Stops map spawned guards and police don't flee when assault starts because i would rather have them stay and fight than running away, originally, any cop or guard that doesn't have a scripted SpecialObjective would flee, while some maps have guards or cops have their Participating to group ai value set to false, most of them have it set to true, and without a special objective they would mostly flee, this mod fixes that by setting the cops's "participate to group ai" value to false, which makes them stay on the map regardless if they are scripted to stay or not.