<?xml version="1.0" encoding="UTF-8"?>
<CAgitatedResponses>
	<Responses>
		<Item key="Coward">
			<TalkResponse>
				<Audio>
					<Context>GENERIC_INSULT_MED</Context>
					<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
				</Audio>
			</TalkResponse>
			<FollowUps>
				<Item key="DONT_IGNORE_ME">
					<Audio>
						<Context>DONT_IGNORE_ME_INSULT</Context>
						<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
					</Audio>
				</Item>
			</FollowUps>
			<States>
				<Item key="Start">
					<Flags>InitialState</Flags>
					<Reactions>
						<Item>HandleSwimming</Item>
						<Item>HandleNoPavementHarassed</Item>
						<Item>HandleNoPavement</Item>
						<Item>HandleTerritoryIntrusion</Item>
						<Item>EvaluateDueToProvoked</Item>
						<Item>WalkAway</Item>
						<Item>HurryAway</Item>
					</Reactions>
				</Item>
				<Item key="HandleForcedAudioFailure">
					<Action type="CAgitatedActionMulti">
						<Actions>
							<Action type="CAgitatedActionIgnoreForcedAudioFailures" />
							<Action type="CAgitatedActionFear">
								<Min value="1.0" />
							</Action>
						</Actions>
					</Action>
					<Flags>UseWhenForcedAudioFails</Flags>
					<Reactions>
						<Item>HandleForcedAudioFailure</Item>
					</Reactions>
				</Item>
				<Item key="Evaluate">
					<Reactions>
						<Item>RunAwayDueToHostility</Item>
						<Item>DodgedVehicle</Item>
						<Item>Harassed</Item>
						<Item>Loitering</Item>
						<Item>WalkAwayDueToFear</Item>
						<Item>HurryAwayDueToFear</Item>
						<Item>RunAwayDueToFear</Item>
						<Item>BumpedInVehicle</Item>
						<Item>Griefing</Item>
						<Item>ThreatenToCallPolice</Item>
						<Item>WalkAwayDueToUsingScenario</Item>
						<Item>HurryAwayDueToUsingScenario</Item>
						<Item>Ignore</Item>
					</Reactions>
				</Item>
				<Item key="Face">
					<Action type="CAgitatedActionMulti">
						<Actions>
							<Item type="CAgitatedActionConditional">
								<Condition type="CAgitatedConditionIsUsingScenario" />
								<Action type="CAgitatedScenarioNormalCowardExit" />
							</Item>
							<Item type="CAgitatedActionFace" />
						</Actions>
					</Action>
					<Reactions>
						<Item>RestartFaceDueToScenario</Item>
						<Item>RestartFaceDueToNoAction</Item>
						<Item>NoPavementThreatenToCallPolice</Item>
						<Item>HurryAwayDueToCantCallPolice</Item>
						<Item>RunAwayDueToHostility</Item>
						<Item>WalkAwayDueToTimeout</Item>
						<Item>HurryAwayDueToTimeout</Item>
						<Item>ResumeDueToDistance</Item>
					</Reactions>
				</Item>
				<Item key="CallingPolice">
					<Reactions>
						<Item>HurryAwayAfterCallingPolice</Item>
						<Item>RunAwayDueToHostility</Item>
					</Reactions>
				</Item>
				<Item key="HurryAwayNoPavement">
					<Action type="CAgitatedActionHurryAway" />
					<Reactions>
						<Item>RunAwayDueToHostility</Item>
					</Reactions>
				</Item>
				<Item key="NoPavementWait">
					<Reactions>
						<Item>NoPavementCallPoliceTimeout</Item>
						<Item>RunAwayDueToHostility</Item>
						<Item>ResumeDueToDistance</Item>
					</Reactions>
				</Item>
				<Item key="Ignore">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsInVehicle" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsWandering" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsGettingUp" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsAvoiding" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsFacing" />
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Item type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioNormalCowardExit" />
									</Item>
									<Item type="CAgitatedActionFace" />
									<Item type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionOr">
											<Conditions>
												<Condition type="CAgitatedConditionIsLastAgitationApplied">
													<Type>AT_Bumped</Type>
												</Condition>
												<Condition type="CAgitatedConditionIsLastAgitationApplied">
													<Type>AT_BumpedByVehicle</Type>
												</Condition>
											</Conditions>
										</Condition>
										<Action type="CAgitatedActionSay">
											<Say>
												<Audio>
													<Context>GENERIC_WHATEVER</Context>
													<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
												</Audio>
												<Flags>IgnoreForcedFailure WaitForExistingAudioToFinish WaitUntilFacing</Flags>
											</Say>
										</Action>
									</Item>
									<Item type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsLastAgitationApplied">
											<Type>AT_DodgedVehicle</Type>
										</Condition>
										<Action type="CAgitatedActionSay">
											<Say>
												<Audio>
													<Context>GENERIC_INSULT_HIGH</Context>
													<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
												</Audio>
												<Flags>IgnoreForcedFailure WaitForExistingAudioToFinish WaitUntilFacing</Flags>
											</Say>
										</Action>
									</Item>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>RestartIgnoreDueToNoAction</Item>
						<Item>FinishDueToTimeout</Item>
						<Item>RunAwayDueToHostility</Item>
						<Item>WalkAwayDueToTimeout</Item>
						<Item>HurryAwayDueToTimeout</Item>
						<Item>EscalateDueToInactivity</Item>
						<Item>IgnoreProvokedDueToUsingScenario</Item>
						<Item>EvaluateDueToProvoked</Item>
					</Reactions>
				</Item>
				<Item key="BumpedInVehicle">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsFacing" />
						</Item>
						<Item>
							<Action type="CAgitatedActionFace" />
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>FinishDueToTimeout</Item>
					</Reactions>
				</Item>
				<Item key="Harassed">
					<Reactions>
						<Item>FinishDueToTimeoutAfterHarassed</Item>
						<Item>WalkAwayDueToProvokedAfterHarassed</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>DONT_IGNORE_ME</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="HarassedNoPavement">
					<Reactions>
						<Item>FinishDueToTimeoutAfterHarassed</Item>
						<Item>NoPavementProgressDueToProvoked</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>DONT_IGNORE_ME</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="WalkAway">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsInVehicle" />
							<Action type="CAgitatedActionMakeAggressiveDriver" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsFleeing" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionCanWalkAway"/>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioNormalCowardExit" />
									</Action>
									<Action type="CAgitatedActionFlee">
										<MoveBlendRatio value="1.0" />
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>RestartWalkAwayDueToScenario</Item>
						<Item>RestartWalkAwayDueToNoAction</Item>
						<Item>RunAwayDueToHostility</Item>
						<Item>IgnoreProvokedDueToUsingScenario</Item>
						<Item>RunAwayDueToProvoked</Item>
					</Reactions>
				</Item>
				<Item key="HurryAway">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsInVehicle" />
							<Action type="CAgitatedActionMakeAggressiveDriver" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsHurryingAway" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionCanHurryAway"/>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioNormalCowardExit" />
									</Action>
									<Action type="CAgitatedActionHurryAway" />
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>RestartHurryAwayDueToScenario</Item>
						<Item>RestartHurryAwayDueToNoAction</Item>
						<Item>RunAwayDueToHostility</Item>
						<Item>IgnoreProvokedDueToUsingScenario</Item>
						<Item>RunAwayDueToProvoked</Item>
					</Reactions>
				</Item>
				<Item key="RunAway">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsFleeing" />
							<Action type="CAgitatedActionSetFleeMoveBlendRatio">
								<MoveBlendRatio value="1.75" />
							</Action>
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioNormalCowardExit" />
									</Action>
									<Action type="CAgitatedActionFlee">
										<MoveBlendRatio value="1.75" />
										<AmbientClips>HURRY</AmbientClips>
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>RestartRunAwayDueToScenario</Item>
						<Item>RestartRunAwayDueToNoAction</Item>
						<Item>IgnoreProvokedDueToUsingScenario</Item>
						<Item>SprintAwayDueToProvoked</Item>
					</Reactions>
				</Item>
				<Item key="SwimAway">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsFleeing" />
							<Action type="CAgitatedActionSetFleeMoveBlendRatio">
								<MoveBlendRatio value="1.75" />
							</Action>
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioNormalCowardExit" />
									</Action>
									<Action type="CAgitatedActionFlee">
										<MoveBlendRatio value="1.75" />
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>RestartRunAwayDueToScenario</Item>
						<Item>RestartRunAwayDueToNoAction</Item>
						<Item>IgnoreProvokedDueToUsingScenario</Item>
						<Item>SprintAwayDueToProvoked</Item>
					</Reactions>
				</Item>
				<Item key="SprintAway">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsFleeing" />
							<Action type="CAgitatedActionSetFleeMoveBlendRatio">
								<MoveBlendRatio value="2.75" />
							</Action>
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioNormalCowardExit" />
									</Action>
									<Action type="CAgitatedActionFlee">
										<MoveBlendRatio value="2.75" />
										<AmbientClips>HURRY</AmbientClips>
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>RestartSprintAwayDueToScenario</Item>
						<Item>RestartSprintAwayDueToNoAction</Item>
					</Reactions>
				</Item>
				<Item key="Finish">
					<Flags>FinalState</Flags>
				</Item>
			</States>
			<Reactions>
				<Item key="HandleForcedAudioFailure">
					<State>Evaluate</State>
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="HandleSwimming">
					<Condition type="CAgitatedConditionIsSwimming" />
					<Action type="CAgitatedSetWaterSurvivalTime">
						<Time value="45.0f"/>
					</Action>
					<ConditionalAction>
						<Condition type="CAgitatedConditionIsUsingScenario" />
						<Action type="CAgitatedScenarioNormalCowardExit" />
					</ConditionalAction>
					<State>SwimAway</State>
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="HandleNoPavement">
					<Condition type="CAgitatedConditionNot">
						<Condition type="CAgitatedConditionOr">
							<Conditions>
								<Condition type="CAgitatedConditionIsInVehicle" />
								<Condition type="CAgitatedConditionCanWalkAway" />
							</Conditions>
						</Condition>
					</Condition>
					<ConditionalAction>
						<Condition type="CAgitatedConditionIsUsingScenario" />
						<Action type="CAgitatedScenarioNormalCowardExit" />
					</ConditionalAction>
					<State>Face</State>
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="HandleTerritoryIntrusion">
					<Condition type="CAgitatedConditionIsTerritoryIntruded" />
					<ConditionalAction>
						<Condition type="CAgitatedConditionIsUsingScenario" />
						<Action type="CAgitatedScenarioNormalCowardExit" />
					</ConditionalAction>
					<State>Face</State>
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="NoPavementCallPoliceTimeout">
					<Condition type="CAgitatedConditionOr">
						<Conditions>
							<Condition type="CAgitatedConditionTimeout">
								<Time value="2.0" />
							</Condition>
							<Condition type="CAgitatedConditionIsProvoked" />
						</Conditions>
					</Condition>
					<ConditionalAction>
						<Condition type="CAgitatedConditionAnd">
							<Conditions>
								<Condition type="CAgitatedConditionIsHash">
									<Value>HasThreatenedToCallPolice</Value>
								</Condition>
								<Condition type="CAgitatedConditionCanCallPolice" />
							</Conditions>
						</Condition>
						<Action type="CAgitatedActionCallPolice" />
					</ConditionalAction>
					<State>CallingPolice</State>
					<Fear value="0.4" />
					<Flags>DontClearFlags</Flags>
				</Item>
				<Item key="HurryAwayAfterCallingPolice">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionTimeout">
								<Time value="2.0f"/>
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsCallingPolice" />
							</Condition>
						</Conditions>
					</Condition>
					<State>HurryAwayNoPavement</State>
					<Fear value="0.0" />
					<Flags></Flags>
				</Item>
				<Item key="ResumeDueToDistance">
					<Condition type="CAgitatedConditionIsOutsideClosestDistance">
						<Distance value="5.0" />
					</Condition>
					<State>Finish</State>
				</Item>
				<Item key="EvaluateDueToProvoked">
					<Condition type="CAgitatedConditionIsProvoked" />
					<ConditionalAction>
						<Condition type="CAgitatedConditionIsHash">
							<Value>HasThreatenedToCallPolice</Value>
						</Condition>
						<Action type="CAgitatedActionMulti">
							<Actions>
								<Action type="CAgitatedActionReportCrime" />
								<Action type="CAgitatedActionSetHash">
									<Value>HasReportedCrime</Value>
								</Action>
							</Actions>
						</Action>
					</ConditionalAction>
					<State>Evaluate</State>
					<Fear value="0.4" />
					<Flags>DontClearFlags</Flags>
				</Item>
				<Item key="DodgedVehicle">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanHurryAway" />
							<Condition type="CAgitatedConditionIsDodgedVehicle" />
						</Conditions>
					</Condition>
					<State>HurryAway</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="Harassed">
					<Condition type="CAgitatedConditionIsHarassed" />
					<State>Harassed</State>
				</Item>
				<Item key="HandleNoPavementHarassed">
					<Condition type="CAgitatedConditionIsHarassed" />
					<State>HarassedNoPavement</State>
				</Item>
				<Item key="NoPavementProgressDueToProvoked">
					<Condition type="CAgitatedConditionIsProvoked" />
					<ConditionalAction>
						<Condition type="CAgitatedConditionIsUsingScenario" />
						<Action type="CAgitatedScenarioNormalCowardExit" />
					</ConditionalAction>
					<State>Face</State>
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="Loitering">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanWalkAway" />
							<Condition type="CAgitatedConditionIsLoitering" />
						</Conditions>
					</Condition>
					<State>WalkAway</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="Ignore">
					<State>Ignore</State>
					<ConditionalSays>
						<Item>
							<Condition type="CAgitatedConditionAnd">
								<Conditions>
									<Condition type="CAgitatedConditionIsBumped" />
									<Condition type="CAgitatedConditionWasRecentlyBumpedWhenStill" />
								</Conditions>
							</Condition>
							<Say>
								<Audio>
									<Context>GENERIC_INSULT_MED</Context>
									<Flags>ForcePlay AllowRepeat</Flags>
								</Audio>
								<Flags>CanInterrupt IgnoreForcedFailure</Flags>
							</Say>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsBumped" />
							<Say>
								<Audio>
									<Context>BUMP</Context>
									<Flags>ForcePlay AllowRepeat</Flags>
								</Audio>
								<Flags>CanInterrupt IgnoreForcedFailure</Flags>
							</Say>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsBumpedByVehicle" />
							<Say>
								<Audio>
									<Context>DODGE</Context>
									<Flags>ForcePlay AllowRepeat</Flags>
								</Audio>
								<Flags>CanInterrupt IgnoreForcedFailure</Flags>
							</Say>
						</Item>
						<Item>
							<Say>
								<Audio>
									<Context>APOLOGY_NO_TROUBLE</Context>
									<Flags>ForcePlay AllowRepeat</Flags>
								</Audio>
							</Say>
						</Item>
					</ConditionalSays>
				</Item>
				<Item key="RestartIgnoreDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsInVehicle" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsWandering" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFacing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>Ignore</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="EscalateDueToInactivity">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionTimeout">
								<Time value="2.0" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsWandering" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsOutsideClosestDistance">
									<Distance value="3.0" />
								</Condition>
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAgitatorMovingAway" />
							</Condition>
						</Conditions>
					</Condition>
					<Action type="CAgitatedActionApplyAgitation">
						<Type>AT_Loitering</Type>
					</Action>
					<State>Evaluate</State>
					<Fear value="0.4" />
					<Flags>DontClearFlags</Flags>
				</Item>
				<Item key="ThreatenToCallPolice">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionCanCallPolice" />
							<Condition type="CAgitatedConditionRandom">
								<Chances value="0.15" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsHash">
									<Value>HasThreatenedToCallPolice</Value>
								</Condition>
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsHash">
									<Value>HasReportedCrime</Value>
								</Condition>
							</Condition>
							<Condition type="CAgitatedConditionIsInsulted" />
						</Conditions>
					</Condition>
					<Action type="CAgitatedActionSetHash">
						<Value>HasThreatenedToCallPolice</Value>
					</Action>
					<State>Ignore</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>CALL_COPS_THREAT</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
					</Say>
				</Item>
				<Item key="NoPavementThreatenToCallPolice">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionCanCallPolice" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsHash">
									<Value>HasThreatenedToCallPolice</Value>
								</Condition>
							</Condition>
							<Condition type="CAgitatedConditionOr">
								<Conditions>
									<Condition type="CAgitatedConditionTimeout">
										<Time value="2.0" />
									</Condition>
									<Condition type="CAgitatedConditionIsProvoked" />
								</Conditions>
							</Condition>
						</Conditions>
					</Condition>
					<Action type="CAgitatedActionSetHash">
						<Value>HasThreatenedToCallPolice</Value>
					</Action>
					<State>NoPavementWait</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>CALL_COPS_THREAT</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
					</Say>
				</Item>
				<Item key="HurryAwayDueToCantCallPolice">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionCanCallPolice" />
							</Condition>
							<Condition type="CAgitatedConditionOr">
								<Conditions>
									<Condition type="CAgitatedConditionTimeout">
										<Time value="4.0" />
									</Condition>
									<Condition type="CAgitatedConditionIsProvoked" />
									<Condition type="CAgitatedConditionAnd">
										<Conditions>
											<Condition type="CAgitatedConditionTimeout">
												<Time value="1.0" />
											</Condition>
											<Condition type="CAgitatedConditionNot">
												<Condition type="CAgitatedConditionIsOutsideDistance">
													<Distance value="1.5" />
												</Condition>
											</Condition>
										</Conditions>
									</Condition>
								</Conditions>
							</Condition>
						</Conditions>
					</Condition>
					<State>HurryAwayNoPavement</State>
					<Fear value="1.0" />
				</Item>
				<Item key="BumpedInVehicle">
					<Condition type="CAgitatedConditionIsBumpedInVehicle" />
					<State>BumpedInVehicle</State>
					<Say>
						<Audio>
							<Context>CRASH_GENERIC</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>CanInterrupt IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="Griefing">
					<Condition type="CAgitatedConditionIsGriefing" />
					<State>Face</State>
					<Say>
						<Audio>
							<Context>GENERIC_INSULT_MED</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>CanInterrupt IgnoreForcedFailure WaitUntilFacing</Flags>
					</Say>
				</Item>
				<Item key="WalkAway">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanWalkAway" />
							<Condition type="CAgitatedConditionRandom">
								<Chances value="0.5" />
							</Condition>
						</Conditions>
					</Condition>
					<State>WalkAway</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="WalkAwayDueToFear">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanWalkAway" />
							<Condition type="CAgitatedConditionIsFearful">
								<Threshold value="0.75" />
							</Condition>
							<Condition type="CAgitatedConditionRandom">
								<Chances value="0.5" />
							</Condition>
						</Conditions>
					</Condition>
					<State>WalkAway</State>
					<ConditionalSay>
						<Condition type="CAgitatedConditionNot">
							<Condition type="CAgitatedConditionIsHash">
								<Value>HasReportedCrime</Value>
							</Condition>
						</Condition>
						<Say>
							<Audio>
								<Context>GENERIC_WHATEVER</Context>
								<Flags>ForcePlay AllowRepeat</Flags>
							</Audio>
							<Flags>IgnoreForcedFailure</Flags>
						</Say>
					</ConditionalSay>
				</Item>
				<Item key="WalkAwayDueToProvokedAfterHarassed">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanWalkAway" />
							<Condition type="CAgitatedConditionIsProvoked" />
						</Conditions>
					</Condition>
					<State>WalkAway</State>
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
					<Fear value="1.0" />
				</Item>
				<Item key="WalkAwayDueToTimeout">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanWalkAway" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsWandering" />
							</Condition>
							<Condition type="CAgitatedConditionOr">
								<Conditions>
									<Condition type="CAgitatedConditionIsLastAgitationApplied">
										<Type>AT_Bumped</Type>
									</Condition>
									<Condition type="CAgitatedConditionIsLastAgitationApplied">
										<Type>AT_BumpedByVehicle</Type>
									</Condition>
									<Condition type="CAgitatedConditionIsLastAgitationApplied">
										<Type>AT_BumpedInVehicle</Type>
									</Condition>
									<Condition type="CAgitatedConditionIsLastAgitationApplied">
										<Type>AT_Dodged</Type>
									</Condition>
									<Condition type="CAgitatedConditionIsLastAgitationApplied">
										<Type>AT_Griefing</Type>
									</Condition>
								</Conditions>
							</Condition>
							<Condition type="CAgitatedConditionTimeout">
								<Time value="0.1" />
							</Condition>
						</Conditions>
					</Condition>
					<State>WalkAway</State>
				</Item>
				<Item key="WalkAwayDueToUsingScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanWalkAway" />
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionRandom">
								<Chances value="0.5" />
							</Condition>
						</Conditions>
					</Condition>
					<State>WalkAway</State>
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="RestartWalkAwayDueToScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanWalkAway" />
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsExitingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
						</Conditions>
					</Condition>
					<State>WalkAway</State>
					<Flags>DontClearSay</Flags>
				</Item>
				<Item key="RestartWalkAwayDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanWalkAway" />
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsInVehicle" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFleeing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>WalkAway</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="RestartFaceDueToScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsExitingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
						</Conditions>
					</Condition>
					<State>Face</State>
					<Flags>DontClearSay</Flags>
				</Item>
				<Item key="RestartFaceDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsInVehicle" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFacing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>Face</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="IgnoreProvokedDueToUsingScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanWalkAway" />
							<Condition type="CAgitatedConditionIsProvoked" />
							<Condition type="CAgitatedConditionIsUsingScenario" />
						</Conditions>
					</Condition>
				</Item>
				<Item key="HurryAway">
					<Condition type="CAgitatedConditionCanHurryAway" />
					<State>HurryAway</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="HurryAwayDueToFear">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanHurryAway" />
							<Condition type="CAgitatedConditionIsFearful">
								<Threshold value="0.75" />
							</Condition>
						</Conditions>
					</Condition>
					<State>HurryAway</State>
					<ConditionalSay>
						<Condition type="CAgitatedConditionNot">
							<Condition type="CAgitatedConditionIsHash">
								<Value>HasReportedCrime</Value>
							</Condition>
						</Condition>
						<Say>
							<Audio>
								<Context>GENERIC_WHATEVER</Context>
								<Flags>ForcePlay AllowRepeat</Flags>
							</Audio>
							<Flags>IgnoreForcedFailure</Flags>
						</Say>
					</ConditionalSay>
				</Item>
				<Item key="HurryAwayDueToTimeout">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanHurryAway" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsWandering" />
							</Condition>
							<Condition type="CAgitatedConditionOr">
								<Conditions>
									<Condition type="CAgitatedConditionIsLastAgitationApplied">
										<Type>AT_DodgedVehicle</Type>
									</Condition>
								</Conditions>
							</Condition>
							<Condition type="CAgitatedConditionTimeout">
								<Time value="0.1" />
							</Condition>
						</Conditions>
					</Condition>
					<State>HurryAway</State>
				</Item>
				<Item key="HurryAwayDueToUsingScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanHurryAway" />
							<Condition type="CAgitatedConditionIsUsingScenario" />
						</Conditions>
					</Condition>
					<State>HurryAway</State>
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="HurryAwayDueToProvoked">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanHurryAway" />
							<Condition type="CAgitatedConditionIsProvoked" />
						</Conditions>
					</Condition>
					<State>HurryAway</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>GENERIC_WHATEVER</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="RestartHurryAwayDueToScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanHurryAway" />
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsExitingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
						</Conditions>
					</Condition>
					<State>HurryAway</State>
					<Flags>DontClearSay</Flags>
				</Item>
				<Item key="RestartHurryAwayDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionCanHurryAway" />
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsInVehicle" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsHurryingAway" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>HurryAway</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="RunAwayDueToProvoked">
					<Condition type="CAgitatedConditionIsProvoked" />
					<State>RunAway</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>GENERIC_FRIGHTENED_MED</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="RunAwayDueToHostility">
					<Condition type="CAgitatedConditionIsHostile" />
					<State>RunAway</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>GENERIC_FRIGHTENED_MED</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="RestartRunAwayDueToScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsExitingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
						</Conditions>
					</Condition>
					<State>RunAway</State>
					<Flags>DontClearSay</Flags>
				</Item>
				<Item key="RestartRunAwayDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFleeing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>RunAway</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="RunAwayDueToFear">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsFearful">
								<Threshold value="0.75" />
							</Condition>
						</Conditions>
					</Condition>
					<State>RunAway</State>
					<ConditionalSay>
						<Condition type="CAgitatedConditionNot">
							<Condition type="CAgitatedConditionIsHash">
								<Value>HasReportedCrime</Value>
							</Condition>
						</Condition>
						<Say>
							<Audio>
								<Context>GENERIC_FRIGHTENED_MED</Context>
								<Flags>ForcePlay AllowRepeat</Flags>
							</Audio>
							<Flags>IgnoreForcedFailure</Flags>
						</Say>
					</ConditionalSay>
				</Item>
				<Item key="SprintAwayDueToProvoked">
					<Condition type="CAgitatedConditionIsProvoked">
						<IgnoreHostility value="true" />
					</Condition>
					<State>SprintAway</State>
					<Fear value="1.0" />
					<Say>
						<Audio>
							<Context>DISPUTE_FLEE</Context>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="RestartSprintAwayDueToScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsExitingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
						</Conditions>
					</Condition>
					<State>SprintAway</State>
					<Flags>DontClearSay</Flags>
				</Item>
				<Item key="RestartSprintAwayDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFleeing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>SprintAway</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="FinishDueToTimeout">
					<Condition type="CAgitatedConditionTimeout">
						<Time value="3.0" />
					</Condition>
					<State>Finish</State>
				</Item>
				<Item key="FinishDueToTimeoutAfterHarassed">
					<Condition type="CAgitatedConditionTimeout">
						<Time value="10.0" />
					</Condition>
					<State>Finish</State>
				</Item>
			</Reactions>
		</Item>
		<Item key="Confront">
			<Flags>ProcessLeader</Flags>
			<OnFootClipSets>
				<Item>
					<Condition type="CAgitatedConditionIsMale" />
					<Name>move_m@brave@b</Name>
					<Flags>DontReset</Flags>
				</Item>
			</OnFootClipSets>
			<TalkResponses>
				<Item>
					<Audio>
						<Context>GENERIC_INSULT_MED</Context>
						<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
					</Audio>
				</Item>
				<Item>
					<Audio>
						<Context>GENERIC_FUCK_YOU</Context>
						<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
					</Audio>
				</Item>
			</TalkResponses>
			<States>
				<Item key="Start">
					<Flags>InitialState</Flags>
					<ConditionalAction>
						<Condition type="CAgitatedConditionIsAgitatorArmed" />
						<Action type="CAgitatedActionAnger">
							<Add value="0.25" />
						</Action>
					</ConditionalAction>
					<Reactions>
						<Item>HandleSwimming</Item>
						<Item>Ignore</Item>
						<Item>EvaluateDueToProvoked</Item>
						<Item>Evaluate</Item>
					</Reactions>
				</Item>
				<Item key="HandleForcedAudioFailure">
					<Action type="CAgitatedActionMulti">
						<Actions>
							<Action type="CAgitatedActionIgnoreForcedAudioFailures" />
							<Action type="CAgitatedActionAnger">
								<Min value="0.5" />
							</Action>
						</Actions>
					</Action>
					<Flags>UseWhenForcedAudioFails</Flags>
					<Reactions>
						<Item>HandleForcedAudioFailure</Item>
					</Reactions>
				</Item>
				<Item key="Evaluate">
					<Reactions>
						<Item>CowardDueToCantFight</Item>
						<Item>FightDueToHostility</Item>
						<Item>FightDueToAnger</Item>
						<Item>ConfrontDueToAnger</Item>
						<Item>ChallengeDueToAnger</Item>
					</Reactions>
				</Item>
				<Item key="Coward">
					<Action type="CAgitatedActionChangeResponse">
						<Response>Coward</Response>
					</Action>
				</Item>
				<Item key="Help">
					<Action type="CAgitatedActionChangeResponse">
						<Response>HelpWithConfront</Response>
					</Action>
				</Item>
				<Item key="Ignore">
					<Reactions>
						<Item>FinishDueToTimeoutAfterIgnore</Item>
						<Item>EvaluateDueToProvoked</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>DONT_IGNORE_ME</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="Challenge">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsInVehicle" />
							<Action type="CAgitatedActionMakeAggressiveDriver" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsFacing" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsConfronting" />
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioExit" />
									</Action>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsLawEnforcement" />
										<Action type="CAgitatedActionConfront">
											<AmbientClips>BRAVE_IDLES</AmbientClips>
										</Action>
									</Action>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionNot">
											<Condition type="CAgitatedConditionIsLawEnforcement" />
										</Condition>
										<Action type="CAgitatedActionFace">
											<AmbientClips>BRAVE_IDLES</AmbientClips>
										</Action>
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>HelpDueToLeader</Item>
						<Item>RestartChallengeDueToScenario</Item>
						<Item>RestartChallengeDueToNoAction</Item>
						<Item>VictoryDueToDistance</Item>
						<Item>VictoryDueToInactivity</Item>
						<Item>FightDueToHostility</Item>
						<Item>ConfrontDueToInactivity</Item>
						<Item>EvaluateDueToProvoked</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>GENERIC_FUCK_YOU</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="Confront">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionAnd">
								<Conditions>
									<Condition type="CAgitatedConditionIsInVehicle" />
									<Condition type="CAgitatedConditionNot">
										<Condition type="CAgitatedConditionIsLawEnforcement" />
									</Condition>
									<Condition type="CAgitatedConditionNot">
										<Condition type="CAgitatedConditionIsFlippingOff" />
									</Condition>
								</Conditions>
							</Condition>
							<Action type="CAgitatedActionFlipOff">
								<Time value="3.0" />
							</Action>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionAnd">
								<Conditions>
									<Condition type="CAgitatedConditionIsDrivingVehicle" />
									<Condition type="CAgitatedConditionIsLawEnforcement" />
									<Condition type="CAgitatedConditionNot">
										<Condition type="CAgitatedConditionIsSirenOn" />
									</Condition>
								</Conditions>
							</Condition>
							<Action type="CAgitatedActionTurnOnSiren">
								<Time value="1.0" />
							</Action>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsInVehicle" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsConfronting" />
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioExit" />
									</Action>
									<Action type="CAgitatedActionConfront">
										<AmbientClips>BRAVE_IDLES</AmbientClips>
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>HelpDueToLeader</Item>
						<Item>RestartConfrontDueToScenario</Item>
						<Item>RestartConfrontDueToNoAction</Item>
						<Item>VictoryDueToDistance</Item>
						<Item>VictoryDueToInactivity</Item>
						<Item>FightDueToHostility</Item>
						<Item>FightDueToInactivity</Item>
						<Item>EvaluateDueToProvoked</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>FIGHT</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="Fight">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsFighting" />
							<Action type="CAgitatedActionSetHash">
								<Value>HasStartedFighting</Value>
							</Action>
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioExit" />
									</Action>
									<Action type="CAgitatedActionFight" />
									<Action type="CAgitatedActionSetHash">
										<Value>HasStartedFighting</Value>
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>RestartFightDueToScenario</Item>
						<Item>RestartFightDueToNoAction</Item>
						<Item>VictoryDueToEnd</Item>
						<Item>FinishDueToEnd</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>GENERIC_FUCK_YOU</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="Victory">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsInVehicle" />
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsFacing" />
						</Item>
						<Item>
							<Action type="CAgitatedActionFace">
								<AmbientClips>BRAVE_IDLES</AmbientClips>
							</Action>
						</Item>
					</ConditionalActions>
					<Flags>ClearHostility</Flags>
					<Reactions>
						<Item>RestartVictoryDueToNoAction</Item>
						<Item>EvaluateDueToProvoked</Item>
						<Item>FinishDueToTimeout</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>GENERIC_FUCK_YOU</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="Finish">
					<Flags>FinalState</Flags>
				</Item>
			</States>
			<Reactions>
				<Item key="Evaluate">
					<State>Evaluate</State>
				</Item>
				<Item key="HandleSwimming">
					<Condition type="CAgitatedConditionIsSwimming" />
					<State>Coward</State>
				</Item>
				<Item key="Ignore">
					<Condition type="CAgitatedConditionIsHarassed" />
					<State>Ignore</State>
				</Item>
				<Item key="EvaluateDueToProvoked">
					<Condition type="CAgitatedConditionIsProvoked" />
					<State>Evaluate</State>
					<Anger value="0.25" />
					<Flags>DontClearFlags</Flags>
				</Item>
				<Item key="HandleForcedAudioFailure">
					<State>Evaluate</State>
					<Say>
						<Audio>
							<Context>GENERIC_INSULT_MED</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="CowardDueToCantFight">
					<Condition type="CAgitatedConditionNot">
						<Condition type="CAgitatedConditionCanFight" />
					</Condition>
					<State>Coward</State>
					<Flags>DontClearFlags</Flags>
				</Item>
				<Item key="HelpDueToLeader">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionHasLeader" />
							<Condition type="CAgitatedConditionIsLeaderUsingResponse">
								<Name>Confront</Name>
							</Condition>
						</Conditions>
					</Condition>
					<State>Help</State>
				</Item>
				<Item key="ChallengeDueToAnger">
					<State>Challenge</State>
					<ConditionalSays>
						<Item>
							<Condition type="CAgitatedConditionIsInsulted" />
							<Say>
								<Audios>
									<Item>
										<Context>GENERIC_FUCK_YOU</Context>
										<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
									</Item>
									<Item>
										<Context>GENERIC_INSULT_MED</Context>
										<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
									</Item>
								</Audios>
							</Say>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionOr">
								<Conditions>
									<Condition type="CAgitatedConditionIsBumped" />
									<Condition type="CAgitatedConditionIsDodged" />
								</Conditions>
							</Condition>
							<Say>
								<Audio>
									<Context>PROVOKE_BUMPED_INTO</Context>
									<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
								</Audio>
							</Say>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsBumpedInVehicle" />
							<Say>
								<Audio>
									<Context>PROVOKE_HIT_CAR</Context>
									<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
								</Audio>
							</Say>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsLoitering" />
							<Say>
								<Audio>
									<Context>PROVOKE_STARING</Context>
									<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
								</Audio>
							</Say>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsFollowing" />
							<Say>
								<Audio>
									<Context>PROVOKE_FOLLOWING</Context>
									<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
								</Audio>
							</Say>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsTerritoryIntruded" />
							<Say>
								<Audio>
									<Context>PROVOKE_TRESPASS</Context>
									<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
								</Audio>
							</Say>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionAnd">
								<Conditions>
									<Condition type="CAgitatedConditionIsIntervene" />
									<Condition type="CAgitatedConditionWasLeaderHit" />
									<Condition type="CAgitatedConditionHasContext">
										<Context>HIT_WOMAN</Context>
									</Condition>
								</Conditions>
							</Condition>
							<Say>
								<Audio>
									<Context>HIT_WOMAN</Context>
									<Flags>IsInsulting</Flags>
								</Audio>
							</Say>
						</Item>
						<Item>
							<Condition type="CAgitatedConditionIsProvoked" />
							<Say>
								<Audio>
									<Context>PROVOKE_GENERIC</Context>
									<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
								</Audio>
							</Say>
						</Item>
					</ConditionalSays>
				</Item>
				<Item key="RestartChallengeDueToScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsExitingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
						</Conditions>
					</Condition>
					<State>Challenge</State>
					<Flags>DontClearSay</Flags>
				</Item>
				<Item key="RestartChallengeDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsInVehicle" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFacing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsConfronting" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>Challenge</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="ConfrontDueToInactivity">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionTimeout">
								<Time value="2.0" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAgitatorMovingAway" />
							</Condition>
							<Condition type="CAgitatedConditionOr">
								<Conditions>
									<Condition type="CAgitatedConditionNot">
										<Condition type="CAgitatedConditionIsOutsideClosestDistance">
											<Distance value="1.0" />
										</Condition>
									</Condition>
									<Condition type="CAgitatedConditionIsAgitatorInOurTerritory" />
								</Conditions>
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsLastAgitationApplied">
									<Type>AT_DodgedVehicle</Type>
								</Condition>
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsLastAgitationApplied">
									<Type>AT_HonkedAt</Type>
								</Condition>
							</Condition>
						</Conditions>
					</Condition>
					<Action type="CAgitatedActionApplyAgitation">
						<Type>AT_Loitering</Type>
					</Action>
					<State>Evaluate</State>
					<Anger value="0.25" />
					<Flags>DontClearFlags</Flags>
				</Item>
				<Item key="ConfrontDueToAnger">
					<Condition type="CAgitatedConditionIsAngry">
						<Threshold value="0.3" />
					</Condition>
					<State>Confront</State>
					<Say>
						<Audio>
							<Context>CHALLENGE_THREATEN</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</Say>
				</Item>
				<Item key="RestartConfrontDueToScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsExitingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
						</Conditions>
					</Condition>
					<State>Confront</State>
					<Flags>DontClearSay</Flags>
				</Item>
				<Item key="RestartConfrontDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsInVehicle" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsConfronting" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>Confront</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="FightDueToInactivity">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionTimeout">
								<Time value="1.5" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAgitatorMovingAway" />
							</Condition>
							<Condition type="CAgitatedConditionOr">
								<Conditions>
									<Condition type="CAgitatedConditionNot">
										<Condition type="CAgitatedConditionIsOutsideClosestDistance">
											<Distance value="1.0" />
										</Condition>
									</Condition>
									<Condition type="CAgitatedConditionIsAgitatorInOurTerritory" />
								</Conditions>
							</Condition>
						</Conditions>
					</Condition>
					<Action type="CAgitatedActionApplyAgitation">
						<Type>AT_Loitering</Type>
					</Action>
					<State>Evaluate</State>
					<Anger value="0.25" />
					<Flags>DontClearFlags</Flags>
				</Item>
				<Item key="FightDueToAnger">
					<Condition type="CAgitatedConditionIsAngry">
						<Threshold value="0.55" />
					</Condition>
					<State>Fight</State>
					<Say>
						<Audio>
							<Context>FIGHT</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="FightDueToHostility">
					<Condition type="CAgitatedConditionOr">
						<Conditions>
							<Condition type="CAgitatedConditionIsHostile" />
							<Condition type="CAgitatedConditionAnd">
								<Conditions>
									<Condition type="CAgitatedConditionWasUsingTerritorialScenario" />
									<Condition type="CAgitatedConditionIsAgitatorEnteringVehicle" />
								</Conditions>
							</Condition>
						</Conditions>
					</Condition>
					<State>Fight</State>
					<Anger value="1.0" />
					<Say>
						<Audio>
							<Context>FIGHT</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>CanInterrupt IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="RestartFightDueToScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsExitingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
						</Conditions>
					</Condition>
					<State>Fight</State>
					<Flags>DontClearSay</Flags>
				</Item>
				<Item key="RestartFightDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFighting" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsHash">
									<Value>HasStartedFighting</Value>
								</Condition>
							</Condition>
						</Conditions>
					</Condition>
					<State>Fight</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="VictoryDueToDistance">
					<Condition type="CAgitatedConditionIsOutsideClosestDistance">
						<Distance value="5.0" />
					</Condition>
					<State>Victory</State>
					<Say>
						<Audio>
							<Context>WON_DISPUTE</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>CanInterrupt IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="VictoryDueToInactivity">
					<Condition type="CAgitatedConditionTimeout">
						<Time value="3.5" />
					</Condition>
					<State>Victory</State>
					<Say>
						<Audio>
							<Context>WON_DISPUTE</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>CanInterrupt IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="VictoryDueToEnd">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsInjured" />
							</Condition>
							<Condition type="CAgitatedConditionOr">
								<Conditions>
									<Condition type="CAgitatedConditionIsAgitatorInjured" />
									<Condition type="CAgitatedConditionNot">
										<Condition type="CAgitatedConditionIsFighting" />
									</Condition>
								</Conditions>
							</Condition>
							<Condition type="CAgitatedConditionTimeout">
								<Time value="0.5" />
							</Condition>
						</Conditions>
					</Condition>
					<State>Victory</State>
					<Say>
						<Audio>
							<Context>WON_DISPUTE</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>CanInterrupt IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="RestartVictoryDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsInVehicle" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFacing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>Victory</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="FinishDueToEnd">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFighting" />
							</Condition>
							<Condition type="CAgitatedConditionIsInjured" />
						</Conditions>
					</Condition>
					<State>Finish</State>
				</Item>
				<Item key="FinishDueToTimeout">
					<Condition type="CAgitatedConditionTimeout">
						<Time value="1.0" />
					</Condition>
					<State>Finish</State>
				</Item>
				<Item key="FinishDueToTimeoutAfterIgnore">
					<Condition type="CAgitatedConditionTimeout">
						<Time value="10.0" />
					</Condition>
					<State>Finish</State>
				</Item>
			</Reactions>
		</Item>
		<Item key="HelpWithConfront">
			<OnFootClipSets>
				<Item>
					<Condition type="CAgitatedConditionIsMale" />
					<Name>move_m@brave@b</Name>
					<Flags>DontReset</Flags>
				</Item>
			</OnFootClipSets>
			<TalkResponses>
				<Item>
					<Audio>
						<Context>GENERIC_INSULT_MED</Context>
						<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
					</Audio>
				</Item>
				<Item>
					<Audio>
						<Context>GENERIC_FUCK_YOU</Context>
						<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
					</Audio>
				</Item>
			</TalkResponses>
			<States>
				<Item key="Start">
					<Flags>InitialState</Flags>
					<Reactions>
						<Item>Ignore</Item>
						<Item>Face</Item>
					</Reactions>
				</Item>
				<Item key="Ignore">
					<Reactions>
						<Item>FinishDueToLeaderNotConfronting</Item>
						<Item>FightDueToLeader</Item>
						<Item>FightDueToHostility</Item>
						<Item>ConfrontDueToNoLeader</Item>
						<Item>ConfrontDueToProvoked</Item>
						<Item>FaceDueToLeader</Item>
					</Reactions>
				</Item>
				<Item key="Face">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsFacing" />
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioExit" />
									</Action>
									<Action type="CAgitatedActionFace">
										<AmbientClips>BRAVE_IDLES</AmbientClips>
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Flags>UseWhenForcedAudioFails</Flags>
					<Reactions>
						<Item>RestartFaceDueToNoAction</Item>
						<Item>FinishDueToLeaderNotConfronting</Item>
						<Item>FightDueToLeader</Item>
						<Item>FightDueToHostility</Item>
						<Item>ConfrontDueToNoLeader</Item>
						<Item>ConfrontDueToProvoked</Item>
						<Item>ListenToLeader</Item>
					</Reactions>
				</Item>
				<Item key="WaitForLeaderToStopTalking">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsFacing" />
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioExit" />
									</Action>
									<Action type="CAgitatedActionFace">
										<AmbientClips>BRAVE_IDLES</AmbientClips>
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>RestartWaitForLeaderToStopTalkingDueToNoAction</Item>
						<Item>FinishDueToLeaderNotConfronting</Item>
						<Item>FightDueToLeader</Item>
						<Item>FightDueToHostility</Item>
						<Item>ConfrontDueToNoLeader</Item>
						<Item>ConfrontDueToProvoked</Item>
						<Item>DelayBeforeTalking</Item>
					</Reactions>
				</Item>
				<Item key="WaitForDelay">
					<ConditionalActions>
						<Item>
							<Condition type="CAgitatedConditionIsFacing" />
						</Item>
						<Item>
							<Action type="CAgitatedActionMulti">
								<Actions>
									<Action type="CAgitatedActionConditional">
										<Condition type="CAgitatedConditionIsUsingScenario" />
										<Action type="CAgitatedScenarioExit" />
									</Action>
									<Action type="CAgitatedActionFace">
										<AmbientClips>BRAVE_IDLES</AmbientClips>
									</Action>
								</Actions>
							</Action>
						</Item>
					</ConditionalActions>
					<Reactions>
						<Item>RestartWaitForDelayDueToNoAction</Item>
						<Item>FinishDueToLeaderNotConfronting</Item>
						<Item>FightDueToLeader</Item>
						<Item>FightDueToHostility</Item>
						<Item>ConfrontDueToNoLeader</Item>
						<Item>ConfrontDueToProvoked</Item>
						<Item>ListenToLeader</Item>
						<Item>ListenToFriendly</Item>
						<Item>Talk</Item>
					</Reactions>
				</Item>
				<Item key="Confront">
					<Action type="CAgitatedActionChangeResponse">
						<Response>Confront</Response>
					</Action>
				</Item>
				<Item key="Fight">
					<Action type="CAgitatedActionChangeResponse">
						<Response>Confront</Response>
						<State>Fight</State>
					</Action>
				</Item>
				<Item key="Finish">
					<Flags>FinalState</Flags>
				</Item>
			</States>
			<Reactions>
				<Item key="Ignore">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionHasLeader" />
							<Condition type="CAgitatedConditionIsLeaderUsingResponse">
								<Name>Confront</Name>
							</Condition>
							<Condition type="CAgitatedConditionIsLeaderInState">
								<State>Ignore</State>
							</Condition>
						</Conditions>
					</Condition>
					<State>Ignore</State>
				</Item>
				<Item key="Face">
					<State>Face</State>
				</Item>
				<Item key="FaceDueToLeader">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionHasLeader" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionAnd">
									<Conditions>
										<Condition type="CAgitatedConditionIsLeaderUsingResponse">
											<Name>Confront</Name>
										</Condition>
										<Condition type="CAgitatedConditionIsLeaderInState">
											<State>Ignore</State>
										</Condition>
									</Conditions>
								</Condition>
							</Condition>
						</Conditions>
					</Condition>
					<State>Face</State>
				</Item>
				<Item key="RestartFaceDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFacing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>Face</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="ListenToLeader">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsLeaderTalking" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsLeaderInState">
									<State>Victory</State>
								</Condition>
							</Condition>
						</Conditions>
					</Condition>
					<State>WaitForLeaderToStopTalking</State>
				</Item>
				<Item key="RestartWaitForLeaderToStopTalkingDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFacing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>WaitForLeaderToStopTalking</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="DelayBeforeTalking">
					<Condition type="CAgitatedConditionNot">
						<Condition type="CAgitatedConditionIsLeaderTalking" />
					</Condition>
					<State>WaitForDelay</State>
				</Item>
				<Item key="RestartWaitForDelayDueToNoAction">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsStanding" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFacing" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsUsingRagdoll" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsGettingUp" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAvoiding" />
							</Condition>
						</Conditions>
					</Condition>
					<State>WaitForDelay</State>
					<Flags>DontClearFlags DontClearSay</Flags>
				</Item>
				<Item key="ListenToFriendly">
					<Condition type="CAgitatedConditionIsFriendlyTalking" />
					<State>Face</State>
				</Item>
				<Item key="Talk">
					<Condition type="CAgitatedConditionTimeout">
						<MinTime value="0.3" />
						<MaxTime value="0.6" />
					</Condition>
					<State>Face</State>
					<Say>
						<Audios>
							<Item>
								<Context>GENERIC_FUCK_YOU</Context>
								<Flags>IsInsulting ForcePlay AllowRepeat IsIgnored</Flags>
							</Item>
							<Item>
								<Context>PROVOKE_GENERIC</Context>
								<Flags>IsInsulting ForcePlay AllowRepeat IsIgnored</Flags>
							</Item>
							<Item>
								<Context>GENERIC_INSULT_MED</Context>
								<Flags>IsInsulting ForcePlay AllowRepeat IsIgnored</Flags>
							</Item>
						</Audios>
						<Flags>CanInterrupt</Flags>
					</Say>
				</Item>
				<Item key="ConfrontDueToNoLeader">
					<Condition type="CAgitatedConditionNot">
						<Condition type="CAgitatedConditionHasLeader" />
					</Condition>
					<State>Confront</State>
				</Item>
				<Item key="ConfrontDueToProvoked">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsProvoked" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsHostile" />
							</Condition>
						</Conditions>
					</Condition>
					<State>Confront</State>
					<Flags>DontClearFlags</Flags>
				</Item>
				<Item key="FightDueToLeader">
					<Condition type="CAgitatedConditionHasLeaderBeenFightingFor">
						<MinTime value="0.350000" />
						<MaxTime value="0.600000" />
					</Condition>
					<State>Fight</State>
				</Item>
				<Item key="FightDueToHostility">
					<Condition type="CAgitatedConditionHasBeenHostileFor">
						<MinTime value="0.350000" />
						<MaxTime value="0.600000" />
					</Condition>
					<State>Fight</State>
				</Item>
				<Item key="FinishDueToLeaderNotConfronting">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionHasLeader" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsLeaderUsingResponse">
									<Name>Confront</Name>
								</Condition>
							</Condition>
						</Conditions>
					</Condition>
					<State>Finish</State>
				</Item>
			</Reactions>
		</Item>
		<Item key="FlashOfAnger">
			<States>
				<Item key="Start">
					<Flags>InitialState</Flags>
					<Reactions>
						<Item>InsultDueToProvoked</Item>
					</Reactions>
				</Item>
				<Item key="Insult">
					<Action type="CAgitatedActionFace" />
					<Reactions>
						<Item>FinishDueToProvoked</Item>
						<Item>FinishDueToTimeout</Item>
						<Item>FinishDueToDistance</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>GENERIC_INSULT_MED</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="Finish">
					<Flags>FinalState UseWhenForcedAudioFails</Flags>
				</Item>
			</States>
			<Reactions>
				<Item key="InsultDueToProvoked">
					<Condition type="CAgitatedConditionIsProvoked" />
					<State>Insult</State>
					<Say>
						<Audio>
							<Context>GENERIC_INSULT_HIGH</Context>
							<Flags>IsInsulting ForcePlay AllowRepeat</Flags>
						</Audio>
					</Say>
				</Item>
				<Item key="FinishDueToProvoked">
					<Condition type="CAgitatedConditionIsProvoked" />
					<State>Finish</State>
					<Say>
						<Audio>
							<Context>APOLOGY_NO_TROUBLE</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
					</Say>
				</Item>
				<Item key="FinishDueToTimeout">
					<Condition type="CAgitatedConditionTimeout">
						<Time value="5.0" />
					</Condition>
					<State>Finish</State>
					<Say>
						<Audio>
							<Context>WON_DISPUTE</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>CanInterrupt IgnoreForcedFailure</Flags>
					</Say>
				</Item>
				<Item key="FinishDueToDistance">
					<Condition type="CAgitatedConditionIsOutsideClosestDistance">
						<Distance value="30.0" />
					</Condition>
					<State>Finish</State>
					<Say>
						<Audio>
							<Context>WON_DISPUTE</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
						<Flags>CanInterrupt IgnoreForcedFailure</Flags>
					</Say>
				</Item>
			</Reactions>
		</Item>
		<Item key="Rant">
			<States>
				<Item key="Start">
					<Flags>InitialState</Flags>
					<Reactions>
						<Item>Rant</Item>
					</Reactions>
				</Item>
				<Item key="Rant">
					<Action type="CAgitatedActionFollow" />
					<Reactions>
						<Item>ResumeDueToTimeout</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>PED_RANT_RESP</Context>
							<Flags>ForcePlay</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="Resume">
					<Action type="CAgitatedActionReset" />
					<Reactions>
						<Item>CommentDueToTimeout</Item>
					</Reactions>
					<TalkResponse>
						<Audio>
							<Context>PED_RANT_RESP</Context>
							<Flags>ForcePlay</Flags>
						</Audio>
					</TalkResponse>
				</Item>
				<Item key="Comment">
					<Action type="CAgitatedActionSayAgitator">
						<Audio>
							<Context>THATS_INTERESTING</Context>
							<Flags>ForcePlay</Flags>
						</Audio>
					</Action>
					<Reactions>
						<Item>Finish</Item>
					</Reactions>
				</Item>
				<Item key="Finish">
					<Flags>FinalState UseWhenForcedAudioFails</Flags>
				</Item>
			</States>
			<Reactions>
				<Item key="Rant">
					<State>Rant</State>
					<Say>
						<Audio>
							<Context>PED_RANT</Context>
							<Flags>ForcePlay AllowRepeat</Flags>
						</Audio>
					</Say>
				</Item>
				<Item key="ResumeDueToTimeout">
					<Condition type="CAgitatedConditionTimeout">
						<Time value="0.5" />
					</Condition>
					<State>Resume</State>
				</Item>
				<Item key="CommentDueToTimeout">
					<Condition type="CAgitatedConditionTimeout">
						<Time value="2.0" />
					</Condition>
					<State>Comment</State>
				</Item>
				<Item key="Finish">
					<State>Finish</State>
				</Item>
			</Reactions>
		</Item>
		<Item key="Fight">
			<States>
				<Item key="Start">
					<Flags>InitialState</Flags>
					<Reactions>
						<Item>Fight</Item>
					</Reactions>
				</Item>
				<Item key="Fight">
					<Action type="CAgitatedActionMulti">
						<Actions>
							<Action type="CAgitatedActionConditional">
								<Condition type="CAgitatedConditionIsUsingScenario" />
								<Action type="CAgitatedScenarioExit" />
							</Action>
							<Action type="CAgitatedActionFight" />
						</Actions>
					</Action>
					<Reactions>
						<Item>RestartFightDueToScenario</Item>
						<Item>FinishDueToLeftTerritory</Item>
						<Item>FinishDueToEnd</Item>
					</Reactions>
				</Item>
				<Item key="Finish">
					<Flags>FinalState</Flags>
				</Item>
			</States>
			<Reactions>
				<Item key="Fight">
					<State>Fight</State>
				</Item>
				<Item key="RestartFightDueToScenario">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionIsUsingScenario" />
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsExitingScenario" />
							</Condition>
							<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
						</Conditions>
					</Condition>
					<State>Fight</State>
				</Item>
				<Item key="FinishDueToLeftTerritory">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsAgitatorInOurTerritory" />
							</Condition>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsTargetDoingAMeleeMove" />
							</Condition>
							<Condition type="CAgitatedConditionTimeout">
								<Time value="3.0" />
							</Condition>
						</Conditions>
					</Condition>
					<State>Finish</State>
				</Item>
				<Item key="FinishDueToEnd">
					<Condition type="CAgitatedConditionAnd">
						<Conditions>
							<Condition type="CAgitatedConditionNot">
								<Condition type="CAgitatedConditionIsFighting" />
							</Condition>
							<Condition type="CAgitatedConditionOr">
								<Conditions>
									<Condition type="CAgitatedConditionIsInjured" />
									<Condition type="CAgitatedConditionTimeout">
										<Time value="1.0" />
									</Condition>
								</Conditions>
							</Condition>
						</Conditions>
					</Condition>
					<State>Finish</State>
				</Item>
				<Item key="Finish">
					<State>Finish</State>
				</Item>
			</Reactions>
		</Item>
    <Item key="DogConfront">
      <States>
        <Item key="Start">
          <Flags>InitialState</Flags>
          <Reactions>
            <Item>Face</Item>
          </Reactions>
        </Item>
        <Item key="Face">
			<Action type="CAgitatedActionMulti">
				<Actions>
					<Action type="CAgitatedActionConditional">
						<Condition type="CAgitatedConditionIsUsingScenario" />
						<Action type="CAgitatedScenarioExit" />
					</Action>
					<Action type="CAgitatedActionFace" />
				</Actions>
			</Action>
			<Reactions>
				<Item>RestartFaceDueToScenario</Item>
				<Item>FinishDueToDistance</Item>
				<Item>FightDueToTimeout</Item>
          </Reactions>
        </Item>
        <Item key="Fight">
          <Action type="CAgitatedActionFight" />
          <Reactions>
            <Item>FinishDueToDistance</Item>
            <Item>FinishDueToEnd</Item>
          </Reactions>
        </Item>
        <Item key="Finish">
          <Flags>FinalState</Flags>
        </Item>
      </States>
      <Reactions>
        <Item key="Face">
          <State>Face</State>
        </Item>
		<Item key="RestartFaceDueToScenario">
			<Condition type="CAgitatedConditionAnd">
				<Conditions>
					<Condition type="CAgitatedConditionIsUsingScenario" />
					<Condition type="CAgitatedConditionNot">
						<Condition type="CAgitatedConditionIsExitingScenario" />
					</Condition>
					<Condition type="CAgitatedConditionIsReadyForScenarioResponse" />
				</Conditions>
			</Condition>
			<State>Face</State>
		</Item>
        <Item key="FightDueToTimeout">
          <Condition type="CAgitatedConditionTimeout">
            <Time value="3.0" />
          </Condition>
          <State>Fight</State>
        </Item>
        <Item key="FinishDueToEnd">
          <Condition type="CAgitatedConditionAnd">
            <Conditions>
              <Condition type="CAgitatedConditionNot">
                <Condition type="CAgitatedConditionIsFighting" />
              </Condition>
              <Condition type="CAgitatedConditionOr">
                <Conditions>
                  <Condition type="CAgitatedConditionIsInjured" />
                  <Condition type="CAgitatedConditionTimeout">
                    <Time value="1.0" />
                  </Condition>
                </Conditions>
              </Condition>
            </Conditions>
          </Condition>
          <State>Finish</State>
        </Item>
        <Item key="FinishDueToDistance">
          <Condition type="CAgitatedConditionAnd">
            <Conditions>
              <Condition type="CAgitatedConditionNot">
                <Condition type="CAgitatedConditionIsTargetDoingAMeleeMove" />
              </Condition>
              <Condition type="CAgitatedConditionIsOutsideClosestDistance">
                <Distance value="5.0" />
              </Condition>
            </Conditions>
          </Condition>
          <State>Finish</State>
          <Say />
        </Item>
        <Item key="Finish">
          <State>Finish</State>
        </Item>
      </Reactions>
    </Item>
	</Responses>
</CAgitatedResponses>
