IF THIS PAGE IS HARD TO READ, CHECK "CODES.JPG." ALL CODES MUST BE PUT IN ANY INIT-FIELD. VARIABLES ALSO ACCESSIBLE THRU GAMELOGICS.
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CODES:			1-Type		2-Works on			3-Result (if true)
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BLB_AllGear		1) true/false 	2) Random units (_SAS,_SAS2)	3) Gives all gear (ignores random outcome).
BLB_Allboonies		1) true/false	2) Random units	(_SAS,_SAS2)	3) Gives bushhats to random AI units.
BLB_gimmeBoonie		1) true/false 	2) Random units	(_SAS,_SAS2)	3) Gives human players bush hats (looks bad inside vehicles!).
BLB_Allshemaghs		1) true/false 	2) Random units	(_SAS,_SAS2)	3) Gives all AI full shemaghs (overrides b.hats).
BLB_gimmeshemagh	1) true/false 	2) Random units	(_SAS,_SAS2)	3) Gives human players full shemaghs (overrides b.hats).
BLB_Halfshemagh		1) true/false 	2) Random units	(_SAS,_SAS2)	3) Gives human players half shemaghs (overrides b.hats).


(BLB_Pack has NO effect on: "SAS3 xxxx", "W SAS DPM xxxx", "RMC (DPM) xxxx", "Para xxxx")
BLB_Pack		1) true/false	2) Some units  			3) Gives bergen/packpacks to units who have it.
BLB_Nobackpack

BLB_NoLayers4Players	1) true/false 	2) All SAS units		3) No facedirt for human players.
BLB_NoLayers		1) true/false 	2) All SAS units		3) No facedirt for AI and human players.

Due to the occasional graphical glitches (especially inside vehicles) in the wrist area, you get an option to not see any evil:
BLB_LongSleeves		1) true/false	2) All				3) Gives long sleeves to all units. 
BLB_LongSleevesRnd	1) true/false	2) All				3) Gives long sleeves to some...

Although they start with their helmets on, you still have the option of removing it midgame (beret underneath):
BLB_ParaHelmets		1) true/false	2) Para				3) Gives helmets to all paras.
BLB_ParaHelmetsRnd	1) true/false	2) Para				3) Gives helmets to some paras....
BLB_RMCHelmets		1) true/false	2) RMC				3) Gives helmets to all RM's.
BLB_RMCHelmetsRnd	1) true/false	2) RMC				3) Gives helmets to some RM's....

Sometimes AI chooses the most awkward moments to let go of their rifles and head for the binocs/handguns. This removes that annoyance:
BLB_OnlyBinocs4Players	1) true/false	2) All				3) Gives binoculars for players only.
BLB_OnlySIG4Players	1) true/false	2) All SAS units		3) Gives (BLB)P226 pistol for players only.

wip_m4a1.pbo and default BLB_UK config REQUIRED for this!
BLB_wipweps		1) true/false	2) All SAS units		3) Exchanges any SAS w JAM M16's w Wipman's M4.

NO gamelogics for following variables:
BLB_mpOverride		1) true/false 	2) All				3) UNTESTED attempt to implement MP, (altered KMMINT code).
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ARRAYS:			1-Type									      2-Works on      3-Result
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				  9x (mag)	   9x (mag)	 4x (mag)     2x (mag)	   1x (weap)
BLB_BERGENLOAD_I	1) ["JAM_W556_30Bmag","JAM_M433grenade","Pipebomb","LAWLauncher","JAM_M16GL"] 2) ammobearers  3)Gets droppable ammo
BLB_BERGENLOAD_II	1) ["JAM_W556_30Bmag","JAM_M433grenade","Pipebomb","LAWLauncher","JAM_M16GL"] 2) ammobearers  3)Gets droppable ammo
BLB_BERGENLOAD_III	1) ["JAM_W556_30Bmag","JAM_M433grenade","Pipebomb","LAWLauncher","JAM_M16GL"] 2) ammobearers  3)Gets droppable ammo
BLB_BERGENLOAD_IV	1) ["JAM_W556_30Bmag","JAM_M433grenade","Pipebomb","LAWLauncher","JAM_M16GL"] 2) ammobearers  3)Gets droppable ammo

1st Ammobearer is dedicated to BLB_BERGENLOAD_I, 2nd Ammobearer to BLB_BERGENLOAD_II and so on...