       A7 P    ,           F6 P       (       m P                    !   7 Pd\ P(             7 P       7 P       7 P       7 P       7 P       7 P       7 P       7 P       7 P    ,           7 P     $  8       $n P                       : PZ P,           t: P               n P                    &   @ P       : P    '   @ P       : P       : PZ P"   : Pn P,           : P      P       $o P                    &   @ P       : P    '   @ P       : P       : PZ P,           : P    p  D       o P                    "   
; Pxo P"   ; Po P,           : P              p P                        N; P    !   T; P] P(          (          ,           &; P       L       hp P                    $   ; Ptq P,           |; P             p P                    %   : P] P   ; P       ; P       ; P    "   ; Pp P"   < Pp P(          ,           ; P      D       q P                    	   F PZ P(             ;1 P       8 P    !   9< Pd\ P(          !   < Pd\ P(          !   < Pd\ P(          ,           e< P        H       q P                       F PZ P(              ,> P       <> P       R> P       j> P       > P    *   > P> P!   ? P] P)   @ P   !   ? P] P)   @ P   (          ,           = P        t       Pr P                    !   ? P] P"   ? Pr P(          ,           ? P        4       $s P                        [A P       F P8[ P(             <> P       R> P       j> P       > P    *   hA P@ P!   kA P] P   yA P [ P(             A P\\ P   A PDX P   A PZ P   A P|X P   A P[ P   A P|X P(          (          *   B PB P    B P    "   B Pv P*   B P@ P(             B PZ P   B PZ P   C P       C P    (          ,           3A P              s P                    !   D Pl] P   D P`[ P(          (          ,           cD P               u P                    !   
: P`] P    D P        D P       D P    (             A P\\ P   A PDX P   
E P    (          ,           D P       x       |u P                       H P$\ P   H P8\ P   H PH\ P(          !   H PH] P!   ) P<] P    H P    ,           H P    	   H        v P                    *    P@ P(          
   . P        O P        u P    (          (          (          ,            P       <       v P                     P    ppfe       w P                                                                    "    P^ P"    P\^ P"    P^ P,            P       $       w P                     P    gpfeppfe       w P                                                                    (          "   @ P_ P"    P(` P"    P` P,            P       0       `x P                     P    cpfe       x P                                                                        P       F PpW P*    P@ P!   
	 P\ P!   	 P\ P!   c	 P] P"   	 Pda P(       (   *   	 P@ P"   	 Pp P(          *   	 P@ P   	 P       	 P    (          (          (          *   
 P@ P   F P|W P(          *   (
 P2
 P"   X
 P<p P(       \   ,            P       8      (y P                     P    oley       Hz P                                                                        P       F PW P   u P         P    !    P] P(           "   @ P(b P*    P@ P(          (          (          (          "   	 Pp P"   @ Pb P(          *   (
 P P"   X
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