"MELEE_COMBAT_TRAINING"
{
	INT my_unit_recno 
	INT dummy_item_recno
	INT dummy_unit_recno
	my_unit_recno = FUNC("get_character_recno") 
	dummy_item_recno = FUNC("get_curr_task_para", my_unit_recno, 1)
	dummy_unit_recno = FUNC("get_curr_task_para", my_unit_recno, 2)

	// This unit just search for unit for a short range and do idle most of the time

	INT random_number 
	INT	target_recno 

	if( dummy_item_recno || dummy_unit_recno )
	{
		FUNC("set_unit_mode" , my_unit_recno, "ATTACK")
	}

	if( FUNC("is_attack_mode" , my_unit_recno) )
	{
		if( dummy_item_recno )
		{
			ACTION("give_order" , my_unit_recno, "TURN" , 3 , 0 , FUNC("get_item_rotation" , my_unit_recno, dummy_item_recno) , 0 , 0 , 0, 2500)
			SCRIPT("script\unit\human_light_inf_attack_share.txt")
			exit
		}
		if ( dummy_unit_recno )
		{
			ACTION("give_order" , my_unit_recno, "TURN" , 3 , 0 , FUNC("get_rotation" , my_unit_recno, dummy_unit_recno) , 0 , 0 , 0, 2500)
			SCRIPT("script\unit\human_light_inf_attack_share.txt")
			exit
		}

		exit
	}

	if( FUNC("is_idle_mode", my_unit_recno) )
	{
		if( dummy_item_recno > 0 ) 
		{
			ACTION("give_order" , my_unit_recno, "APPROACH_ITEM" , 1 , 0 , dummy_item_recno , 40 , 30 , 0, 30000)
			exit
		}
		if( dummy_unit_recno > 0 ) 
		{
//			ACTION("give_order" , my_unit_recno, "APPROACH_UNIT" , 1 , 0 , dummy_unit_recno , 40 , 30 , 0, 3000)
			exit
		}

		FUNC("set_unit_mode" , my_unit_recno, "IDLE" )
	}

}
