if (AIFunction_GetCurrentEventType() == AIEVENT_CREATE)
{
  AIFunction_DefaultHandler();
// Remove the // before the functions to use
//  AIFunction_SetAlarmAccess(AIALARMACCESS_BEFORECOMBAT);
//  AIFunction_SetAlarmAccess(AIALARMACCESS_AFTERCOMBAT);
//  AIFunction_SetGunnerID(xx);
//  AIFunction_SetPercentageFiredPerBurst(0..100);
//  AIFunction_SetEvasiveActionProb(0..100);
//  AIFunction_SetMinRangeAccuracy(0..100);
//  AIFunction_SetMaxRangeAccuracy(0..100);
//  AIFunction_SetAccuracyMaxRange(1..);
//  AIFunction_SetMinDelayBetweenFiring(seconds));
//  AIFunction_SetTrackingTimeout(seconds);
//  AIFunction_SetTrackingMaxDistance(meters);
//  AIFunction_SetGrenadeThrowProb(0..100);
//  AIFunction_SetGrenadeDetonationTimer(seconds);
//  AIFunction_SetGrenadeLandingReactionProb(0..100);
//  AIFunction_SetCloseCombatDamage(xxx);
//  AIFunction_SetHitPoints(xxx);
//  AIFunction_SetHitRecoilThreshold(0..100);
//  AIFunction_SetCombatViewCone1Alpha(degrees);
//  AIFunction_SetCombatViewCone1Length(meters);
//  AIFunction_SetCombatViewCone2Alpha(degrees);
//  AIFunction_SetCombatViewCone2Length(meters);
//  AIFunction_SetIdleViewCone1Alpha(degrees);
//  AIFunction_SetIdleViewCone1Length(meters);
//  AIFunction_SetIdleViewCone2Alpha(degrees);
//  AIFunction_SetIdleViewCone2Length(meters);
//  AIFunction_SetIdleAnimationFrequency(seconds);
//  AIFunction_SetInvestigateViewCone1Alpha(degrees);
//  AIFunction_SetInvestigateViewCone1Length(meters);
//  AIFunction_SetInvestigateViewCone2Alpha(degrees);
//  AIFunction_SetInvestigateViewCone2Length(meters);
//  AIFunction_SetInvestigateShoutFrequency(seconds);
//  AIFunction_SetAnimSpeedFactor(0..2);
}
else
{
  AIFunction_DefaultHandler();
}
