<?xml version="1.0" encoding="UTF-8"?>

<CConditionalAnimManager>
  <ConditionalAnimsGroup>
    <Item type="CConditionalAnimsGroup">
      <Name>WANDER</Name>
      <ConditionalAnims>
        <Item>
          <Name>CODE_HUMAN_WANDER_CLIPBOARD</Name>
          <PropSet>CLIPBOARD</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="8.000000" />
          <BlendOutDelta value="-8.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>CLIPBOARD</PropSet>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_CLIPBOARD@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_CLIPBOARD@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_CLIPBOARD@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_DRINKING_BEER_FEMALE</Name>
          <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>True</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_DRINKING_BEER_MALE</Name>
          <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>True</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_DRINKING_COFFEE_FEMALE</Name>
          <PropSet>COFFEECUPS</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="CScenarioConditionSet">
            <Result>True</Result>
            <Conditions>
              <Item type="CScenarioConditionTime">
                <Result>True</Result>
                <Hours>6 7 8 9</Hours>
              </Item>
              <Item type="CScenarioConditionWorldPosWithinSphere">
                <Result>True</Result>
                <Sphere>
                  <centerAndRadius x="-454.000000" y="-598.000000" z="26.000000" w="2800.000000" />
                </Sphere>
              </Item>
            </Conditions>
          </SpecialCondition>
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>COFFEECUPS</PropSet>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>true</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_DRINKING_COFFEE_MALE</Name>
          <PropSet>COFFEECUPS</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="CScenarioConditionSet">
            <Result>True</Result>
            <Conditions>
              <Item type="CScenarioConditionTime">
                <Result>True</Result>
                <Hours>6 7 8 9</Hours>
              </Item>
              <Item type="CScenarioConditionWorldPosWithinSphere">
                <Result>True</Result>
                <Sphere>
                  <centerAndRadius x="-454.000000" y="-598.000000" z="26.000000" w="2800.000000" />
                </Sphere>
              </Item>
            </Conditions>
          </SpecialCondition>
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>COFFEECUPS</PropSet>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>true</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_DRINKING_FAT_BEER_FEMALE</Name>
          <PropSet>DRINK_BEER</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>DRINK_BEER</PropSet>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>True</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>DRINK_BEER</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>DRINK_BEER</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>DRINK_BEER</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_DRINKING_FAT_BEER_MALE</Name>
          <PropSet>DRINK_BEER</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>DRINK_BEER</PropSet>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>True</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>DRINK_BEER</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>DRINK_BEER</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>DRINK_BEER</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_FEMALE</Name>
          <PropSet>COFFEECUPS</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="CScenarioConditionSet">
            <Result>True</Result>
            <Conditions>
              <Item type="CScenarioConditionTime">
                <Result>True</Result>
                <Hours>6 7 8 9</Hours>
              </Item>
              <Item type="CScenarioConditionWorldPosWithinSphere">
                <Result>True</Result>
                <Sphere>
                  <centerAndRadius x="-454.000000" y="-598.000000" z="26.000000" w="2800.000000" />
                </Sphere>
              </Item>
            </Conditions>
          </SpecialCondition>
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>COFFEECUPS</PropSet>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>true</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_MALE</Name>
          <PropSet>COFFEECUPS</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="CScenarioConditionSet">
            <Result>True</Result>
            <Conditions>
              <Item type="CScenarioConditionTime">
                <Result>True</Result>
                <Hours>6 7 8 9</Hours>
              </Item>
              <Item type="CScenarioConditionWorldPosWithinSphere">
                <Result>True</Result>
                <Sphere>
                  <centerAndRadius x="-454.000000" y="-598.000000" z="26.000000" w="2800.000000" />
                </Sphere>
              </Item>
            </Conditions>
          </SpecialCondition>
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>COFFEECUPS</PropSet>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>true</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_EATING_FEMALE</Name>
          <PropSet>HAND_FOOD</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>HAND_FOOD</PropSet>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_FEMALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_EATING_MALE</Name>
          <PropSet>HAND_FOOD</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>HAND_FOOD</PropSet>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_MALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_EATING_FAT_FEMALE</Name>
          <PropSet>HAND_FOOD</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>HAND_FOOD</PropSet>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_FAT_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_FAT_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_FAT_FEMALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_EATING_FAT_MALE</Name>
          <PropSet>HAND_FOOD</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>HAND_FOOD</PropSet>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_FAT_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_FAT_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_EATING_FAT_MALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_GARDENER_LEAF_BLOWER</Name>
          <PropSet>LEAF_BLOWER</PropSet>
          <Flags>IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData>
            <Item type="CConditionalClipSetVFX">
              <Name>LEAF BLOWER REGISTERED</Name>
              <fxName>ANM_LEAF_BLOWER</fxName>
              <offsetPosition x="0.900000" y="0.000000" z="-0.250000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_R_PH_HAND</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
          </VFXData>
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>LEAF_BLOWER</PropSet>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="LEAF_BLOWER" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_GARDENER_LEAF_BLOWER@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_GARDENER_LEAF_BLOWER@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_GARDENER_LEAF_BLOWER@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_IDLES_COP_FEMALE</Name>
          <PropSet />
          <Flags />
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="8.000000" />
          <BlendOutDelta value="-8.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="POLICE_IDLES" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_COP_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_COP_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_IDLES_COP_MALE</Name>
          <PropSet />
          <Flags />
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="8.000000" />
          <BlendOutDelta value="-8.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="POLICE_IDLES" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_COP_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_COP_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_IDLES_FEMALE</Name>
          <PropSet />
          <Flags />
          <Probability value="1150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="CANT_WANDER_IDLE_MALE" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="POLICE_IDLES" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FEMALE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_IDLES_MALE</Name>
          <PropSet />
          <Flags />
          <Probability value="1150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="CANT_WANDER_IDLE_MALE" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="POLICE_IDLES" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_MALE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@interested@left</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Interesting</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@interested@right</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Interesting</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@threatened@left</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Threatened</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@threatened@right</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Threatened</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@threatening@left</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Threatening</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@threatening@right</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Threatening</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Reactions>
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_IDLES_FAT_FEMALE</Name>
          <PropSet />
          <Flags />
          <Probability value="1150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FAT_FEMALE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FAT_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_IDLES_FAT_MALE</Name>
          <PropSet />
          <Flags />
          <Probability value="1150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FAT_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FAT_MALE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@interested@left</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Interesting</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@interested@right</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Interesting</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@threatened@left</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Threatened</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@threatened@right</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Threatened</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@threatening@left</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Threatening</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>reaction@wander@threatening@right</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Walk</Speed>
                </Item>
                <Item type="CScenarioConditionAmbientEventTypeCheck">
                  <Result>True</Result>
                  <Type>AET_Threatening</Type>
                </Item>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Reactions>
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_MOBILE_FEMALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents MobilePhoneConversation ForceBaseUntilIdleStreams</Flags>
          <Probability value="111.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="CANT_USE_PHONES" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionPhoneConversationAvailable">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionCanStartNewPhoneConversation">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FEMALE@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasNoProp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPhoneConversationAvailable">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionCanStartNewPhoneConversation">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FEMALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_MOBILE_MALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents MobilePhoneConversation ForceBaseUntilIdleStreams</Flags>
          <Probability value="111.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="CANT_USE_PHONES" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionPhoneConversationAvailable">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionCanStartNewPhoneConversation">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasNoProp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPhoneConversationAvailable">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionCanStartNewPhoneConversation">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_MALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents MobilePhoneConversation ForceBaseUntilIdleStreams</Flags>
          <Probability value="111.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionPhoneConversationAvailable">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionCanStartNewPhoneConversation">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasNoProp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPhoneConversationAvailable">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionCanStartNewPhoneConversation">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_MOBILE_FAT_MALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents MobilePhoneConversation ForceBaseUntilIdleStreams</Flags>
          <Probability value="111.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionPhoneConversationAvailable">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionCanStartNewPhoneConversation">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasNoProp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPhoneConversationAvailable">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionCanStartNewPhoneConversation">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioPhoneConversationInProgress">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>MobilePhoneConversation</ActionFlags>
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_TEXTING_FEMALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
          <Probability value="111.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="CANT_USE_PHONES" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>true</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
                <Item type="CScenarioConditionModel">
                  <Result>True</Result>
                  <ModelSet ref="BEACH_YOUNG_FEMALE" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_TEXTING_MALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
          <Probability value="111.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="CANT_USE_PHONES" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>true</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
          <Probability value="111.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>true</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_TEXTING_FAT_MALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
          <Probability value="111.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>true</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_MUSIC_LISTEN_FEMALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
          <Probability value="10.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>true</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_FEMALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_MUSIC_LISTEN_MALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
          <Probability value="10.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>true</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_MALE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>PHONES</PropSet>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_PURSE</Name>
          <PropSet>PURSE</PropSet>
          <Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
          <Probability value="16.500000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="CANT_USE_PURSE" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>PURSE</PropSet>
            </Item>
            <Item type="CScenarioConditionAffluence">
              <Result>true</Result>
              <Affluence>AFF_POOR</Affluence>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_PURSE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_PURSE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_PURSE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_RAIN_FEMALE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionFullyInIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_FEMALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_FEMALE@IDLE_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_RAIN_MALE_A</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_A@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_A@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionFullyInIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_A@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_RAIN_MALE_B</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_B@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_B@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionFullyInIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_B@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_SMOKING_FAT_FEMALE</Name>
          <PropSet>CIGARETTES</PropSet>
          <Flags />
          <Probability value="19.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData>
            <Item type="CConditionalClipSetVFX">
              <Name>cigarette</Name>
              <fxName>ANM_CIG_SMOKE</fxName>
              <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_R_PH_HAND</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale</Name>
              <fxName>ANM_CIG_EXHALE_MTH</fxName>
              <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale_nose</Name>
              <fxName>ANM_CIG_EXHALE_NSE</fxName>
              <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
          </VFXData>
          <VFXCullRange value="18.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>CIGARETTES</PropSet>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FAT_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FAT_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FAT_FEMALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_SMOKING_FAT_MALE</Name>
          <PropSet>CIGARETTES</PropSet>
          <Flags />
          <Probability value="19.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData>
            <Item type="CConditionalClipSetVFX">
              <Name>cigarette</Name>
              <fxName>ANM_CIG_SMOKE</fxName>
              <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_R_PH_HAND</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale</Name>
              <fxName>ANM_CIG_EXHALE_MTH</fxName>
              <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale_nose</Name>
              <fxName>ANM_CIG_EXHALE_NSE</fxName>
              <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
          </VFXData>
          <VFXCullRange value="18.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>CIGARETTES</PropSet>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FAT_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FAT_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FAT_MALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_SMOKING_FEMALE</Name>
          <PropSet>CIGARETTES</PropSet>
          <Flags />
          <Probability value="19.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData>
            <Item type="CConditionalClipSetVFX">
              <Name>cigarette</Name>
              <fxName>ANM_CIG_SMOKE</fxName>
              <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_R_PH_HAND</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale</Name>
              <fxName>ANM_CIG_EXHALE_MTH</fxName>
              <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale_nose</Name>
              <fxName>ANM_CIG_EXHALE_NSE</fxName>
              <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
          </VFXData>
          <VFXCullRange value="18.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>CIGARETTES</PropSet>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="CANT_SMOKE" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FEMALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FEMALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FEMALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_WANDER_SMOKING_MALE</Name>
          <PropSet>CIGARETTES</PropSet>
          <Flags />
          <Probability value="19.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.400000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData>
            <Item type="CConditionalClipSetVFX">
              <Name>cigarette</Name>
              <fxName>ANM_CIG_SMOKE</fxName>
              <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_R_PH_HAND</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale</Name>
              <fxName>ANM_CIG_EXHALE_MTH</fxName>
              <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale_nose</Name>
              <fxName>ANM_CIG_EXHALE_NSE</fxName>
              <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
          </VFXData>
          <VFXCullRange value="18.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>CIGARETTES</PropSet>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="FATTIES" />
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="CANT_SMOKE" />
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_MALE@STATIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_MALE@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>true</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>WANDER_ANIMAL</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>IN_CAR</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>IN_CAR_STANDARD</Name>
      <ConditionalAnims>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@IDLES_C</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@IDLES_D</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="1" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_C</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_D</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_E</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="2" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_C</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_D</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_E</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="3" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_C</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_D</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_E</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_MUSIC_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_DRIVER@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_DRIVER@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_MUSIC_PASSENGER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="1" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_PASSENGER@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_PASSENGER@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_MUSIC_REAR_DRIVER_SIDE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="2" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_REAR_DRIVER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_REAR_DRIVER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_MUSIC_REAR_PASSENGER_SIDE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="3" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_REAR_PASSENGER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_REAR_PASSENGER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_PATROL_DS</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_PATROL_PS</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_SMOKING</Name>
          <PropSet>CIGARETTES</PropSet>
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData>
            <Item type="CConditionalClipSetVFX">
              <Name>SMOKING_IN_CAR_REGISTERED</Name>
              <fxName>ANM_CIG_SMOKE_CAR</fxName>
              <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_R_PH_HAND</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale</Name>
              <fxName>ANM_CIG_EXHALE_MTH_CAR</fxName>
              <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
          </VFXData>
          <VFXCullRange value="20.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleOfType">
              <Result>true</Result>
              <VehicleModelSet ref="NO_SMOKING_VEHICLES" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionSetOr">
              <Result>True</Result>
              <Conditions>
                <Item type="CScenarioConditionEquippedWeapon">
                  <Result>True</Result>
                  <Weapon>WEAPON_UNARMED</Weapon>
                </Item>
                <Item type="CScenarioConditionEquippedWeapon">
                  <Result>True</Result>
                  <Weapon>Object</Weapon>
                </Item>
              </Conditions>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasNoProp">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_PATROL_TORCH</Name>
          <PropSet>TORCH</PropSet>
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="PATROL_TORCH" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="1" />
            </Item>
            <Item type="CScenarioConditionTime">
              <Result>True</Result>
              <Hours>0 1 2 3 4 5 22 23</Hours>
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>TORCH</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasNoProp">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>TORCH</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>TORCH</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>TORCH</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_MUSIC_HEADBOB_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_GENERIC_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_COUNTRY_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_HIPHOP_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MEXICAN_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MOTOWN_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_PUNK_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_GENERIC_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_COUNTRY_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_HIPHOP_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MEXICAN_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MOTOWN_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_PUNK_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_MUSIC_HEADBOB_FRONT_PASSENGER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="1" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_GENERIC_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_COUNTRY_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_HIPHOP_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MEXICAN_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MOTOWN_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_PUNK_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_GENERIC_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_COUNTRY_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_HIPHOP_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MEXICAN_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MOTOWN_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_PUNK_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_MUSIC_HEADBOB_RDS</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="2" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_GENERIC_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_COUNTRY_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_HIPHOP_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_MEXICAN_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_MOTOWN_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_PUNK_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_GENERIC_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_COUNTRY_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_HIPHOP_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_MEXICAN_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_MOTOWN_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_PUNK_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_MUSIC_HEADBOB_RPS</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="3" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_GENERIC_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_COUNTRY_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_HIPHOP_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RDS_MEXICAN_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_MOTOWN_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_PUNK_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_GENERIC_BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_COUNTRY_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_HIPHOP_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_MEXICAN_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_MOTOWN_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_RPS_PUNK_IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>IN_CAR_LOW</Name>
      <ConditionalAnims>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@IDLES_C</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@IDLES_D</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_C</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_D</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_E</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_LOW_MUSIC_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_MUSIC_DRIVER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_MUSIC_DRIVER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_LOW_MUSIC_PASSENGER_SIDE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_MUSIC_PASSENGER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_MUSIC_PASSENGER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_LOW_SMOKING</Name>
          <PropSet>CIGARETTES</PropSet>
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData>
            <Item type="CConditionalClipSetVFX">
              <Name>SMOKING_IN_CAR_REGISTERED</Name>
              <fxName>ANM_CIG_SMOKE_CAR</fxName>
              <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_R_PH_HAND</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale</Name>
              <fxName>ANM_CIG_EXHALE_MTH_CAR</fxName>
              <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
          </VFXData>
          <VFXCullRange value="20.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleOfType">
              <Result>true</Result>
              <VehicleModelSet ref="NO_SMOKING_VEHICLES" />
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionSetOr">
              <Result>True</Result>
              <Conditions>
                <Item type="CScenarioConditionEquippedWeapon">
                  <Result>True</Result>
                  <Weapon>WEAPON_UNARMED</Weapon>
                </Item>
                <Item type="CScenarioConditionEquippedWeapon">
                  <Result>True</Result>
                  <Weapon>Object</Weapon>
                </Item>
              </Conditions>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasNoProp">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_LOW_MUSIC_HEADBOB_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_GENERIC_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_COUNTRY_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_HIPHOP_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MEXICAN_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MOTOWN_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_PUNK_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_GENERIC_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_COUNTRY_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_HIPHOP_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MEXICAN_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MOTOWN_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_PUNK_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_LOW_MUSIC_HEADBOB_FRONT_PASSENGER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="1" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_GENERIC_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_COUNTRY_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_HIPHOP_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MEXICAN_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MOTOWN_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_PUNK_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_GENERIC_BASE_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_COUNTRY_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_HIPHOP_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MEXICAN_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MOTOWN_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_PUNK_IDLE_A_LOW_CAR</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>IN_VAN</Name>
      <ConditionalAnims>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@IDLES_C</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@IDLES_D</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_C</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_D</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_E</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_VAN_MUSIC_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_VAN_MUSIC_DRIVER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_VAN_MUSIC_DRIVER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_VAN_MUSIC_PASSENGER_SIDE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_VAN_MUSIC_PASSENGER_SIDE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_VAN_MUSIC_PASSENGER_SIDE@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_VAN_SMOKING</Name>
          <PropSet>CIGARETTES</PropSet>
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData>
            <Item type="CConditionalClipSetVFX">
              <Name>SMOKING_IN_CAR_REGISTERED</Name>
              <fxName>ANM_CIG_SMOKE_CAR</fxName>
              <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_R_PH_HAND</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
            <Item type="CConditionalClipSetVFX">
              <Name>exhale</Name>
              <fxName>ANM_CIG_EXHALE_MTH_CAR</fxName>
              <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
          </VFXData>
          <VFXCullRange value="20.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionModel">
              <Result>true</Result>
              <ModelSet ref="PATROL" />
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleOfType">
              <Result>true</Result>
              <VehicleModelSet ref="NO_SMOKING_VEHICLES" />
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionSetOr">
              <Result>True</Result>
              <Conditions>
                <Item type="CScenarioConditionEquippedWeapon">
                  <Result>True</Result>
                  <Weapon>WEAPON_UNARMED</Weapon>
                </Item>
                <Item type="CScenarioConditionEquippedWeapon">
                  <Result>True</Result>
                  <Weapon>Object</Weapon>
                </Item>
              </Conditions>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@ENTER</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasNoProp">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Enters>
          <Exits>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@EXIT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Exits>
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@IDLES_A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@IDLES_B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>CIGARETTES</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_VAN_MUSIC_HEADBOB_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_GENERIC_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_COUNTRY_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_HIPHOP_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MEXICAN_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MOTOWN_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_PUNK_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_GENERIC_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_COUNTRY_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_HIPHOP_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MEXICAN_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MOTOWN_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_PUNK_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_VAN_MUSIC_HEADBOB_FRONT_PASSENGER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="1" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_GENERIC_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_COUNTRY_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_HIPHOP_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MEXICAN_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MOTOWN_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_PUNK_BASE_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_GENERIC_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_COUNTRY_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_HIPHOP_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MEXICAN_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MOTOWN_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_PUNK_IDLE_A_VAN</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>Combat</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>Scenario_with_investigation</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>Scenario_Stop_Flee</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>DefaultScenarioIdles</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>DEFEND</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>PLAYER_IDLES</Name>
      <ConditionalAnims>
        <Item>
          <Name>P_M_ZERO_ACTION_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="1.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ZERO" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@VARIATIONS</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ZERO_GENERIC_UNARMED</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ZERO" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_P_M_ZERO_IDLES@GENERIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@WET</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@OUT_OF_BREATH</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@SHAKE_OFF</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@drunk@VERYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@MODERATEDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@SLIGHTLYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ZERO_STEALTH_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="6.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ZERO" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@unarmed@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@unarmed@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@unarmed@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@unarmed@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@1h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@1h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@1h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@1h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h_short@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h_short@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h_short@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h_short@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ONE_ACTION_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="1.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ONE" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@VARIATIONS</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ONE_STEALTH_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ONE" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@unarmed@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@unarmed@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@unarmed@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@unarmed@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@1h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@1h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@1h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@1h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h_short@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h_short@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h_short@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h_short@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ONE_GENERIC_UNARMED</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ONE" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_P_M_ONE_IDLES@GENERIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@WET</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@OUT_OF_BREATH</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@SHAKE_OFF</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@drunk@VERYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@MODERATEDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@SLIGHTLYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_TWO_ACTION_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="1.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_TWO" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@VARIATIONS</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_TWO_STEALTH_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_TWO" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@unarmed@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@unarmed@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@unarmed@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@unarmed@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@1h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@1h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@1h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@1h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h_short@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h_short@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h_short@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h_short@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_TWO_GENERIC_UNARMED</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData>
            <Item type="CConditionalClipSetVFX">
              <Name>Player Idles Snot Blow</Name>
              <fxName>ANM_SNOT_BLOW</fxName>
              <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
              <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
              <boneTag>BONETAG_HEAD</boneTag>
              <scale value="1.000000" />
              <Probability value="100" />
              <color value="0x00000000" />
            </Item>
          </VFXData>
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_TWO" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_P_M_TWO_IDLES@GENERIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@WET</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@OUT_OF_BREATH</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@SHAKE_OFF</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@drunk@VERYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@MODERATEDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@SLIGHTLYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>MP_M_UNARMED</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_MP" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@generic_idles@std</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>MP_F_UNARMED</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_F_MP" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@generic_idles@std</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>MP_M_ACTION_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_MP" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@GENERIC@IDLE@VARIATIONS</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>MP_F_ACTION_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_F_MP" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@MP_FEMALE@UNARMED@IDLE@VARIATIONS</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>BUDDY_AI_IDLES</Name>
      <ConditionalAnims>
        <Item>
          <Name>P_M_ZERO_ACTION_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="1.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ZERO" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@1H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@VARIATIONS</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ZERO_GENERIC_UNARMED</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ZERO" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_P_M_ZERO_IDLES@GENERIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@WET</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@OUT_OF_BREATH</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@SHAKE_OFF</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@drunk@VERYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@MODERATEDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@SLIGHTLYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ZERO_STEALTH_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="6.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ZERO" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@unarmed@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@unarmed@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@unarmed@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@unarmed@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@1h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@1h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@1h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@1h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h_short@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h_short@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h_short@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_zero@2h_short@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ONE_ACTION_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="1.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ONE" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@1H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@ARMED@2H_SHORT@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_ONE@UNARMED@IDLE@VARIATIONS</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ONE_STEALTH_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="5.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ONE" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@unarmed@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@unarmed@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@unarmed@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@unarmed@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@1h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@1h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@1h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@1h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h_short@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h_short@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h_short@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_one@2h_short@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_ONE_GENERIC_UNARMED</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_ONE" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_P_M_ONE_IDLES@GENERIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>true</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@WET</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@OUT_OF_BREATH</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@SHAKE_OFF</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@drunk@VERYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@MODERATEDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@SLIGHTLYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_TWO_ACTION_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="1.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_TWO" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@1H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@HIGH_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@A</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@B</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@C</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@ARMED@2H_SHORT@IDLE@LOW_ENERGY@D</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_ACTION@P_M_TWO@UNARMED@IDLE@VARIATIONS</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_TWO_STEALTH_MODE</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_TWO" />
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionWet">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>True</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@unarmed@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@unarmed@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@unarmed@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@unarmed@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_Unarmed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@1h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@1h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@1h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@1h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_1Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h_short@idle@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h_short@idle@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h_short@idle@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_stealth@p_m_two@2h_short@idle@d</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>True</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle>MMI_2Handed_Short</MovementModeIdle>
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>P_M_TWO_GENERIC_UNARMED</Name>
          <PropSet />
          <Flags />
          <Probability value="150.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.200000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionModel">
              <Result>True</Result>
              <ModelSet ref="P_M_TWO" />
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionFullyInIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Action</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionMovementModeType">
              <Result>true</Result>
              <MovementModeType>Stealth</MovementModeType>
              <MovementModeIdle />
              <HighEnergy value="true" />
            </Item>
            <Item type="CScenarioConditionPlayerHasSpaceForIdle">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionOnFootClipSet">
              <Result>true</Result>
              <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
            </Item>
            <Item type="CScenarioConditionOnFootClipSet">
              <Result>true</Result>
              <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
            </Item>
            <Item type="CScenarioConditionOnFootClipSet">
              <Result>true</Result>
              <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_P_M_TWO_IDLES@GENERIC</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>true</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Action</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
                <Item type="CScenarioConditionMovementModeType">
                  <Result>true</Result>
                  <MovementModeType>Stealth</MovementModeType>
                  <MovementModeIdle />
                  <HighEnergy value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@WET</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionWet">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@OUT_OF_BREATH</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOutOfBreath">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@_IDLES@SHAKE_OFF</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionJustGotUp">
                  <Result>True</Result>
                </Item>
                <Item type="CScenarioConditionPlayerHasSpaceForIdle">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags>ForceIdleThroughBlendOut</ActionFlags>
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@drunk@VERYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@VERYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@MODERATEDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@MODERATEDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>MOVE_M@DRUNK@SLIGHTLYDRUNK_IDLES@</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionOnFootClipSet">
                  <Result>True</Result>
                  <ClipSet>move_m@drunk@SLIGHTLYDRUNK</ClipSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>CIVILIAN_IDLES</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>REACTION_VARIATIONS</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>REACT_TO_RAN_OVER</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>SITTING_IDLES</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>SHOCK_GOTO</Name>
      <ConditionalAnims>
        <Item>
          <Name>SHOCK_GOTO</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions />
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry@c</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@hurry@a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>true</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@hurry@b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>true</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>REACTION_GUNFIRE_INTRO</Name>
      <ConditionalAnims>
        <Item>
          <Name>REACTION_GUNFIRE_INTRO</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions />
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO@BACK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="0.000000" y="-1.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO@FRONT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="0.000000" y="1.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO@LEFT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO@RIGHT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </PanicExits>
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>REACTION_GUNFIRE_INTRO_V1</Name>
      <ConditionalAnims>
        <Item>
          <Name>REACTION_GUNFIRE_INTRO_V1</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions />
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO_V1@BACK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="0.000000" y="-1.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO_V1@FRONT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="0.000000" y="1.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO_V1@LEFT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO_V1@RIGHT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </PanicExits>
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>REACTION_GUNFIRE_INTRO_V2</Name>
      <ConditionalAnims>
        <Item>
          <Name>REACTION_GUNFIRE_INTRO_V2</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions />
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO_V2@BACK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="0.000000" y="-1.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO_V2@FRONT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="0.000000" y="1.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO_V2@LEFT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_INTRO_V2@RIGHT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </PanicExits>
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>REACTION_SHOCKING_INTRO</Name>
      <ConditionalAnims>
        <Item>
          <Name>REACTION_SHOCKING_INTRO</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions />
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACT_FLEE_SHOCKING@INTRO@BACK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="0.000000" y="-1.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACT_FLEE_SHOCKING@INTRO@FRONT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="0.000000" y="1.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACT_FLEE_SHOCKING@INTRO@LEFT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="-1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACT_FLEE_SHOCKING@INTRO@RIGHT</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionAmbientEventDirection">
                  <Result>True</Result>
                  <Direction x="1.000000" y="0.000000" z="0.000000" />
                  <Threshold value="0.707000" />
                  <FlattenZ value="true" />
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </PanicExits>
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>REACTION_GUNFIRE_RUNS</Name>
      <ConditionalAnims>
        <Item>
          <Name>REACTION_GUNFIRE_RUNS</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions />
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_RUNS</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </PanicExits>
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>REACTION_GUNFIRE_RUNS_V1</Name>
      <ConditionalAnims>
        <Item>
          <Name>REACTION_GUNFIRE_RUNS_V1</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions />
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_RUNS_V1</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </PanicExits>
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>REACTION_GUNFIRE_RUNS_V2</Name>
      <ConditionalAnims>
        <Item>
          <Name>REACTION_GUNFIRE_RUNS_V2</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions />
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_REACTION_GUNFIRE_RUNS_V2</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </PanicExits>
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>SHOCK_HURRY</Name>
      <ConditionalAnims>
        <Item>
          <Name>SHOCK_HURRY_MALE_COWARDLY_A</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionBraveryFlagSet">
              <Result>True</Result>
              <Flag>BF_COWARDLY_FOR_SHOCKING_EVENTS</Flag>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry@a</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>SHOCK_HURRY_MALE_BUTCH_A</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionBraveryFlagSet">
              <Result>true</Result>
              <Flag>BF_COWARDLY_FOR_SHOCKING_EVENTS</Flag>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry_Butch@A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>SHOCK_HURRY_MALE_COWARDLY_B</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionBraveryFlagSet">
              <Result>True</Result>
              <Flag>BF_COWARDLY_FOR_SHOCKING_EVENTS</Flag>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry@b</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>SHOCK_HURRY_MALE_BUTCH_B</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionBraveryFlagSet">
              <Result>true</Result>
              <Flag>BF_COWARDLY_FOR_SHOCKING_EVENTS</Flag>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry_Butch@B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>SHOCK_HURRY_MALE_COWARDLY_C</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionBraveryFlagSet">
              <Result>True</Result>
              <Flag>BF_COWARDLY_FOR_SHOCKING_EVENTS</Flag>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry@c</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>SHOCK_HURRY_MALE_BUTCH_C</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionBraveryFlagSet">
              <Result>true</Result>
              <Flag>BF_COWARDLY_FOR_SHOCKING_EVENTS</Flag>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry_Butch@C</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>SHOCK_HURRY_FEMALE_A</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@hurry@a</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>SHOCK_HURRY_FEMALE_B</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@hurry@b</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>Scenario_Watch_Investigation</Name>
      <ConditionalAnims />
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>IN_TOURBUS</Name>
      <ConditionalAnims>
        <Item>
          <Name>CODE_HUMAN_IN_BUS_PASSENGER_IDLES_SIT</Name>
          <PropSet />
          <Flags />
          <Probability value="180.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.250000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>amb@code_human_in_bus_passenger_idles@female@sit@base</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>true</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>amb@code_human_in_bus_passenger_idles@male@sit@base</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>amb@code_human_in_bus_passenger_idles@female@sit@idle_a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>true</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>amb@code_human_in_bus_passenger_idles@male@sit@idle_a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>amb@code_human_in_bus_passenger_idles@male@sit@idle_b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionIsMale">
                  <Result>True</Result>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_BUS_PASSENGER_IDLES_TABLET</Name>
          <PropSet>TABLET</PropSet>
          <Flags>DestroyPropInsteadOfDrop</Flags>
          <Probability value="125.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.250000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>TABLET</PropSet>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>amb@code_human_in_bus_passenger_idles@female@tablet@base</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>amb@code_human_in_bus_passenger_idles@female@tablet@idle_a</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_BUS_PASSENGER_IDLES_COFFEE</Name>
          <PropSet>COFFEECUPS</PropSet>
          <Flags>DestroyPropInsteadOfDrop</Flags>
          <Probability value="125.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.250000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasProp">
              <Result>True</Result>
              <PropSet>COFFEECUPS</PropSet>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>true</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionIsPlayerInMultiplayerGame">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionIsPlayer">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>amb@code_human_in_bus_passenger_idles@male@coffee@base</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>amb@code_human_in_bus_passenger_idles@male@coffee@idle_a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHasProp">
                  <Result>True</Result>
                  <PropSet>COFFEECUPS</PropSet>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>IN_TRAIN</Name>
      <ConditionalAnims>
        <Item>
          <Name>CODE_HUMAN_TRAIN_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.250000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
            <Item type="CScenarioConditionCanPlayInCarIdle">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_TRAIN_DRIVER@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@CODE_HUMAN_TRAIN_DRIVER@IDLE_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>FLEE_COVER_HEAD</Name>
      <ConditionalAnims>
        <Item>
          <Name>FLEE_COVER_HEAD</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="0.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions />
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_FLEE_COVER_HEAD_A</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>ANIM_GROUP_FLEE_COVER_HEAD_B</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>SCARED</Name>
      <ConditionalAnims>
        <Item>
          <Name>SCARED_MALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@scared</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>SCARED_FEMALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@scared</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>SAD</Name>
      <ConditionalAnims>
        <Item>
          <Name>SAD_MALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@sad@a</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@sad@b</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@sad@c</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>SAD_FEMALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@sad@a</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@sad@b</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>BRAVE</Name>
      <ConditionalAnims>
        <Item>
          <Name>BRAVE_MALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@brave</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@brave@idle_a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@brave@idle_b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>BRAVE_IDLES</Name>
      <ConditionalAnims>
        <Item>
          <Name>BRAVE_IDLES_MALE</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="1.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims />
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@brave@idle_a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@brave@idle_b</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>HURRY</Name>
      <ConditionalAnims>
        <Item>
          <Name>HURRY_MALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry@a</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@hurry@b</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>HURRY_FEMALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@hurry@a</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@hurry@b</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>FLEE</Name>
      <ConditionalAnims>
        <Item>
          <Name>FLEE_MALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@flee@a</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@flee@b</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@flee@c</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>FLEE_FEMALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@flee@a</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@flee@b</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@flee@c</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>INTIMIDATION@COP@UNARMED</Name>
      <ConditionalAnims>
        <Item>
          <Name>INTIMIDATION@COP@UNARMED_MALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@intimidation@cop@unarmed</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>INTIMIDATION@COP@UNARMED_FEMALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>true</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_f@intimidation@cop@unarmed</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>INTIMIDATION@1H</Name>
      <ConditionalAnims>
        <Item>
          <Name>INTIMIDATION@1H_MALE</Name>
          <PropSet />
          <Flags>OverrideOnFootClipSetWithBase</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsMale">
              <Result>True</Result>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@intimidation@1h</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>move_m@intimidation@1h@idle_a</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionSpeed">
                  <Result>True</Result>
                  <Speed>Stand</Speed>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>WORLD_HUMAN_TOURIST_MOBILE_CAR</Name>
      <ConditionalAnims>
        <Item>
          <Name>WORLD_HUMAN_TOURIST_MOBILE_CAR_MALE</Name>
          <PropSet>PHONES</PropSet>
          <Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="1.000000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionHasNoProp">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionRaining">
              <Result>true</Result>
            </Item>
            <Item type="CScenarioConditionTechSavvy">
              <Result>true</Result>
              <TechSavvy>TS_LOW</TechSavvy>
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_CAR_MALE@BASE</ClipSet>
              <AssociatedSpeech />
              <Conditions />
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations />
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>IN_TRUCK</Name>
      <ConditionalAnims>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_TRUCK_MUSIC_HEADBOB_DRIVER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="0" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_GENERIC_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_COUNTRY_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_HIPHOP_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MEXICAN_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MOTOWN_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_PUNK_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_GENERIC_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_COUNTRY_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_HIPHOP_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MEXICAN_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_MOTOWN_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_DRIVER_PUNK_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
        <Item>
          <Name>CODE_HUMAN_IN_CAR_TRUCK_MUSIC_HEADBOB_FRONT_PASSENGER</Name>
          <PropSet />
          <Flags />
          <Probability value="100.000000" />
          <SpecialConditionProbability value="100.000000" />
          <SpecialCondition type="NULL" />
          <NextIdleTime value="2.000000" />
          <ChanceOfSpawningWithAnything value="3.330000" />
          <BlendInDelta value="0.000000" />
          <BlendOutDelta value="0.000000" />
          <GestureClipSetId />
          <VFXData />
          <VFXCullRange value="25.000000" />
          <TransitionInfo type="NULL" />
          <Conditions>
            <Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionIsRadioPlayingMusic">
              <Result>True</Result>
            </Item>
            <Item type="CScenarioConditionInVehicleSeat">
              <Result>True</Result>
              <SeatIndex value="1" />
            </Item>
          </Conditions>
          <LowLodBaseAnim />
          <BaseAnims>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_GENERIC_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_COUNTRY_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_HIPHOP_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MEXICAN_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MOTOWN_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_PUNK_BASE_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </BaseAnims>
          <Enters />
          <Exits />
          <Variations>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_GENERIC_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_GENERIC</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_COUNTRY_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_COUNTRY</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_HIPHOP_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_HIPHOP</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MEXICAN_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MEXICAN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_MOTOWN_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_MOTOWN</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
            <Item type="CConditionalClipSet">
              <ClipSet>HEADBOB_PASSENGER_PUNK_IDLE_A_TRUCK</ClipSet>
              <AssociatedSpeech />
              <Conditions>
                <Item type="CScenarioConditionHeadbobMusicGenre">
                  <Result>True</Result>
                  <RadioGenre>GENRE_PUNK</RadioGenre>
                </Item>
              </Conditions>
              <ActionFlags />
            </Item>
          </Variations>
          <Reactions />
          <PanicBaseAnims />
          <PanicIntros />
          <PanicOutros />
          <PanicVariations />
          <PanicExits />
        </Item>
      </ConditionalAnims>
    </Item>
    <Item type="CConditionalAnimsGroup">
      <Name>empty</Name>
      <ConditionalAnims />
    </Item>
  </ConditionalAnimsGroup>
</CConditionalAnimManager>