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Main/resources/[standalone]/rpemotes-reborn/conditionalanims.meta
2025-06-12 03:36:12 +02:00

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<?xml version="1.0" encoding="UTF-8"?>
<CConditionalAnimManager>
<ConditionalAnimsGroup>
<Item type="CConditionalAnimsGroup">
<Name>WANDER</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_WANDER_CLIPBOARD</Name>
<PropSet>CLIPBOARD</PropSet>
<Flags>IgnoreLowPriShockingEvents</Flags>
<Probability value="6.500000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="8.000000" />
<BlendOutDelta value="-8.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CLIPBOARD</PropSet>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_CLIPBOARD@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_CLIPBOARD@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_CLIPBOARD@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_DRINKING_BEER_FEMALE</Name>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
<Flags>IgnoreLowPriShockingEvents</Flags>
<Probability value="6.500000" />
<SpecialConditionProbability value="100.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>True</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_FEMALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_DRINKING_BEER_MALE</Name>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
<Flags>IgnoreLowPriShockingEvents</Flags>
<Probability value="6.500000" />
<SpecialConditionProbability value="100.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>True</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_BEER_MALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>BEER_BOTTLE_BROWN_BAG</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_DRINKING_COFFEE_FEMALE</Name>
<PropSet>COFFEECUPS</PropSet>
<Flags>IgnoreLowPriShockingEvents</Flags>
<Probability value="6.500000" />
<SpecialConditionProbability value="100.000000" />
<SpecialCondition type="CScenarioConditionSet">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionTime">
<Result>True</Result>
<Hours>6 7 8 9</Hours>
</Item>
<Item type="CScenarioConditionWorldPosWithinSphere">
<Result>True</Result>
<Sphere>
<centerAndRadius x="-454.000000" y="-598.000000" z="26.000000" w="2800.000000" />
</Sphere>
</Item>
</Conditions>
</SpecialCondition>
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>False</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_FEMALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_DRINKING_COFFEE_MALE</Name>
<PropSet>COFFEECUPS</PropSet>
<Flags>IgnoreLowPriShockingEvents</Flags>
<Probability value="6.500000" />
<SpecialConditionProbability value="100.000000" />
<SpecialCondition type="CScenarioConditionSet">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionTime">
<Result>True</Result>
<Hours>6 7 8 9</Hours>
</Item>
<Item type="CScenarioConditionWorldPosWithinSphere">
<Result>True</Result>
<Sphere>
<centerAndRadius x="-454.000000" y="-598.000000" z="26.000000" w="2800.000000" />
</Sphere>
</Item>
</Conditions>
</SpecialCondition>
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>False</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_COFFEE_MALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_DRINKING_FAT_BEER_FEMALE</Name>
<PropSet>DRINK_BEER</PropSet>
<Flags>IgnoreLowPriShockingEvents</Flags>
<Probability value="6.500000" />
<SpecialConditionProbability value="100.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>DRINK_BEER</PropSet>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>True</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>DRINK_BEER</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>DRINK_BEER</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_FEMALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>DRINK_BEER</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_DRINKING_FAT_BEER_MALE</Name>
<PropSet>DRINK_BEER</PropSet>
<Flags>IgnoreLowPriShockingEvents</Flags>
<Probability value="6.500000" />
<SpecialConditionProbability value="100.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>DRINK_BEER</PropSet>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>True</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>DRINK_BEER</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>DRINK_BEER</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_BEER_MALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>DRINK_BEER</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_FEMALE</Name>
<PropSet>COFFEECUPS</PropSet>
<Flags>IgnoreLowPriShockingEvents</Flags>
<Probability value="6.500000" />
<SpecialConditionProbability value="100.000000" />
<SpecialCondition type="CScenarioConditionSet">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionTime">
<Result>True</Result>
<Hours>6 7 8 9</Hours>
</Item>
<Item type="CScenarioConditionWorldPosWithinSphere">
<Result>True</Result>
<Sphere>
<centerAndRadius x="-454.000000" y="-598.000000" z="26.000000" w="2800.000000" />
</Sphere>
</Item>
</Conditions>
</SpecialCondition>
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>False</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_FEMALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_DRINKING_FAT_COFFEE_MALE</Name>
<PropSet>COFFEECUPS</PropSet>
<Flags>IgnoreLowPriShockingEvents</Flags>
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<Item type="CScenarioConditionHasProp">
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<Item type="CScenarioConditionHasProp">
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<Item type="CScenarioConditionHasProp">
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<Item type="CScenarioConditionHasProp">
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<Item type="CScenarioConditionHasProp">
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<Item type="CScenarioConditionRaining">
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<Item type="CScenarioConditionRaining">
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<Speed>Stand</Speed>
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<ActionFlags />
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<Item type="CScenarioConditionSpeed">
<Result>True</Result>
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<Speed>Stand</Speed>
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<Item type="CScenarioConditionHasProp">
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<Item type="CScenarioConditionRaining">
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<Item>
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<Item type="CScenarioConditionHasNoProp">
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<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Threatened</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="-1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>reaction@wander@threatened@right</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Threatened</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>reaction@wander@threatening@left</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Threatening</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="-1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>reaction@wander@threatening@right</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Threatening</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
</Reactions>
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_IDLES_FAT_FEMALE</Name>
<PropSet />
<Flags />
<Probability value="150.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims />
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FAT_FEMALE@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FAT_FEMALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_IDLES_FAT_MALE</Name>
<PropSet />
<Flags />
<Probability value="150.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims />
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FAT_MALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_IDLES_FAT_MALE@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions>
<Item type="CConditionalClipSet">
<ClipSet>reaction@wander@interested@left</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Interesting</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="-1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>reaction@wander@interested@right</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Interesting</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>reaction@wander@threatened@left</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Threatened</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="-1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>reaction@wander@threatened@right</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Threatened</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>reaction@wander@threatening@left</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Threatening</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="-1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>reaction@wander@threatening@right</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Walk</Speed>
</Item>
<Item type="CScenarioConditionAmbientEventTypeCheck">
<Result>True</Result>
<Type>AET_Threatening</Type>
</Item>
<Item type="CScenarioConditionAmbientEventDirection">
<Result>True</Result>
<Direction x="1.000000" y="0.000000" z="0.000000" />
<Threshold value="0.707000" />
<FlattenZ value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
</Reactions>
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_MOBILE_FEMALE</Name>
<PropSet>PHONES</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents MobilePhoneConversation ForceBaseUntilIdleStreams</Flags>
<Probability value="11.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="CANT_USE_PHONES" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionPhoneConversationAvailable">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionCanStartNewPhoneConversation">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FEMALE@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionPhoneConversationAvailable">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionCanStartNewPhoneConversation">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FEMALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_MOBILE_MALE</Name>
<PropSet>PHONES</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents MobilePhoneConversation ForceBaseUntilIdleStreams</Flags>
<Probability value="11.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="CANT_USE_PHONES" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionPhoneConversationAvailable">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionCanStartNewPhoneConversation">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionPhoneConversationAvailable">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionCanStartNewPhoneConversation">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_MALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE</Name>
<PropSet>PHONES</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents MobilePhoneConversation ForceBaseUntilIdleStreams</Flags>
<Probability value="11.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionPhoneConversationAvailable">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionCanStartNewPhoneConversation">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionPhoneConversationAvailable">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionCanStartNewPhoneConversation">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_FEMALE@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_MOBILE_FAT_MALE</Name>
<PropSet>PHONES</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents MobilePhoneConversation ForceBaseUntilIdleStreams</Flags>
<Probability value="11.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionPhoneConversationAvailable">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionCanStartNewPhoneConversation">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionPhoneConversationAvailable">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionCanStartNewPhoneConversation">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_FAT_MALE@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioPhoneConversationInProgress">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_TEXTING_FEMALE</Name>
<PropSet>PHONES</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
<Probability value="11.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="CANT_USE_PHONES" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>False</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FEMALE@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="BEACH_YOUNG_FEMALE" />
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_TEXTING_MALE</Name>
<PropSet>PHONES</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
<Probability value="11.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="CANT_USE_PHONES" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>False</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_MALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE</Name>
<PropSet>PHONES</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
<Probability value="11.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>False</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_FEMALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_TEXTING_FAT_MALE</Name>
<PropSet>PHONES</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
<Probability value="11.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>False</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_TEXTING_FAT_MALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_MUSIC_LISTEN_FEMALE</Name>
<PropSet>PHONES</PropSet>
<Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
<Probability value="0.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>False</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_FEMALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_MUSIC_LISTEN_MALE</Name>
<PropSet>PHONES</PropSet>
<Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
<Probability value="0.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>False</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
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<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MUSIC_LISTEN_MALE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_PURSE</Name>
<PropSet>PURSE</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents</Flags>
<Probability value="6.500000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
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<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
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<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="CANT_USE_PURSE" />
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PURSE</PropSet>
</Item>
<Item type="CScenarioConditionAffluence">
<Result>False</Result>
<Affluence>AFF_POOR</Affluence>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
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<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_PURSE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_PURSE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
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<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_PURSE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
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<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_RAIN_FEMALE</Name>
<PropSet />
<Flags />
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<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
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<GestureClipSetId />
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<TransitionInfo type="NULL" />
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<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionRaining">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_FEMALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_FEMALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionFullyInIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
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<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_FEMALE@IDLE_A</ClipSet>
<AssociatedSpeech />
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<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_FEMALE@IDLE_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_RAIN_MALE_A</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
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<SpecialCondition type="NULL" />
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<GestureClipSetId />
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<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionRaining">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
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<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_A@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_A@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionFullyInIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
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<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_A@IDLE_A</ClipSet>
<AssociatedSpeech />
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<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
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<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_RAIN_MALE_B</Name>
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<Flags />
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<SpecialCondition type="NULL" />
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<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionRaining">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
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<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_B@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_RAIN_MALE_B@STATIC</ClipSet>
<AssociatedSpeech />
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<Item type="CScenarioConditionFullyInIdle">
<Result>True</Result>
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<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
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<ActionFlags />
</Item>
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<AssociatedSpeech />
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<Item type="CScenarioConditionSpeed">
<Result>False</Result>
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<ActionFlags />
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<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_WANDER_SMOKING_FAT_FEMALE</Name>
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<GestureClipSetId />
<VFXData>
<Item type="CConditionalClipSetVFX">
<Name>cigarette</Name>
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<boneTag>BONETAG_R_PH_HAND</boneTag>
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<probability value="100" />
<color value="0x00000000" />
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<Item type="CConditionalClipSetVFX">
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<color value="0x00000000" />
</Item>
<Item type="CConditionalClipSetVFX">
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<Item type="CScenarioConditionIsMale">
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<Item type="CScenarioConditionModel">
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<Item type="CScenarioConditionHasProp">
<Result>True</Result>
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<Item type="CScenarioConditionRaining">
<Result>False</Result>
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<Item type="CScenarioConditionSpeed">
<Result>False</Result>
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<ActionFlags />
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<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_FAT_FEMALE@STATIC</ClipSet>
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<Item type="CScenarioConditionSpeed">
<Result>True</Result>
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<ActionFlags />
</Item>
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<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
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<ActionFlags />
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<PanicOutros />
<PanicVariations />
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</Item>
<Item>
<Name>CODE_HUMAN_WANDER_SMOKING_FAT_MALE</Name>
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<Item type="CScenarioConditionIsMale">
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<Result>True</Result>
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<Item type="CScenarioConditionHasProp">
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<Item type="CScenarioConditionRaining">
<Result>False</Result>
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</Conditions>
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<Item type="CScenarioConditionSpeed">
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<ActionFlags />
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<Item type="CConditionalClipSet">
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<Item type="CScenarioConditionSpeed">
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<AssociatedSpeech />
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<Item type="CScenarioConditionSpeed">
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</Conditions>
<ActionFlags />
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<PanicOutros />
<PanicVariations />
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<Item>
<Name>CODE_HUMAN_WANDER_SMOKING_FEMALE</Name>
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<Item type="CConditionalClipSetVFX">
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<Item type="CScenarioConditionModel">
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<Item type="CScenarioConditionRaining">
<Result>False</Result>
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</Conditions>
<ActionFlags />
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<Item type="CConditionalClipSet">
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<AssociatedSpeech />
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<Item type="CScenarioConditionSpeed">
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<ActionFlags />
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</Conditions>
<ActionFlags />
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</Item>
<Item>
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<Item type="CConditionalClipSetVFX">
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<Item type="CConditionalClipSetVFX">
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<Result>True</Result>
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<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="FATTIES" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="CANT_SMOKE" />
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_SMOKING_MALE@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>WANDER_SCRIPTED</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_WANDER_MOBILE_MALE_SCRIPTED</Name>
<PropSet>PHONES</PropSet>
<Flags>DestroyPropInsteadOfDrop IgnoreLowPriShockingEvents MobilePhoneConversation ForceBaseUntilIdleStreams</Flags>
<Probability value="11.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.400000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>False</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@STATIC</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>PHONES</PropSet>
</Item>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_WANDER_MOBILE_MALE@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags>MobilePhoneConversation</ActionFlags>
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>WANDER_ANIMAL</Name>
<ConditionalAnims />
</Item>
<Item type="CConditionalAnimsGroup">
<Name>IN_CAR</Name>
<ConditionalAnims />
</Item>
<Item type="CConditionalAnimsGroup">
<Name>IN_CAR_STANDARD</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@IDLES_C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_DRIVER@IDLES_D</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_IDLES_STD_LOWRIDER_ARM_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_D</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_E</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_F</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_G</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_H</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_I</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_J</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_K</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM@AMB@CODE_HUMAN_IN_CAR_IDLES@ARM@GENERIC@DS@IDLE_L</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="1" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_D</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_PASSENGER@IDLES_E</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="2" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_D</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_DRIVER_SIDE@IDLES_E</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="3" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_D</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_STD_REAR_PASSENGER_SIDE@IDLES_E</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_MUSIC_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_DRIVER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_DRIVER@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_MUSIC_PASSENGER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="1" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_PASSENGER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_PASSENGER@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_MUSIC_REAR_DRIVER_SIDE</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="2" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_REAR_DRIVER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_REAR_DRIVER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_MUSIC_REAR_PASSENGER_SIDE</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="3" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_REAR_PASSENGER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_MUSIC_REAR_PASSENGER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_PATROL_DS</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_DS@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_PATROL_PS</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_PS@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_SMOKING</Name>
<PropSet>CIGARETTES</PropSet>
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="1.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData>
<Item type="CConditionalClipSetVFX">
<Name>SMOKING_IN_CAR_REGISTERED</Name>
<fxName>ANM_CIG_SMOKE_CAR</fxName>
<offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_R_PH_HAND</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
<Item type="CConditionalClipSetVFX">
<Name>exhale</Name>
<fxName>ANM_CIG_EXHALE_MTH_CAR</fxName>
<offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_HEAD</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
</VFXData>
<VFXCullRange value="20.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="HIPPIE" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="HIPPIE_MALE" />
</Item>
<Item type="CScenarioConditionInVehicleOfType">
<Result>False</Result>
<VehicleModelSet ref="NO_SMOKING_VEHICLES" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionSetOr">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>WEAPON_UNARMED</Weapon>
</Item>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>Object</Weapon>
</Item>
</Conditions>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_SMOKING_WEED</Name>
<PropSet>JOINT</PropSet>
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="1.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData>
<Item type="CConditionalClipSetVFX">
<Name>SMOKING_IN_CAR_REGISTERED</Name>
<fxName>ANM_WEED_SMOKE</fxName>
<offsetPosition x="-0.085000" y="0.000000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_R_PH_HAND</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
<Item type="CConditionalClipSetVFX">
<Name>exhale</Name>
<fxName>ANM_CIG_EXHALE_MTH_CAR</fxName>
<offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_HEAD</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
</VFXData>
<VFXCullRange value="20.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionSetOr">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionModel">
<Result>TRUE</Result>
<ModelSet ref="HIPPIE" />
</Item>
<Item type="CScenarioConditionModel">
<Result>TRUE</Result>
<ModelSet ref="HIPPIE_MALE" />
</Item>
</Conditions>
</Item>
<Item type="CScenarioConditionInVehicleOfType">
<Result>False</Result>
<VehicleModelSet ref="NO_SMOKING_VEHICLES" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionSetOr">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>WEAPON_UNARMED</Weapon>
</Item>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>Object</Weapon>
</Item>
</Conditions>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_SMOKING@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_PATROL_TORCH</Name>
<PropSet>TORCH</PropSet>
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="1.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="PATROL_TORCH" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="1" />
</Item>
<Item type="CScenarioConditionTime">
<Result>True</Result>
<Hours>0 1 2 3 4 5 22 23</Hours>
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>TORCH</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>TORCH</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>TORCH</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_PATROL_TORCH@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>TORCH</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_MUSIC_HEADBOB_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_GENERIC_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_COUNTRY_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_HIPHOP_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MEXICAN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MOTOWN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_PUNK_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_GENERIC_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_COUNTRY_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_HIPHOP_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MEXICAN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MOTOWN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_PUNK_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_MUSIC_HEADBOB_FRONT_PASSENGER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="1" />
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_GENERIC_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_COUNTRY_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_HIPHOP_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MEXICAN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MOTOWN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_PUNK_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_GENERIC_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_COUNTRY_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_HIPHOP_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MEXICAN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MOTOWN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_PUNK_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_MUSIC_HEADBOB_RDS</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="2" />
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_GENERIC_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_COUNTRY_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_HIPHOP_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_MEXICAN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_MOTOWN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_PUNK_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_GENERIC_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_COUNTRY_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_HIPHOP_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_MEXICAN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_MOTOWN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_PUNK_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_MUSIC_HEADBOB_RPS</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="3" />
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_GENERIC_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_COUNTRY_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_HIPHOP_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RDS_MEXICAN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_MOTOWN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_PUNK_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_GENERIC_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_COUNTRY_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_HIPHOP_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_MEXICAN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_MOTOWN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_RPS_PUNK_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_LOWRIDER_ARM_MUSIC_HEADBOB_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_GENERIC_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_COUNTRY_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_HIPHOP_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MEXICAN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MOTOWN_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_PUNK_BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_GENERIC_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_GENERIC_IDLE_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_GENERIC_IDLE_C</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_GENERIC_IDLE_D</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_GENERIC_IDLE_E</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_COUNTRY_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_COUNTRY_IDLE_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_COUNTRY_IDLE_C</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_COUNTRY_IDLE_D</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_COUNTRY_IDLE_E</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_COUNTRY_IDLE_F</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_HIPHOP_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_HIPHOP_IDLE_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_HIPHOP_IDLE_C</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_HIPHOP_IDLE_D</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_HIPHOP_IDLE_E</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MEXICAN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MEXICAN_IDLE_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MEXICAN_IDLE_C</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MEXICAN_IDLE_D</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MEXICAN_IDLE_E</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MEXICAN_IDLE_F</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MOTOWN_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MOTOWN_IDLE_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MOTOWN_IDLE_C</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MOTOWN_IDLE_D</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MOTOWN_IDLE_E</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_MOTOWN_IDLE_F</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_PUNK_IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_PUNK_IDLE_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_PUNK_IDLE_C</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_PUNK_IDLE_D</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_PUNK_IDLE_E</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_LOWRIDER_STD_PUNK_IDLE_F</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>IN_CAR_LOW</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@IDLES_C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_DRIVER_SIDE@IDLES_D</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
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<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
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<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_D</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_LOW_PASSENGER_SIDE@IDLES_E</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_LOW_MUSIC_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
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<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_MUSIC_DRIVER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_MUSIC_DRIVER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_LOW_MUSIC_PASSENGER_SIDE</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
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<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_MUSIC_PASSENGER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_MUSIC_PASSENGER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_LOW_SMOKING</Name>
<PropSet>CIGARETTES</PropSet>
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="1.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData>
<Item type="CConditionalClipSetVFX">
<Name>SMOKING_IN_CAR_REGISTERED</Name>
<fxName>ANM_CIG_SMOKE_CAR</fxName>
<offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_R_PH_HAND</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
<Item type="CConditionalClipSetVFX">
<Name>exhale</Name>
<fxName>ANM_CIG_EXHALE_MTH_CAR</fxName>
<offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_HEAD</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
</VFXData>
<VFXCullRange value="20.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleOfType">
<Result>False</Result>
<VehicleModelSet ref="NO_SMOKING_VEHICLES" />
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionSetOr">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>WEAPON_UNARMED</Weapon>
</Item>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>Object</Weapon>
</Item>
</Conditions>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_LOW_SMOKING@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_LOW_MUSIC_HEADBOB_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_GENERIC_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_COUNTRY_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_HIPHOP_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MEXICAN_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MOTOWN_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_PUNK_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_GENERIC_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_COUNTRY_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_HIPHOP_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MEXICAN_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MOTOWN_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_PUNK_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_LOW_MUSIC_HEADBOB_FRONT_PASSENGER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="1" />
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_GENERIC_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_COUNTRY_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_HIPHOP_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MEXICAN_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MOTOWN_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_PUNK_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_GENERIC_BASE_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_COUNTRY_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_HIPHOP_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MEXICAN_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MOTOWN_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_PUNK_IDLE_A_LOW_CAR</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>IN_VAN</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@IDLES_C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_DRIVER_SIDE@IDLES_D</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
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<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
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<SpecialCondition type="NULL" />
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<BlendInDelta value="4.000000" />
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<GestureClipSetId />
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<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_D</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_CAR_IDLES_VAN_PASSENGER_SIDE@IDLES_E</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_VAN_MUSIC_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_MUSIC_DRIVER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_MUSIC_DRIVER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_VAN_MUSIC_PASSENGER_SIDE</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
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<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
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<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_MUSIC_PASSENGER_SIDE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_MUSIC_PASSENGER_SIDE@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_VAN_SMOKING</Name>
<PropSet>CIGARETTES</PropSet>
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="1.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData>
<Item type="CConditionalClipSetVFX">
<Name>SMOKING_IN_CAR_REGISTERED</Name>
<fxName>ANM_CIG_SMOKE_CAR</fxName>
<offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_R_PH_HAND</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
<Item type="CConditionalClipSetVFX">
<Name>exhale</Name>
<fxName>ANM_CIG_EXHALE_MTH_CAR</fxName>
<offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_HEAD</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
</VFXData>
<VFXCullRange value="20.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="PATROL" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="HIPPIE" />
</Item>
<Item type="CScenarioConditionModel">
<Result>False</Result>
<ModelSet ref="HIPPIE_MALE" />
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleOfType">
<Result>False</Result>
<VehicleModelSet ref="NO_SMOKING_VEHICLES" />
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionSetOr">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>WEAPON_UNARMED</Weapon>
</Item>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>Object</Weapon>
</Item>
</Conditions>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>CIGARETTES</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_VAN_SMOKING_WEED</Name>
<PropSet>JOINT</PropSet>
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="1.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData>
<Item type="CConditionalClipSetVFX">
<Name>SMOKING_IN_CAR_REGISTERED</Name>
<fxName>ANM_WEED_SMOKE</fxName>
<offsetPosition x="-0.085000" y="0.000000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_R_PH_HAND</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
<Item type="CConditionalClipSetVFX">
<Name>exhale</Name>
<fxName>ANM_CIG_EXHALE_MTH_CAR</fxName>
<offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_HEAD</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
</VFXData>
<VFXCullRange value="20.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionSetOr">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionModel">
<Result>TRUE</Result>
<ModelSet ref="HIPPIE" />
</Item>
<Item type="CScenarioConditionModel">
<Result>TRUE</Result>
<ModelSet ref="HIPPIE_MALE" />
</Item>
</Conditions>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleOfType">
<Result>False</Result>
<VehicleModelSet ref="NO_SMOKING_VEHICLES" />
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionSetOr">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>WEAPON_UNARMED</Weapon>
</Item>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>Object</Weapon>
</Item>
</Conditions>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_VAN_MUSIC_HEADBOB_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_GENERIC_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_COUNTRY_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_HIPHOP_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MEXICAN_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MOTOWN_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_PUNK_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_GENERIC_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_COUNTRY_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_HIPHOP_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MEXICAN_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MOTOWN_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_PUNK_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_VAN_MUSIC_HEADBOB_FRONT_PASSENGER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="1" />
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_GENERIC_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_COUNTRY_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_HIPHOP_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MEXICAN_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MOTOWN_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_PUNK_BASE_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_GENERIC_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_COUNTRY_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_HIPHOP_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MEXICAN_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MOTOWN_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_PUNK_IDLE_A_VAN</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>Combat</Name>
<ConditionalAnims />
</Item>
<Item type="CConditionalAnimsGroup">
<Name>Scenario_with_investigation</Name>
<ConditionalAnims />
</Item>
<Item type="CConditionalAnimsGroup">
<Name>Scenario_Stop_Flee</Name>
<ConditionalAnims />
</Item>
<Item type="CConditionalAnimsGroup">
<Name>DefaultScenarioIdles</Name>
<ConditionalAnims />
</Item>
<Item type="CConditionalAnimsGroup">
<Name>DEFEND</Name>
<ConditionalAnims />
</Item>
<Item type="CConditionalAnimsGroup">
<Name>PLAYER_IDLES</Name>
<ConditionalAnims>
<Item>
<Name>P_M_ZERO_ACTION_MODE</Name>
<PropSet />
<Flags />
<Probability value="50.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="1.000000" />
<ChanceOfSpawningWithAnything value="0.200000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionModel">
<Result>True</Result>
<ModelSet ref="P_M_ZERO" />
</Item>
<Item type="CScenarioConditionFullyInIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionWet">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionMovementModeType">
<Result>True</Result>
<MovementModeType>Action</MovementModeType>
<MovementModeIdle />
<HighEnergy value="false" />
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims />
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionMovementModeType">
<Result>True</Result>
<MovementModeType>Action</MovementModeType>
<MovementModeIdle>MMI_Unarmed</MovementModeIdle>
<HighEnergy value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionMovementModeType">
<Result>True</Result>
<MovementModeType>Action</MovementModeType>
<MovementModeIdle>MMI_Unarmed</MovementModeIdle>
<HighEnergy value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@C</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionMovementModeType">
<Result>True</Result>
<MovementModeType>Action</MovementModeType>
<MovementModeIdle>MMI_Unarmed</MovementModeIdle>
<HighEnergy value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@HIGH_ENERGY@D</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionMovementModeType">
<Result>True</Result>
<MovementModeType>Action</MovementModeType>
<MovementModeIdle>MMI_Unarmed</MovementModeIdle>
<HighEnergy value="true" />
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>MOVE_ACTION@P_M_ZERO@UNARMED@IDLE@LOW_ENERGY@A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionMovementModeType">
<Result>True</Result>
<MovementModeType>Action</MovementModeType>
<MovementModeIdle>MMI_Unarmed</MovementModeIdle>
<HighEnergy value="false" />
</Item>
</Conditions>
<ActionFlags />
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<Item type="CScenarioConditionMovementModeType">
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</Item>
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<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>SHOCK_HURRY_MALE_COWARDLY_C</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionBraveryFlagSet">
<Result>True</Result>
<Flag>BF_COWARDLY_FOR_SHOCKING_EVENTS</Flag>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_m@hurry@c</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>SHOCK_HURRY_MALE_BUTCH_C</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionBraveryFlagSet">
<Result>False</Result>
<Flag>BF_COWARDLY_FOR_SHOCKING_EVENTS</Flag>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_m@hurry_Butch@C</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>SHOCK_HURRY_FEMALE_A</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_f@hurry@a</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>SHOCK_HURRY_FEMALE_B</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_f@hurry@b</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>Scenario_Watch_Investigation</Name>
<ConditionalAnims />
</Item>
<Item type="CConditionalAnimsGroup">
<Name>IN_TOURBUS</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_IN_BUS_PASSENGER_IDLES_SIT</Name>
<PropSet />
<Flags />
<Probability value="80.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.250000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>amb@code_human_in_bus_passenger_idles@female@sit@base</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>amb@code_human_in_bus_passenger_idles@male@sit@base</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>amb@code_human_in_bus_passenger_idles@female@sit@idle_a</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>amb@code_human_in_bus_passenger_idles@male@sit@idle_a</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>amb@code_human_in_bus_passenger_idles@male@sit@idle_b</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_BUS_PASSENGER_IDLES_TABLET</Name>
<PropSet>TABLET</PropSet>
<Flags>DestroyPropInsteadOfDrop</Flags>
<Probability value="25.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.250000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>TABLET</PropSet>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>amb@code_human_in_bus_passenger_idles@female@tablet@base</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>amb@code_human_in_bus_passenger_idles@female@tablet@idle_a</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_BUS_PASSENGER_IDLES_COFFEE</Name>
<PropSet>COFFEECUPS</PropSet>
<Flags>DestroyPropInsteadOfDrop</Flags>
<Probability value="25.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.250000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>amb@code_human_in_bus_passenger_idles@male@coffee@base</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>amb@code_human_in_bus_passenger_idles@male@coffee@idle_a</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>COFFEECUPS</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>IN_TRAIN</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_TRAIN_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.250000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_TRAIN_DRIVER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_TRAIN_DRIVER@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>FLEE_COVER_HEAD</Name>
<ConditionalAnims>
<Item>
<Name>FLEE_COVER_HEAD</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="0.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions />
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>ANIM_GROUP_FLEE_COVER_HEAD_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>ANIM_GROUP_FLEE_COVER_HEAD_B</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>SCARED</Name>
<ConditionalAnims>
<Item>
<Name>SCARED_MALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_m@scared</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>SCARED_FEMALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_f@scared</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>SAD</Name>
<ConditionalAnims>
<Item>
<Name>SAD_MALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_m@sad@a</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_m@sad@b</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_m@sad@c</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>SAD_FEMALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_f@sad@a</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_f@sad@b</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>BRAVE</Name>
<ConditionalAnims>
<Item>
<Name>BRAVE_MALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_m@brave</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>move_m@brave@idle_a</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_m@brave@idle_b</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>BRAVE_IDLES</Name>
<ConditionalAnims>
<Item>
<Name>BRAVE_IDLES_MALE</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="1.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsTwoHandedWeaponEquipped">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims />
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>move_m@brave@idle_a</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_m@brave@idle_b</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>HURRY</Name>
<ConditionalAnims>
<Item>
<Name>HURRY_MALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_m@hurry@a</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_m@hurry@b</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>HURRY_FEMALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_f@hurry@a</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_f@hurry@b</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>FLEE</Name>
<ConditionalAnims>
<Item>
<Name>FLEE_MALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_m@flee@a</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_m@flee@b</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_m@flee@c</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>FLEE_FEMALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_f@flee@a</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_f@flee@b</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>move_f@flee@c</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>INTIMIDATION@COP@UNARMED</Name>
<ConditionalAnims>
<Item>
<Name>INTIMIDATION@COP@UNARMED_MALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_m@intimidation@cop@unarmed</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>INTIMIDATION@COP@UNARMED_FEMALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_f@intimidation@cop@unarmed</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>INTIMIDATION@1H</Name>
<ConditionalAnims>
<Item>
<Name>INTIMIDATION@1H_MALE</Name>
<PropSet />
<Flags>OverrideOnFootClipSetWithBase</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="4.000000" />
<ChanceOfSpawningWithAnything value="0.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>move_m@intimidation@1h</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>move_m@intimidation@1h@idle_a</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionSpeed">
<Result>True</Result>
<Speed>Stand</Speed>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>WORLD_HUMAN_TOURIST_MOBILE_CAR</Name>
<ConditionalAnims>
<Item>
<Name>WORLD_HUMAN_TOURIST_MOBILE_CAR_MALE</Name>
<PropSet>PHONES</PropSet>
<Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="1.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionRaining">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionTechSavvy">
<Result>False</Result>
<TechSavvy>TS_LOW</TechSavvy>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_CAR_MALE@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations />
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>IN_TRUCK</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_IN_CAR_TRUCK_MUSIC_HEADBOB_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_GENERIC_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_COUNTRY_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_HIPHOP_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MEXICAN_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MOTOWN_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_PUNK_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_GENERIC_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_COUNTRY_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_HIPHOP_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MEXICAN_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_MOTOWN_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_DRIVER_PUNK_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_CAR_TRUCK_MUSIC_HEADBOB_FRONT_PASSENGER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsHeadbobbingToRadioMusicEnabled">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsRadioPlayingMusic">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="1" />
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_GENERIC_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_COUNTRY_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_HIPHOP_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MEXICAN_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MOTOWN_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_PUNK_BASE_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_GENERIC_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_GENERIC</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_COUNTRY_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_COUNTRY</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_HIPHOP_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_HIPHOP</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MEXICAN_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MEXICAN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_MOTOWN_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_MOTOWN</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>HEADBOB_PASSENGER_PUNK_IDLE_A_TRUCK</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHeadbobMusicGenre">
<Result>True</Result>
<RadioGenre>GENRE_PUNK</RadioGenre>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
<Item>
<Name>CODE_HUMAN_IN_TRUCK_SMOKING_WEED</Name>
<PropSet>JOINT</PropSet>
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="1.000000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData>
<Item type="CConditionalClipSetVFX">
<Name>SMOKING_IN_CAR_REGISTERED</Name>
<fxName>ANM_WEED_SMOKE</fxName>
<offsetPosition x="-0.085000" y="0.000000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_R_PH_HAND</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
<Item type="CConditionalClipSetVFX">
<Name>exhale</Name>
<fxName>ANM_CIG_EXHALE_MTH_CAR</fxName>
<offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
<eulerRotation x="0.000000" y="0.000000" z="0.000000" />
<boneTag>BONETAG_HEAD</boneTag>
<scale value="1.000000" />
<probability value="100" />
<color value="0x00000000" />
</Item>
</VFXData>
<VFXCullRange value="20.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionIsMale">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionSetOr">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionModel">
<Result>TRUE</Result>
<ModelSet ref="HIPPIE" />
</Item>
<Item type="CScenarioConditionModel">
<Result>TRUE</Result>
<ModelSet ref="HIPPIE_MALE" />
</Item>
</Conditions>
</Item>
<Item type="CScenarioConditionInVehicleSeat">
<Result>False</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionInVehicleOfType">
<Result>False</Result>
<VehicleModelSet ref="NO_SMOKING_VEHICLES" />
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionIsPlayer">
<Result>False</Result>
</Item>
<Item type="CScenarioConditionSetOr">
<Result>True</Result>
<Conditions>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>WEAPON_UNARMED</Weapon>
</Item>
<Item type="CScenarioConditionEquippedWeapon">
<Result>True</Result>
<Weapon>Object</Weapon>
</Item>
</Conditions>
</Item>
<Item type="CScenarioConditionUsingLRAltClipset">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@BASE</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</BaseAnims>
<Enters>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@ENTER</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasNoProp">
<Result>True</Result>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Enters>
<Exits>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@EXIT</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Exits>
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@IDLES_A</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_IN_VAN_SMOKING@IDLES_B</ClipSet>
<AssociatedSpeech />
<Conditions>
<Item type="CScenarioConditionHasProp">
<Result>True</Result>
<PropSet>JOINT</PropSet>
</Item>
</Conditions>
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>empty</Name>
<ConditionalAnims />
</Item>
<Item type="CConditionalAnimsGroup">
<Name>ON_BIKE_CHOPPER</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_ON_BIKE_IDLES_CHOPPER_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_CHOPPER_DRIVER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_CHOPPER_DRIVER@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>ON_BIKE_DIRT</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_ON_BIKE_IDLES_DIRT_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_DIRT_DRIVER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_DIRT_DRIVER@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>ON_BIKE_POLICE</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_ON_BIKE_IDLES_POLICE_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_POLICE_DRIVER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_POLICE_DRIVER@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>ON_BIKE_QUAD</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_ON_BIKE_IDLES_QUAD_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_QUAD_DRIVER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_QUAD_DRIVER@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>ON_BIKE_SCOOTER</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_ON_BIKE_IDLES_SCOOTER_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_SCOOTER_DRIVER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_SCOOTER_DRIVER@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
<Item type="CConditionalAnimsGroup">
<Name>ON_BIKE_SPORT</Name>
<ConditionalAnims>
<Item>
<Name>CODE_HUMAN_ON_BIKE_IDLES_SPORT_DRIVER</Name>
<PropSet />
<Flags />
<Probability value="100.000000" />
<SpecialConditionProbability value="0.000000" />
<SpecialCondition type="NULL" />
<NextIdleTime value="2.000000" />
<ChanceOfSpawningWithAnything value="0.330000" />
<BlendInDelta value="4.000000" />
<BlendOutDelta value="-4.000000" />
<GestureClipSetId />
<VFXData />
<VFXCullRange value="25.000000" />
<TransitionInfo type="NULL" />
<Conditions>
<Item type="CScenarioConditionInVehicleSeat">
<Result>True</Result>
<SeatIndex value="0" />
</Item>
<Item type="CScenarioConditionCanPlayInCarIdle">
<Result>True</Result>
</Item>
<Item type="CScenarioConditionIsPlayerInMultiplayerGame">
<Result>False</Result>
</Item>
</Conditions>
<LowLodBaseAnim />
<BaseAnims>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_SPORT_DRIVER@BASE</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</BaseAnims>
<Enters />
<Exits />
<Variations>
<Item type="CConditionalClipSet">
<ClipSet>AMB@CODE_HUMAN_ON_BIKE_IDLES_SPORT_DRIVER@IDLE_A</ClipSet>
<AssociatedSpeech />
<Conditions />
<ActionFlags />
</Item>
</Variations>
<Reactions />
<PanicBaseAnims />
<PanicIntros />
<PanicOutros />
<PanicVariations />
<PanicExits />
</Item>
</ConditionalAnims>
</Item>
</ConditionalAnimsGroup>
</CConditionalAnimManager>