<?xml version="1.0" encoding="UTF-8"?>
<CScenarioActionTriggers>
  <Triggers>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_WEIRD_PED_APPROACHING</EventType>
        </Item>
		    <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_WEIRD_PED_APPROACHING</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_WEIRD_PED_APPROACHING</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_IN_DANGEROUS_VEHICLE</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_IN_DANGEROUS_VEHICLE</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_IN_DANGEROUS_VEHICLE</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PROPERTY_DAMAGE</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PROPERTY_DAMAGE</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PROPERTY_DAMAGE</EventType>
        </Item>
        <Item type="CScenarioActionConditionIsACopPed"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PROPERTY_DAMAGE</EventType>
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PROPERTY_DAMAGE</EventType>
        </Item>
        <Item type="CScenarioActionConditionIsAGangPed"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PROPERTY_DAMAGE</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_POTENTIAL_BLAST</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionFlee" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_POTENTIAL_BLAST</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_POTENTIAL_GET_RUN_OVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionFlee" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_POTENTIAL_GET_RUN_OVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_PED_COLLISION_WITH_PLAYER</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_EXPLOSION</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionFlee" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_EXPLOSION</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsACopPed"/>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_EXPLOSION</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_ACQUAINTANCE_PED_HATE</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_ACQUAINTANCE_PED_HATE</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_ACQUAINTANCE_PED_WANTED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_ACQUAINTANCE_PED_WANTED</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
  
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_GUN_AIMED_AT</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_GUN_AIMED_AT</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_NON_VIOLENT_WEAPON_AIMED_AT</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_NON_VIOLENT_WEAPON_AIMED_AT</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_ENGINE_REVVED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_ENGINE_REVVED</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
    
	  <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_WEAPON_THREAT</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_WEAPON_THREAT</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOT_FIRED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOT_FIRED</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOT_FIRED_WHIZZED_BY</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOT_FIRED_WHIZZED_BY</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOT_FIRED_BULLET_IMPACT</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOT_FIRED_BULLET_IMPACT</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_INJURED_CRY_FOR_HELP</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCombatExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_INJURED_CRY_FOR_HELP</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOUT_TARGET_POSITION</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCombatExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOUT_TARGET_POSITION</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_MELEE_ACTION</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_MELEE_ACTION</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
	
	<Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_RESPONDED_TO_THREAT</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_RESPONDED_TO_THREAT</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_HELP_AMBIENT_FRIEND</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_HELP_AMBIENT_FRIEND</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CHASE</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CHASE</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CRASH</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="5.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.5"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CRASH</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="5.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionHasShockingReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionShockReaction"/>
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CRASH</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="5.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasShockingReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CRASH</EventType>
        </Item>
        <Item type="CScenarioActionConditionInRange">
          <Range value="5.0f" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionFlee"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CRASH</EventType>
        </Item>
        <Item type="CScenarioActionConditionInRange">
          <Range value="5.0f" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed"/>
      </Conditions>
      <Action type="CScenarioActionCombatExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CRASH</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="5.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <!-- Dont have to have gang trigger for < 5, task agitated should bring them out.-->
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CRASH</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="5.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsAGangPed" />
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_CRASH</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_PILE_UP</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="10.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.5"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_PILE_UP</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="10.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionHasShockingReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionShockReaction"/>
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_PILE_UP</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="10.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasShockingReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_PILE_UP</EventType>
        </Item>
        <Item type="CScenarioActionConditionInRange">
          <Range value="10.0f" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionFlee"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_CAR_PILE_UP</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionInRange">
          <Range value="10.0f" />
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCombatExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="10.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER_EXTREME</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER_EXTREME</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER_EXTREME</EventType>
        </Item>
        <Item type="CScenarioActionConditionInRange">
          <Range value="10.0f" />
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCombatExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER_EXTREME</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="10.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER_EXTREME</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MAD_DRIVER_BICYCLE</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DRIVING_ON_PAVEMENT</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DRIVING_ON_PAVEMENT</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <!-- Gang peds respond with agitated, which is run on the secondary controller.-->
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DRIVING_ON_PAVEMENT</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_RUN_OVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_RUN_OVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasShockingReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionShockReaction"/>
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_RUN_OVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasShockingReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_RUN_OVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionIsACopPed" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_RUN_OVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <!-- Gang response runs on secondary controller, so isn't an issue here.-->
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_RUN_OVER</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_PED_KILLED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionInRange">
          <Range value="5.0f" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_PED_KILLED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="5.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_PED_KILLED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionInRange">
            <Range value="5.0f" />
          </Condition>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_PED_KILLED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsAGangPed"/>
      </Conditions>
      <Action type="CScenarioActionCombatExit" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_PED_KILLED</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_PED_KILLED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed"/>
      </Conditions>
      <Action type="CScenarioActionCombatExit" />
      <Probability value="2.0"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_PED_KILLED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsACopPed"/>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_MELEE_ACTION</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_MELEE_ACTION</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_INJURED_PED</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasShockingReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionResponseTask">
            <ResponseTaskType>TASK_THREAT_RESPONSE</ResponseTaskType>
          </Condition>
        </Item>
      </Conditions>
      <Action type="CScenarioActionShockReaction"/>
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_INJURED_PED</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionResponseTask">
            <ResponseTaskType>TASK_THREAT_RESPONSE</ResponseTaskType>
          </Condition>
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_INJURED_PED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasShockingReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionResponseTask">
            <ResponseTaskType>TASK_THREAT_RESPONSE</ResponseTaskType>
          </Condition>
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_INJURED_PED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionResponseTask">
            <ResponseTaskType>TASK_THREAT_RESPONSE</ResponseTaskType>
          </Condition>
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_INJURED_PED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsACopPed" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionResponseTask">
            <ResponseTaskType>TASK_THREAT_RESPONSE</ResponseTaskType>
          </Condition>
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_INJURED_PED</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_INJURED_PED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionResponseTask">
          <ResponseTaskType>TASK_THREAT_RESPONSE</ResponseTaskType>
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_CAR_STOLEN</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasShockingReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionShockReaction"/>
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_CAR_STOLEN</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_CAR_STOLEN</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasShockingReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_CAR_STOLEN</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    <!-- Peds are supposed to respond with threat response if the stealing happens in their radius, but these should only be for simple scenarios.-->
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_HELICOPTER_OVERHEAD</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_HELICOPTER_OVERHEAD</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_HELICOPTER_OVERHEAD</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PARACHUTER_OVERHEAD</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PARACHUTER_OVERHEAD</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PARACHUTER_OVERHEAD</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_KNOCKED_INTO_BY_PLAYER</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_KNOCKED_INTO_BY_PLAYER</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_KNOCKED_INTO_BY_PLAYER</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PLANE_FLY_BY</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PLANE_FLY_BY</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PLANE_FLY_BY</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DANGEROUS_ANIMAL</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DANGEROUS_ANIMAL</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DEAD_BODY</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasShockingReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionShockReaction"/>
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DEAD_BODY</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DEAD_BODY</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasShockingReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DEAD_BODY</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsACopPed" />
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DEAD_BODY</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed" />
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <!-- Gang members respond to dead bodies by doing head track, so that is all handled by the secondary controller.-->
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_DEAD_BODY</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_HORN_SOUNDED</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_CONFRONTATION</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent"/>
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_CONFRONTATION</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_CONFRONTATION</EventType>
        </Item>
        <Item type="CScenarioActionConditionIsAGangPed" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_CONFRONTATION</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_GANG_FIGHT</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasShockingReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionShockReaction"/>
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_GANG_FIGHT</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.5f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_GANG_FIGHT</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasShockingReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_SEEN_GANG_FIGHT</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_EXPLOSION</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_EXPLOSION</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_STUDIO_BOMB</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_STUDIO_BOMB</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_STUDIO_BOMB</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsACopPed" />
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_STUDIO_BOMB</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed" />
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_STUDIO_BOMB</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MUGGING</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact"/>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MUGGING</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsACopPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsASecurityPed"/>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionIsAGangPed"/>
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MUGGING</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsACopPed" />
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MUGGING</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsASecurityPed" />
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MUGGING</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
        <Item type="CScenarioActionConditionIsAGangPed" />
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_MUGGING</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
       
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_GUN_FIGHT</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_GUN_FIGHT</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_GUNSHOT_FIRED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_GUNSHOT_FIRED</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_SHOT</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_PED_SHOT</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_FIRE</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_FIRE</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_FIRE</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
	
	<Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_POTENTIAL_BLAST</EventType>
        </Item>
        <Item type="CScenarioActionConditionHasCowardReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCowardExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_POTENTIAL_BLAST</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionHasCowardReact" />
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionNormalExitThenRespondToEvent" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SHOCKING_POTENTIAL_BLAST</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_CRIME_CRY_FOR_HELP</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_CRIME_CRY_FOR_HELP</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>
    
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_RADIO_TARGET_POSITION</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCombatExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_RADIO_TARGET_POSITION</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_ENCROACHING_PED</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_ENCROACHING_PED</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_DAMAGE</EventType>
        </Item>
      </Conditions>
      <Action type="CScenarioActionImmediateExit">
        <BlendOutDeltaForSubtask value="-8.0f"/>
      </Action>
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_IN_AIR</EventType>
        </Item>
      </Conditions>
      <Action type="CScenarioActionImmediateExit">
        <BlendOutDeltaForSubtask value="-8.0f"/>
      </Action>
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_DUMMY_CONVERSION</EventType>
        </Item>
      </Conditions>
      <Action type="CScenarioActionImmediateExit">
        <BlendOutDeltaForSubtask value="-8.0f"/>
      </Action>
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_GIVE_PED_TASK</EventType>
        </Item>
      </Conditions>
      <Action type="CScenarioActionScriptExit"/>
      <Probability value="2.0f"/>
    </Item>

    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_SCRIPT_COMMAND</EventType>
        </Item>
      </Conditions>
      <Action type="CScenarioActionScriptExit"/>
      <Probability value="2.0f"/>
    </Item>
	
	<Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_FRIENDLY_FIRE_NEAR_MISS</EventType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0f" />
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionEvent">
          <EventType>EVENT_FRIENDLY_FIRE_NEAR_MISS</EventType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>


    <!-- Add script force actions -->
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionFlee</ScenarioActionType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionFlee" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionFlee</ScenarioActionType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
	
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionCombatExit</ScenarioActionType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionCombatExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionCombatExit</ScenarioActionType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
	
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionCowardExit</ScenarioActionType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
	
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionThreatResponseExit</ScenarioActionType>
        </Item>
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionThreatResponseExit" />
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionThreatResponseExit</ScenarioActionType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
		
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionShockReaction</ScenarioActionType>
        </Item>
        <Item type="CScenarioActionConditionHasShockingReact" />
        <Item type="CScenarioActionConditionNot">
          <Condition type="CScenarioActionConditionCanDoQuickBlendout" />
        </Item>
      </Conditions>
      <Action type="CScenarioActionShockReaction"/>
      <Probability value="2.0f"/>
    </Item>
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionShockReaction</ScenarioActionType>
        </Item>
        <Item type="CScenarioActionConditionCanDoQuickBlendout" />
      </Conditions>
      <Action type="CScenarioActionImmediateExit" />
      <Probability value="2.0f" />
    </Item>
	
    <Item type="CScenarioActionTrigger">
      <Conditions>
        <Item type="CScenarioActionConditionForceAction">
          <ScenarioActionType>eScenarioActionHeadTrack</ScenarioActionType>
        </Item>
      </Conditions>
      <Action type="CScenarioActionHeadTrack"/>
      <Probability value="2.0f" />
    </Item>	
	
	
  </Triggers>
</CScenarioActionTriggers>
