<?xml version="1.0" encoding="UTF-8"?>
<CActionDefinitionContainer>
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          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_failed_takedown_rear</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_failed_takedown_rear</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_psycho</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_psycho</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_front_takedown_psycho</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_psycho</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_psycho_b</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_psycho</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_front_takedown_psycho</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_psycho_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_psycho_c</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_psycho</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_front_takedown_psycho</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_psycho_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_psycho</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_psycho</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown_psycho</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_rear_psycho</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_psycho_b</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_psycho</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown_psycho</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_rear_psycho_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_failed_takedown_rear_knife</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_failed_takedown_rear_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_failed_takedown_rear_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_failed_takedown_rear_bat</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_failed_takedown_rear_bat</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_failed_takedown_rear_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_failed_takedown_rear_small_wpn</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_failed_takedown_rear_small_wpn</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_failed_takedown_rear_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_a</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
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      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_knife_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_knife_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_knife_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
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      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_c</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_knife_c</Name>
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        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
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      <Priority value="900" />
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      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_knife_c</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_knife_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_d</Name>
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        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
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      <Priority value="900" />
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      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
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      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_d</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_d</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
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        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
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      <Priority value="900" />
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      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
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      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
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        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_e</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_e</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_g</Name>
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        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
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      <Priority value="900" />
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      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
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      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
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        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_g</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_g</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
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        <Item>BS_AI</Item>
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        <Item>BS_TREVOR</Item>
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      <Priority value="900" />
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      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
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      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
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        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_h</Item>
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          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
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      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_h</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_psycho</Name>
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        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
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      <Priority value="900" />
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      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
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      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
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        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_psycho</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
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      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_psycho</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_psycho_b</Name>
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        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
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      <Priority value="900" />
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      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
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      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
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        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_psycho_b</Item>
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          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_psycho_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_psycho_c</Name>
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        <Item>BS_AI</Item>
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      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
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      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
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        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_psycho_c</Item>
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          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_psycho_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_knife</Name>
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        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
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      <Priority value="900" />
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      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
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        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
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      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_bat</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
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      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_bat</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_small_wpn</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_CLUB_NO_HATCHET</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_small_wpn</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
	<Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_hatchet</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_HATCHET</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_hatchet_a</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_hatchet_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
	<Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_hatchet_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_HATCHET</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_hatchet_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_hatchet_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_pistol</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_pistol</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_pistol</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_rifle</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_rifle</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_thrown</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_THROWN</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_thrown</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_thrown</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_dog</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_dog</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_dog</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_cougar</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_COUGAR</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_cougar</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_cougar</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
	<Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_hatchet</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_HATCHET</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_hatchet_a</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_hatchet</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
	<Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_hatchet_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_HATCHET</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_hatchet_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_hatchet_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_knife_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_knife_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_knife_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_c</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_knife_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_knife_c</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_knife_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_psycho</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_psycho</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_psycho</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_psycho_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_psycho_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_psycho_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_knife</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_bat</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_bat</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_small_wpn</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_small_wpn</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_pistol</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_pistol</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_pistol</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_rifle</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_rifle</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_thrown</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_THROWN</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_thrown</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_thrown</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_dog</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_dog</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_dog</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_cougar</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_COUGAR</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_cougar</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_cougar</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_stealth_kill_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_stealth_kill</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_stealth_kill</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsAwareOfUs</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeStealthKilled</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_rear_stealth_kill_no_height</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_stealth_kill_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_stealth_kill_a_gardener</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="1000" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_stealth_kill</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_stealth_kill</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsAwareOfUs</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeStealthKilled</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_rear_stealth_kill_no_height</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_stealth_kill_a_gardener</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_stealth_kill_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_stealth_kill</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_stealth_kill</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsAwareOfUs</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeStealthKilled</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_rear_stealth_kill_no_height</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_stealth_kill_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_stealth_kill_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_stealth_kill</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_stealth_kill</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsAwareOfUs</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeStealthKilled</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_rear_stealth_kill_no_height</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_stealth_kill_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_stealth_kill_d</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_stealth_kill</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_stealth_kill</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsAwareOfUs</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeStealthKilled</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_rear_stealth_kill_no_height</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_stealth_kill_d</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_stealth_kill_weapon</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="850" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_stealth_kill</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_stealth_kill</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsAwareOfUs</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeStealthKilled</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest>IRT_rear_stealth_kill_no_height</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_stealth_kill_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_stealth_kill_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_stealth_kill_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_failed_takedown_front</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="825" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInCombat</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsWeaponUnarmed</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanPreventTakeDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeStealthKilled</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_failed_takedown_front</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_failed_takedown_front_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_failed_takedown_front_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_failed_takedown_front_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_failed_takedown_rear</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="825" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInCombat</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsWeaponUnarmed</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanPreventTakeDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeStealthKilled</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_failed_takedown_rear</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_failed_takedown_rear_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_failed_takedown_rear_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_failed_takedown_rear_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_takedown_front_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB_NO_HATCHET</WeaponType>
          <ActionResult>AR_takedown_front_small_wpn</ActionResult>
        </Item>
		<Item type="CWeaponActionResult">
          <WeaponType>RWT_HATCHET</WeaponType>
          <ActionResult>AR_takedown_front_hatchet_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_THROWN</WeaponType>
          <ActionResult>AR_takedown_front_thrown</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_knife_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_takedown_front_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_b</ActionResult>
        </Item>
		<Item type="CWeaponActionResult">
          <WeaponType>RWT_HATCHET</WeaponType>
          <ActionResult>AR_takedown_front_hatchet_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_knife_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_takedown_front_knife_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_knife_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_DISABLE_IN_FIRST_PERSON</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_takedown_front_knife_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_d</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_d</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_e</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_e</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_g</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_g</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_h</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_front_h</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_armed_long</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_front_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_takedown_front_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_takedown_front_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_armed_short</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_weapon_fire</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_armed</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_front_takedown_armed</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_takedown_front_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_takedown_front_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_dog</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_takedown_animal</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanPerformDogTakedown</SpecialTest>
            <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_front_takedown_animal</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_takedown_front_dog</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_cougar</Name>
      <aBrawlingStyles>
        <Item>BS_COUGAR</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_takedown_animal</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRageAbility</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_front_takedown_animal</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_takedown_front_cougar</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_rear</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_takedown_rear_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB_NO_HATCHET</WeaponType>
          <ActionResult>AR_takedown_rear_small_wpn</ActionResult>
        </Item>
		<Item type="CWeaponActionResult">
          <WeaponType>RWT_HATCHET</WeaponType>
          <ActionResult>AR_takedown_rear_hatchet_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_THROWN</WeaponType>
          <ActionResult>AR_takedown_rear_thrown</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_knife_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_takedown_rear_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_DISABLE_IN_FIRST_PERSON</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_rear_b</ActionResult>
        </Item>
		<Item type="CWeaponActionResult">
          <WeaponType>RWT_HATCHET</WeaponType>
          <ActionResult>AR_takedown_rear_hatchet_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_knife_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_takedown_rear_knife_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_DISABLE_IN_FIRST_PERSON</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_takedown_rear_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_knife_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_DISABLE_IN_FIRST_PERSON</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP PAFT_AI</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_takedown_rear_knife_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_armed_long</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown_armed</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_takedown_rear_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_takedown_rear_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_armed_short</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_weapon_fire</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_armed</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown_armed</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_takedown_rear_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_takedown_rear_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_dog</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_takedown_animal</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanPerformDogTakedown</SpecialTest>
            <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown_animal</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_takedown_rear_dog</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_cougar</Name>
      <aBrawlingStyles>
        <Item>BS_COUGAR</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_takedown_animal</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRageAbility</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown_animal</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_takedown_rear_cougar</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_light_finish</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="700" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_light_finish</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_light_finish</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_heavy_finish</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="700" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_finish</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_heavy_finish</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_armed_melee_front_melee</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="675" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_shove</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
            <aActionResults>
              <Item>AR_pistol_melee_aiming</Item>
              <Item>AR_pistol_melee_idle</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
            <aActionResults>
              <Item>AR_rifle_melee_aiming</Item>
              <Item>AR_rifle_melee_idle</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_front_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_front_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_armed_melee_front_no_melee</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="675" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_shove</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
            <aActionResults>
              <Item>AR_pistol_melee_aiming</Item>
              <Item>AR_pistol_melee_idle</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
            <aActionResults>
              <Item>AR_rifle_melee_aiming</Item>
              <Item>AR_rifle_melee_idle</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_front_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_armed_melee_back</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="675" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_no_height</InterrelationTest>
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_shove</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
            <aActionResults>
              <Item>AR_pistol_melee_aiming</Item>
              <Item>AR_pistol_melee_idle</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
            <aActionResults>
              <Item>AR_rifle_melee_aiming</Item>
              <Item>AR_rifle_melee_idle</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_armed_melee_left</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="675" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_no_height</InterrelationTest>
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_shove</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
            <aActionResults>
              <Item>AR_pistol_melee_aiming</Item>
              <Item>AR_pistol_melee_idle</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
            <aActionResults>
              <Item>AR_rifle_melee_aiming</Item>
              <Item>AR_rifle_melee_idle</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_armed_melee_right</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="675" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_no_height</InterrelationTest>
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_shove</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
            <aActionResults>
              <Item>AR_pistol_melee_aiming</Item>
              <Item>AR_pistol_melee_idle</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
            <aActionResults>
              <Item>AR_rifle_melee_aiming</Item>
              <Item>AR_rifle_melee_idle</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_armed_any</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_PREFER_RAGDOLL_RESULT</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_bat</Item>
              <Item>AR_forward_short_bat</Item>
              <Item>AR_rear_left_medium_bat</Item>
              <Item>AR_rear_left_close_bat</Item>
              <Item>AR_rear_right_medium_bat</Item>
              <Item>AR_rear_right_close_bat</Item>
              <Item>AR_left_close_bat</Item>
              <Item>AR_left_medium_bat</Item>
              <Item>AR_right_close_bat</Item>
              <Item>AR_right_medium_bat</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_small_wpn</Item>
              <Item>AR_forward_short_small_wpn</Item>
              <Item>AR_rear_left_medium_small_wpn</Item>
              <Item>AR_rear_left_close_small_wpn</Item>
              <Item>AR_rear_right_medium_small_wpn</Item>
              <Item>AR_rear_right_close_small_wpn</Item>
              <Item>AR_left_close_small_wpn</Item>
              <Item>AR_left_medium_small_wpn</Item>
              <Item>AR_right_close_small_wpn</Item>
              <Item>AR_right_medium_small_wpn</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_any_no_anim</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_knife_melee</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_knife</Item>
              <Item>AR_forward_short_knife</Item>
              <Item>AR_rear_left_medium_knife</Item>
              <Item>AR_rear_left_close_knife</Item>
              <Item>AR_rear_right_medium_knife</Item>
              <Item>AR_rear_right_close_knife</Item>
              <Item>AR_left_close_knife</Item>
              <Item>AR_left_medium_knife</Item>
              <Item>AR_right_close_knife</Item>
              <Item>AR_right_medium_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_heavy_2a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_animal_front_no_melee</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_dog_attack</Item>
              <Item>AR_cougar_attack</Item>
              <Item>AR_dog_retriever_attack</Item>
              <Item>AR_dog_small_attack</Item>
			</aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_front_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_animal_back_no_melee</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_dog_attack</Item>
              <Item>AR_cougar_attack</Item>
              <Item>AR_dog_retriever_attack</Item>
              <Item>AR_dog_small_attack</Item>
			</aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_animal_left_no_melee</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
		</aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_dog_attack</Item>
              <Item>AR_cougar_attack</Item>
              <Item>AR_dog_retriever_attack</Item>
              <Item>AR_dog_small_attack</Item>
			</aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_animal_right_no_melee</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
		</aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_dog_attack</Item>
              <Item>AR_cougar_attack</Item>
              <Item>AR_dog_retriever_attack</Item>
              <Item>AR_dog_small_attack</Item>
			</aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_animal_front_melee</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_animal</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_dog_attack</Item>
              <Item>AR_cougar_attack</Item>
              <Item>AR_dog_retriever_attack</Item>
              <Item>AR_dog_small_attack</Item>
			</aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_front_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_front_melee_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_animal_back_melee</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_takedown_animal</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_dog_attack</Item>
              <Item>AR_cougar_attack</Item>
              <Item>AR_dog_retriever_attack</Item>
              <Item>AR_dog_small_attack</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_rear_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_rear_melee_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_hitby_rear</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_hitby_rear</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_hitby_front</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_hitby_front</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_hitby_left</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_hitby_left</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_hitby_right</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_hitby_right</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_cougar_hitby_rear</Name>
      <aBrawlingStyles>
        <Item>BS_COUGAR</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_cougar_hitby_rear</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_cougar_hitby_front</Name>
      <aBrawlingStyles>
        <Item>BS_COUGAR</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_cougar_hitby_front</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_cougar_hitby_left</Name>
      <aBrawlingStyles>
        <Item>BS_COUGAR</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_cougar_hitby_left</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_cougar_hitby_right</Name>
      <aBrawlingStyles>
        <Item>BS_COUGAR</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_cougar_hitby_right</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_counter_left</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_counter_left</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_unarmed_counter_left_unarmed</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_unarmed_counter_left_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_unarmed_counter_left_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_unarmed_counter_left_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_counter_left_knife</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_counter_left_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_knife_counter_left_unarmed</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_knife_counter_left_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_knife_counter_left_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_knife_counter_left_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_counter_right</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_counter_right</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_unarmed_counter_right_unarmed</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_unarmed_counter_right_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_unarmed_counter_right_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_unarmed_counter_right_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_counter_right_knife</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_counter_right_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_knife_counter_right_unarmed</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_knife_counter_right_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_knife_counter_right_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_knife_counter_right_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_front_no_melee_plyr_still</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsOnFoot</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_front_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_knife_front_no_melee_ai</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_knife</Item>
              <Item>AR_forward_short_knife</Item>
              <Item>AR_rear_left_medium_knife</Item>
              <Item>AR_rear_left_close_knife</Item>
              <Item>AR_rear_right_medium_knife</Item>
              <Item>AR_rear_right_close_knife</Item>
              <Item>AR_left_close_knife</Item>
              <Item>AR_left_medium_knife</Item>
              <Item>AR_right_close_knife</Item>
              <Item>AR_right_medium_knife</Item>
              <Item>AR_running_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_front_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_front_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_front_melee_plyr</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_front_melee_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_front_melee_plyr_var_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_melee_bat_var_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_front_melee_small_wpn_var_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_front_melee_knife_var_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_rear_melee_plyr</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_rear_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_rear_melee_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_right_melee_plyr</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_right_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_right_melee_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_left_melee_plyr</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_left_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_left_melee_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_rear_no_melee_plyr_still</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsOnFoot</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_knife_rear_no_melee_ai</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_knife</Item>
              <Item>AR_forward_short_knife</Item>
              <Item>AR_rear_left_medium_knife</Item>
              <Item>AR_rear_left_close_knife</Item>
              <Item>AR_rear_right_medium_knife</Item>
              <Item>AR_rear_right_close_knife</Item>
              <Item>AR_left_close_knife</Item>
              <Item>AR_left_medium_knife</Item>
              <Item>AR_right_close_knife</Item>
              <Item>AR_right_medium_knife</Item>
              <Item>AR_running_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_rear_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_left_no_melee_plyr_still</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsOnFoot</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_left_no_melee_plyr_moving</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_half_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsOnFoot</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_moving</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_moving_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_moving_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_moving_large_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
	<Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_player_left_no_melee_plyr_moving</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_half_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsOnFoot</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_knife_left_no_melee_ai</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_knife</Item>
              <Item>AR_forward_short_knife</Item>
              <Item>AR_rear_left_medium_knife</Item>
              <Item>AR_rear_left_close_knife</Item>
              <Item>AR_rear_right_medium_knife</Item>
              <Item>AR_rear_right_close_knife</Item>
              <Item>AR_left_close_knife</Item>
              <Item>AR_left_medium_knife</Item>
              <Item>AR_right_close_knife</Item>
              <Item>AR_right_medium_knife</Item>
              <Item>AR_running_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_left_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_right_no_melee_plyr_still</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsOnFoot</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_right_no_melee_plyr_moving</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_half_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsOnFoot</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_moving</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_moving_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_moving_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_moving_large_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
	<Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_player_right_no_melee_plyr_moving</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_half_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsOnFoot</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_knife_right_no_melee_ai</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_knife</Item>
              <Item>AR_forward_short_knife</Item>
              <Item>AR_rear_left_medium_knife</Item>
              <Item>AR_rear_left_close_knife</Item>
              <Item>AR_rear_right_medium_knife</Item>
              <Item>AR_rear_right_close_knife</Item>
              <Item>AR_left_close_knife</Item>
              <Item>AR_left_medium_knife</Item>
              <Item>AR_right_close_knife</Item>
              <Item>AR_right_medium_knife</Item>
              <Item>AR_running_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED RWT_THROWN RWT_THROWN_SPECIAL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_pistol</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_hitby_right_no_melee_rifle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_any_no_melee_ai</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="625" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_PREFER_RAGDOLL_RESULT</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_any_no_anim</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_heavy_1a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_1a</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_heavy_1a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_heavy_1b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_1b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_heavy_1b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_heavy_2a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_2a</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_heavy_2a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_heavy_2b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_2b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_heavy_2b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_heavy_2c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_2c</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_heavy_2c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_heavy_3a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_3a</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_heavy_3a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_heavy_3b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_3b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_heavy_3b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_daze_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_DAZED_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_daze_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_daze_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_DAZED_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_daze_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_daze_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_DAZED_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_daze_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_daze_d</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_DAZED_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_daze_d</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_walking</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_walking</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_walking</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_running</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_running</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_running</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_running_shove</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_running_shove</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_running</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_kick_close</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="700" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_kick_close</Item>
              <Item>AR_kick_close_b</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_kick_close_knife</Item>
              <Item>AR_kick_close_knife_b</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_kick_close_small_wpn</Item>
              <Item>AR_kick_close_small_wpn_b</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_kick_close_bat</Item>
              <Item>AR_kick_close_bat_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_kick_close_var_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_kick_close_small_wpn_var_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_kick_close_large_wpn_var_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_kick_close_knife_var_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_kick_close_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="700" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_kick_close</Item>
              <Item>AR_kick_close_b</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_kick_close_knife</Item>
              <Item>AR_kick_close_knife_b</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_kick_close_small_wpn</Item>
              <Item>AR_kick_close_small_wpn_b</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_kick_close_bat</Item>
              <Item>AR_kick_close_bat_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_hitby_kick_close_var_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_kick_close_small_wpn_var_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_hitby_kick_close_large_wpn_var_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_hitby_kick_close_knife_var_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_forward_medium</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_running</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_forward_short</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_forward_short</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_forward_short</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_rear</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_rear_left_close</Item>
              <Item>AR_rear_right_close</Item>
              <Item>AR_rear_left_medium</Item>
              <Item>AR_rear_right_medium</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_running</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_right</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_right_close</Item>
              <Item>AR_right_medium</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_running</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_left</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="600" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_left_close</Item>
              <Item>AR_left_medium</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_running</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_any_unarmed_ragdoll</Name>
      <aBrawlingStyles />
      <Priority value="550" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_AI PAFT_NOT_FISH</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_PREFER_RAGDOLL_RESULT</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanUseMeleeRagdoll</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_any_no_anim</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_any_unarmed_ik</Name>
      <aBrawlingStyles />
      <Priority value="525" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_PREFER_BODY_IK_RESULT DA_ALLOW_IN_WATER</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_any_no_anim</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_any_armed</Name>
      <aBrawlingStyles />
      <Priority value="525" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_PREFER_BODY_IK_RESULT</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_any_no_anim</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_counter_left</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_COUNTER</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_counter_left</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_counter_left_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_counter_left_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_counter_left_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_counter_right</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_COUNTER</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_counter_right</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_counter_right_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_counter_right_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_counter_right_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dodge_left</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_BLOCK</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_auto_dodge</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_forward_short</Item>
              <Item>AR_forward_medium</Item>
              <Item>AR_rear_left_medium</Item>
              <Item>AR_rear_left_close</Item>
              <Item>AR_rear_right_medium</Item>
              <Item>AR_left_close</Item>
              <Item>AR_left_medium</Item>
              <Item>AR_right_medium</Item>
              <Item>AR_heavy_3a</Item>
              <Item>AR_heavy_3b</Item>
              <Item>AR_rear_right_close</Item>
              <Item>AR_right_close</Item>
              <Item>AR_heavy_1a</Item>
              <Item>AR_heavy_1b</Item>
              <Item>AR_kick_close</Item>
              <Item>AR_kick_close_b</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_rear_left_close_bat</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_forward_short_knife</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="true" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_front_close</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_dodge_left</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_dodge_left</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_dodge_left</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_dodge_left_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dodge_right</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_BLOCK</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_auto_dodge</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_2a</Item>
              <Item>AR_heavy_2b</Item>
              <Item>AR_forward_close_mid</Item>
              <Item>AR_right_close_mid</Item>
              <Item>AR_left_close_mid</Item>
              <Item>AR_rear_left_close_mid</Item>
              <Item>AR_rear_right_close_mid</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_knife</Item>
              <Item>AR_rear_left_medium_knife</Item>
              <Item>AR_rear_left_close_knife</Item>
              <Item>AR_rear_right_medium_knife</Item>
              <Item>AR_rear_right_close_knife</Item>
              <Item>AR_left_close_knife</Item>
              <Item>AR_left_medium_knife</Item>
              <Item>AR_right_close_knife</Item>
              <Item>AR_right_medium_knife</Item>
              <Item>AR_kick_close_knife</Item>
              <Item>AR_kick_close_knife_b</Item>
              <Item>AR_forward_close_knife_mid</Item>
              <Item>AR_right_close_knife_mid</Item>
              <Item>AR_left_close_knife_mid</Item>
              <Item>AR_rear_left_close_knife_mid</Item>
              <Item>AR_rear_right_close_knife_mid</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_bat</Item>
              <Item>AR_forward_short_bat</Item>
              <Item>AR_rear_left_medium_bat</Item>
              <Item>AR_rear_left_close_bat</Item>
              <Item>AR_rear_right_medium_bat</Item>
              <Item>AR_rear_right_close_bat</Item>
              <Item>AR_left_close_bat</Item>
              <Item>AR_left_medium_bat</Item>
              <Item>AR_right_close_bat</Item>
              <Item>AR_right_medium_bat</Item>
              <Item>AR_kick_close_bat</Item>
              <Item>AR_kick_close_bat_b</Item>
              <Item>AR_forward_close_bat_mid</Item>
              <Item>AR_right_close_bat_mid</Item>
              <Item>AR_left_close_bat_mid</Item>
              <Item>AR_rear_left_close_bat_mid</Item>
              <Item>AR_rear_right_close_bat_mid</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_forward_medium_small_wpn</Item>
              <Item>AR_forward_short_small_wpn</Item>
              <Item>AR_rear_left_medium_small_wpn</Item>
              <Item>AR_rear_left_close_small_wpn</Item>
              <Item>AR_rear_right_medium_small_wpn</Item>
              <Item>AR_rear_right_close_small_wpn</Item>
              <Item>AR_left_close_small_wpn</Item>
              <Item>AR_left_medium_small_wpn</Item>
              <Item>AR_right_close_small_wpn</Item>
              <Item>AR_right_medium_small_wpn</Item>
              <Item>AR_kick_close_small_wpn</Item>
              <Item>AR_kick_close_small_wpn_b</Item>
              <Item>AR_forward_close_small_wpn_mid</Item>
              <Item>AR_right_close_small_wpn_mid</Item>
              <Item>AR_left_close_small_wpn_mid</Item>
              <Item>AR_rear_left_close_small_wpn_mid</Item>
              <Item>AR_rear_right_close_small_wpn_mid</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="true" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_front_close</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_dodge_right</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_dodge_right</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_dodge_right</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_dodge_right_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_recoil_left</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_RECOIL</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_heavy_2c</Item>
              <Item>AR_heavy_3a</Item>
              <Item>AR_rear_right_medium</Item>
              <Item>AR_right_medium</Item>
              <Item>AR_running</Item>
              <Item>AR_running_no_target</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_recoil_left</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_recoil_right</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_RECOIL</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_forward_short</Item>
              <Item>AR_forward_short_no_target</Item>
              <Item>AR_forward_medium</Item>
              <Item>AR_rear_left_medium</Item>
              <Item>AR_left_medium</Item>
              <Item>AR_walking</Item>
              <Item>AR_walking_no_target</Item>
              <Item>AR_heavy_1a</Item>
              <Item>AR_heavy_1b</Item>
              <Item>AR_heavy_2a</Item>
              <Item>AR_heavy_2b</Item>
              <Item>AR_heavy_3b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_recoil_right</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_recoil_armed</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_RECOIL</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_walking_knife</Item>
              <Item>AR_walking_no_target_knife</Item>
              <Item>AR_running_knife</Item>
              <Item>AR_forward_medium_knife</Item>
              <Item>AR_forward_short_knife</Item>
              <Item>AR_rear_left_medium_knife</Item>
              <Item>AR_rear_left_close_knife</Item>
              <Item>AR_rear_right_medium_knife</Item>
              <Item>AR_rear_right_close_knife</Item>
              <Item>AR_left_close_knife</Item>
              <Item>AR_left_medium_knife</Item>
              <Item>AR_right_close_knife</Item>
              <Item>AR_right_medium_knife</Item>
              <Item>AR_kick_close_knife</Item>
              <Item>AR_kick_close_knife_b</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_walking_bat</Item>
              <Item>AR_walking_no_target_bat</Item>
              <Item>AR_running_bat</Item>
              <Item>AR_forward_medium_bat</Item>
              <Item>AR_forward_short_bat</Item>
              <Item>AR_rear_left_medium_bat</Item>
              <Item>AR_rear_left_close_bat</Item>
              <Item>AR_rear_right_medium_bat</Item>
              <Item>AR_rear_right_close_bat</Item>
              <Item>AR_left_close_bat</Item>
              <Item>AR_left_medium_bat</Item>
              <Item>AR_right_close_bat</Item>
              <Item>AR_right_medium_bat</Item>
              <Item>AR_kick_close_bat</Item>
              <Item>AR_kick_close_bat_b</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_walking_small_wpn</Item>
              <Item>AR_walking_no_target_small_wpn</Item>
              <Item>AR_running_small_wpn</Item>
              <Item>AR_forward_medium_small_wpn</Item>
              <Item>AR_forward_short_small_wpn</Item>
              <Item>AR_rear_left_medium_small_wpn</Item>
              <Item>AR_rear_left_close_small_wpn</Item>
              <Item>AR_rear_right_medium_small_wpn</Item>
              <Item>AR_rear_right_close_small_wpn</Item>
              <Item>AR_left_close_small_wpn</Item>
              <Item>AR_left_medium_small_wpn</Item>
              <Item>AR_right_close_small_wpn</Item>
              <Item>AR_right_medium_small_wpn</Item>
              <Item>AR_kick_close_small_wpn</Item>
              <Item>AR_kick_close_small_wpn_b</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_recoil_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_recoil_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_recoil_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_recoil_kick</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_RECOIL</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_UNARMED</WeaponType>
            <aActionResults>
              <Item>AR_kick_close</Item>
              <Item>AR_kick_close_b</Item>
              <Item>AR_forward_close_mid</Item>
              <Item>AR_rear_left_close_mid</Item>
              <Item>AR_rear_right_close_mid</Item>
              <Item>AR_left_close_mid</Item>
              <Item>AR_right_close_mid</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_KNIFE</WeaponType>
            <aActionResults>
              <Item>AR_kick_close_knife</Item>
              <Item>AR_kick_close_knife_b</Item>
              <Item>AR_forward_close_knife_mid</Item>
              <Item>AR_rear_left_close_knife_mid</Item>
              <Item>AR_rear_right_close_knife_mid</Item>
              <Item>AR_left_close_knife_mid</Item>
              <Item>AR_right_close_knife_mid</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_kick_close_bat</Item>
              <Item>AR_kick_close_bat_b</Item>
              <Item>AR_forward_close_bat_mid</Item>
              <Item>AR_rear_left_close_bat_mid</Item>
              <Item>AR_rear_right_close_bat_mid</Item>
              <Item>AR_left_close_bat_mid</Item>
              <Item>AR_right_close_bat_mid</Item>
            </aActionResults>
          </Item>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
            <aActionResults>
              <Item>AR_kick_close_small_wpn</Item>
              <Item>AR_kick_close_small_wpn_b</Item>
              <Item>AR_forward_close_small_wpn_mid</Item>
              <Item>AR_rear_left_close_small_wpn_mid</Item>
              <Item>AR_rear_right_close_small_wpn_mid</Item>
              <Item>AR_left_close_small_wpn_mid</Item>
              <Item>AR_right_close_small_wpn_mid</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_recoil_kick</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_recoil_kick_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_recoil_kick_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_recoil_kick_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_light_finish</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_finish</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeKnockedOut</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_light_finish</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_finish</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_finish</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeKnockedOut</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_finish</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_walking_target_player</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_walking</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_walking</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_walking_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_walking_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_walking_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_walking_target_AI</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_walking</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_WALKING MS_RUNNING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_walking</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_walking_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_walking_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_walking_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_running_target</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_running</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_running</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_running_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_running_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_running_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_running_target_long_range</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="550" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_running_long_range</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_RUNNING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_running_long_range</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_running_long_range_large_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_running_armed_close</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="500" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STILL</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_medium_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_medium_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_medium_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_surface_breakable</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="485" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_SURFACE</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasFoundBreakableSurface</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_short_surface_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_short_surface_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_short_surface_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_surface_side_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="475" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_SURFACE</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasFoundVerticalSurface</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_foward_surface_side_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_foward_surface_side_knife_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_foward_surface_side_small_wpn_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_foward_surface_side_bat_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_surface_side_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="475" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_SURFACE</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasFoundVerticalSurface</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_foward_surface_side_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_foward_surface_side_knife_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_foward_surface_side_small_wpn_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_foward_surface_side_bat_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_surface_down</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="450" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_SURFACE</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasFoundHorizontalSurface</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_foward_surface_side_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_foward_surface_side_knife_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_foward_surface_down_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_foward_surface_down_bat</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_vehicle_below</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="425" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_NO_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsOnTopOfCar</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_very_close_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_very_close_knife_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_very_close_bat_low_car</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_very_close_small_wpn_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_shove</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="415" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_shove</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNM</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_shove</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_running_shove</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="415" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_running_short_range</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_running_shove</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_running_shove_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_running_shove_large_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_running_shove_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_short</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_short</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_short</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_short_armed</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_short_weapon</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>LastActionWasARecoil</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_short_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_short_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_short_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_medium</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_medium</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_medium</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_medium_armed</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_medium</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_medium_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_medium_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_medium_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_close_mid</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_close_mid</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_bat_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_small_wpn_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_close_knife_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_long_mid</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_long_mid</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_kick_far</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_far_large_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_far_small_wpn</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_kick_far_knife</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_long_mid_running</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_long_mid</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_close_mid_running</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_bat_mid_running</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_small_wpn_mid_running</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_close_knife_mid_running</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_left_medium</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection />
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_rear_left_medium</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_left_medium</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_left_medium_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_medium_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_medium_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_left_close_mid</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection />
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_rear_left_close_mid</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_left_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_close_bat_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_close_small_wpn_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_left_close_knife_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_right_medium</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection />
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_rear_right_medium</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsFriendly</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_right_medium</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_right_medium_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_medium_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_medium_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_right_close_mid</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection />
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_rear_right_close_mid</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_right_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_close_bat_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_close_small_wpn_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_right_close_knife_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_left_close</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_BACKWARD_LEFT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_rear_left_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_left_close</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_left_close_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_close_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_close_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_right_close</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_BACKWARD_RIGHT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_rear_right_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_right_close</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_right_close_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_close_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_close_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_left_medium</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_LEFT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_left_medium</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_left_medium</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_left_medium_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_medium_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_medium_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_left_close_mid</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection />
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_left_close_mid</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_left_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_close_bat_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_close_small_wpn_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_left_close_knife_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_left_close</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_LEFT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_left_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_left_close</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_left_close_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_close_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_close_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_right_medium</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_RIGHT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_right_medium</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_right_medium</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_right_medium_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_right_medium_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_right_medium_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_right_close_mid</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection />
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_right_close_mid</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_right_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_right_close_bat_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_right_close</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_RIGHT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_right_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNm</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_right_close</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_right_close_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_right_close_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_right_close_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_armed_melee_aiming_player</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_armed</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsAiming</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponViolent</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponHeavy</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_pistol_melee_aiming</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_rifle_melee_aiming</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_armed_melee_idle_player</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_takedown_armed</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsAiming</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponViolent</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponHeavy</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_PLAYER_MP</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_pistol_melee_idle</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_rifle_melee_idle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_armed_melee_aiming_ai</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsAiming</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponViolent</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponHeavy</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_pistol_melee_aiming</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_rifle_melee_aiming</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_armed_melee_idle_ai</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
      </aBrawlingStyles>
      <Priority value="400" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsAiming</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponViolent</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponHeavy</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_pistol_melee_idle</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_rifle_melee_idle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_kick</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_heavy_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_kick</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_close_knife_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_small_wpn_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_bat_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_left_kick</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_heavy_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_left_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_left_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_close_bat_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_close_small_wpn_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_left_close_knife_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_right_kick</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_heavy_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_right_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_right_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_close_bat_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_close_small_wpn_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_right_close_knife_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_left_kick</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_heavy_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_left_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_close_bat_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_close_small_wpn_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_left_close_knife_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_right_kick</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_heavy_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_right_close_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_right_close_knife_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_right_close_small_wpn_mid</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_right_close_bat_mid</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_medium_low</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_medium_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_medium_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_medium_knife_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_medium_bat_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_medium_small_wpn_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_medium_low_psycho</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="20" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_medium_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_medium_low_psycho</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_long_low</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_long_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_medium_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_medium_knife_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_medium_bat_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_medium_small_wpn_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_close_low</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_forward_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_close_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_close_knife_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_bat_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_small_wpn_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_close_low_var_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_forward_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_close_low_var_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_close_knife_low_var_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_small_wpn_low_var_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_close_bat_low_var_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_close_low_var_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_forward_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_close_low_var_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_close_low_psycho</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="20" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_forward_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_close_low_psycho</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_forward_close_low</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_dog_forward_close_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_cougar_forward_close_low</Name>
      <aBrawlingStyles>
        <Item>BS_COUGAR</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_cougar_forward_close_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_very_close_low</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="350" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_very_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_very_close_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_very_close_knife_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_very_close_bat_low_body</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_very_close_small_wpn_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_very_close_low_var_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="350" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_very_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_very_close_low_var_a</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_very_close_knife_low_var_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_very_close_low_psycho_a</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="350" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_very_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_very_close_low_psycho_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_very_close_low_psycho_b</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="350" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_very_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_very_close_low_psycho_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_very_close_low_psycho_c</Name>
      <aBrawlingStyles>
        <Item>BS_TREVOR</Item>
      </aBrawlingStyles>
      <Priority value="350" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_very_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_very_close_low_psycho_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_left_close_low</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_BACKWARD_LEFT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_rear_left_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_left_close_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_left_close_knife_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_close_bat_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_left_close_small_wpn_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rear_right_close_low</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_BACKWARD_LEFT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_rear_right_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_rear_right_close_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_rear_right_close_knife_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_close_bat_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_rear_right_close_small_wpn_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_left_close_low</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_LEFT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_left_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_left_close_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_left_close_knife_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_close_bat_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_left_close_small_wpn_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_right_close_low</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_LEFT</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_right_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsInMelee</SpecialTest>
            <Filter>PAFT_NOT_ANIMAL PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_right_close_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_right_close_knife_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_right_close_bat_low</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_right_close_small_wpn_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_short_no_target</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="150" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_NO_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_forward_short_no_target</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_forward_short_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_short_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_forward_short_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_armed_melee_aiming_no_target</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="150" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_NO_TARGET DA_REQUIRE_NO_TARGET_LOCK_ON DA_DISABLE_IN_FIRST_PERSON</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>ArmedMeleeTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsAiming</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsReloading</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInCover</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponViolent</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponHeavy</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_pistol_melee_aiming</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_rifle_melee_aiming</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_armed_melee_idle_no_target</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="150" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_NO_TARGET DA_REQUIRE_NO_TARGET_LOCK_ON DA_DISABLE_IN_FIRST_PERSON</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>ArmedMeleeTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsAiming</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsReloading</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInCover</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponViolent</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsWeaponHeavy</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_GUN RWT_PISTOL</WeaponType>
          <ActionResult>AR_pistol_melee_idle</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_GUN</WeaponType>
          <ActionResult>AR_rifle_melee_idle</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_walking_no_target</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="150" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_NO_TARGET DA_REQUIRE_NO_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_walking</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed />
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_walking_no_target</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_walking_no_target_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_walking_no_target_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_walking_no_target_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_running_no_target</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="250" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_NO_TARGET DA_REQUIRE_NO_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_front_running</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInStealthMode</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter />
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed />
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_running_no_target</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_walking_no_target_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_walking_no_target_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_walking_no_target_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_swim_dive_still</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
        <Item>BS_ANIMAL</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_SWIMMING</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_PREFER_BODY_IK_RESULT</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_swimming</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUnderwater</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_swim_dive_still_unarmed</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_swim_dive_still</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_swim_dive_still_var_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
        <Item>BS_ANIMAL</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_SWIMMING</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_PREFER_BODY_IK_RESULT</DefinitionAttrs>
      <ImpulseTest>IT_weapon_fire</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_swimming</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUnderwater</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_swim_dive_still_var_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_swim_dive_moving</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
        <Item>BS_ANIMAL</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_SWIMMING</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_PREFER_BODY_IK_RESULT</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_swimming</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUnderwater</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_swim_dive_moving_unarmed</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_swim_dive_moving</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_swim_dive_moving_var_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
        <Item>BS_ANIMAL</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_SWIMMING</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_PREFER_BODY_IK_RESULT</DefinitionAttrs>
      <ImpulseTest>IT_weapon_fire</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_swimming</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUnderwater</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_swim_dive_moving_var_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_swim_surface_still</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
        <Item>BS_ANIMAL</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_SWIMMING</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_PREFER_BODY_IK_RESULT</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_swimming</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUnderwater</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_swim_surface_still_unarmed</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_swim_surface_still</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_swim_surface_still_var_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
        <Item>BS_ANIMAL</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_SWIMMING</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_PREFER_BODY_IK_RESULT</DefinitionAttrs>
      <ImpulseTest>IT_weapon_fire</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_swimming</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUnderwater</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_swim_surface_still_var_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_swim_surface_moving</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
        <Item>BS_ANIMAL</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_SWIMMING</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_PREFER_BODY_IK_RESULT</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_swimming</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUnderwater</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_swim_surface_moving_unarmed</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_swim_surface_moving</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_swim_surface_moving_var_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
        <Item>BS_ANIMAL</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_SWIMMING</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_PREFER_BODY_IK_RESULT</DefinitionAttrs>
      <ImpulseTest>IT_weapon_fire</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_swimming</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUnderwater</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_swim_surface_moving_var_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_1a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_standard</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNM</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_1a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_1b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_standard</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>LastActionWasARecoil</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingNM</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_1b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_2a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED</DefinitionAttrs>
      <ImpulseTest>IT_light_combo_2</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_standard</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>LastActionWasARecoil</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="true" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_2a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_2b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED</DefinitionAttrs>
      <ImpulseTest>IT_light_combo_2</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_standard</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_2b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_2c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="20" />
      <ActionType>AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED</DefinitionAttrs>
      <ImpulseTest>IT_light_combo_2</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_standard</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_2c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_3a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED</DefinitionAttrs>
      <ImpulseTest>IT_light_combo_3</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_standard</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_3a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_heavy_3b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="10" />
      <ActionType>AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED</DefinitionAttrs>
      <ImpulseTest>IT_light_combo_3</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_standard</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_heavy_3b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_attack</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_DOG</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_small_attack</Name>
      <aBrawlingStyles>
        <Item>BS_DOG_SMALL</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_DOG</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_small_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_cougar_attack</Name>
      <aBrawlingStyles>
        <Item>BS_COUGAR</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_cougar_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_kick_close</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_NO_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_kick_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_kick_close</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_kick_close_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_close_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_close_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_kick_close_heavy</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_heavy_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_kick_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_kick_close</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_kick_close_knife</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_close_bat</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_close_small_wpn</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_kick_close_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_NO_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_kick_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_kick_close_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_kick_close_knife_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_close_bat_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_close_small_wpn_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_forward_kick_close_b_heavy</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_heavy_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_kick_close</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_kick_close_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_KNIFE</WeaponType>
          <ActionResult>AR_kick_close_knife_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_TWO_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_close_bat_b</ActionResult>
        </Item>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ONE_HANDED_CLUB</WeaponType>
          <ActionResult>AR_kick_close_small_wpn_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_intro_plyr</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_INTRO</ActionType>
      <SelfFilter>PAFT_PLAYER_SP PAFT_PLAYER_MP</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_plyr_intro</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_intro_ai</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_INTRO</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_ai_intro</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_intro_ai_var_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_INTRO</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_ai_intro_var_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_intro_ai_var_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_INTRO</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_ai_intro_var_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_intro_ai_var_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_INTRO</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_ai_intro_var_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_directional_ally_taunt_left</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="3" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasSupportAllyToLeft</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_directional_taunt_left</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_directional_ally_taunt_right</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="3" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasSupportAllyToRight</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_directional_taunt_right</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_taunt_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_special_ability</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasRageAbilityEquipped</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_taunt_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_taunt_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_special_ability</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasRageAbilityEquipped</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_taunt_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_taunt_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_special_ability</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasRageAbilityEquipped</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_taunt_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_taunt_d</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_special_ability</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasRageAbilityEquipped</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_taunt_d</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_taunt_e</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_special_ability</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasRageAbilityEquipped</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_taunt_e</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_taunt_f</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_special_ability</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasRageAbilityEquipped</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_taunt_f</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_taunt_g</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_special_ability</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>HasRageAbilityEquipped</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsUsingRageAbility</SpecialTest>
          <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
          <InvertSense value="true" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsActiveCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_taunt_g</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_taunt_a</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_dog_taunt_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_taunt_b</Name>
      <aBrawlingStyles>
        <Item>BS_DOG</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_dog_taunt_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_cougar_taunt_a</Name>
      <aBrawlingStyles>
        <Item>BS_COUGAR</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_taunt</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_cougar_taunt_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_support_taunt_a</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsSupportCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_support_taunt_a</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_support_taunt_b</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsSupportCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_support_taunt_b</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_support_taunt_c</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsSupportCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_support_taunt_c</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_support_taunt_d</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsSupportCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_support_taunt_d</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_support_taunt_e</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="0" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_TAUNT</ActionType>
      <SelfFilter>PAFT_AI</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_initial</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsSupportCombatant</SpecialTest>
          <Filter>PAFT_AI</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsTargetWithinFOV</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_support_taunt_e</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_front_dog_retriever</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG_RETRIEVER</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_front_dog_retriever</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_front_dog_retriever</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hitby_takedown_rear_dog_retriever</Name>
      <aBrawlingStyles>
        <Item>BS_AI</Item>
        <Item>BS_MICHAEL</Item>
        <Item>BS_TREVOR</Item>
        <Item>BS_FRANKLIN</Item>
      </aBrawlingStyles>
      <Priority value="900" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_DOG_RETRIEVER</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList>
          <Item type="CWeaponActionResultList">
            <WeaponType>RWT_ANY</WeaponType>
            <aActionResults>
              <Item>AR_takedown_rear_dog_retriever</Item>
            </aActionResults>
          </Item>
        </aWeaponActionResultList>
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hitby_takedown_rear_dog_retriever</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_front_dog_retriever</Name>
      <aBrawlingStyles>
        <Item>BS_DOG_RETRIEVER</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_takedown_animal</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanPerformDogTakedown</SpecialTest>
            <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_front_takedown_animal</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_takedown_front_dog_retriever</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_takedown_rear_dog_retriever</Name>
      <aBrawlingStyles>
        <Item>BS_DOG_RETRIEVER</Item>
      </aBrawlingStyles>
      <Priority value="800" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_takedown_animal</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>CanPerformCloseQuarterKill</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsUsingRagdoll</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanBeTakenDown</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>CanPerformDogTakedown</SpecialTest>
            <Filter>PAFT_PLAYER_SP PAFT_PLAYER_MP</Filter>
            <InvertSense value="false" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest>IRT_rear_takedown_animal</InterrelationTest>
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_takedown_rear_dog_retriever</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_retriever_hitby_rear</Name>
      <aBrawlingStyles>
        <Item>BS_DOG_RETRIEVER</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_rear_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_retriever_hitby_rear</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_retriever_hitby_front</Name>
      <aBrawlingStyles>
        <Item>BS_DOG_RETRIEVER</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_retriever_hitby_front</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_retriever_hitby_left</Name>
      <aBrawlingStyles>
        <Item>BS_DOG_RETRIEVER</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_left_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_retriever_hitby_left</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_retriever_hitby_right</Name>
      <aBrawlingStyles>
        <Item>BS_DOG_RETRIEVER</Item>
      </aBrawlingStyles>
      <Priority value="650" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_HIT_REACTION</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest />
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_right_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>IsInMelee</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_retriever_hitby_right</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>	
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_retriever_forward_close_low</Name>
      <aBrawlingStyles>
        <Item>BS_DOG_RETRIEVER</Item>
      </aBrawlingStyles>
      <Priority value="300" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_FROM_ON_FOOT AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_BIPED TET_QUADRUPED</TargetEntity>
      <MovementSpeed>MS_STRAFING MS_STILL MS_WALKING MS_RUNNING</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_attack_any</ImpulseTest>
      <MaxImpulseTestDelay value="250" />
      <InterrelationTest>IRT_close_low</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
        </aBrawlingStyles>
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_UNARMED</WeaponType>
          <ActionResult>AR_dog_retriever_forward_close_low</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_dog_retriever_attack</Name>
      <aBrawlingStyles>
        <Item>BS_DOG_RETRIEVER</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET DA_REQUIRE_TARGET_LOCK_ON</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_dog_retriever_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_tiger_shark_attack</Name>
      <aBrawlingStyles>
        <Item>BS_TIGER_SHARK</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_shark</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_tiger_shark_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hammerhead_shark_attack</Name>
      <aBrawlingStyles>
        <Item>BS_HAMMERHEAD_SHARK</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_shark</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hammerhead_shark_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_killer_whale_attack</Name>
      <aBrawlingStyles>
        <Item>BS_KILLER_WHALE</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_shark</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
        <Item type="CActionCondSpecial">
          <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_killer_whale_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_boar_attack</Name>
      <aBrawlingStyles>
        <Item>BS_BOAR</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_DOG</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_boar_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_pig_attack</Name>
      <aBrawlingStyles>
        <Item>BS_PIG</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_DOG</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_pig_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_coyote_attack</Name>
      <aBrawlingStyles>
        <Item>BS_COYOTE</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_DOG</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_coyote_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_deer_attack</Name>
      <aBrawlingStyles>
        <Item>BS_DEER</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION DA_REQUIRE_TARGET</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest>IRT_front_close_no_height</InterrelationTest>
      <aCondSpecials>
        <Item type="CActionCondSpecial">
          <SpecialTest>FriendlyTargetTest</SpecialTest>
          <Filter>PAFT_ANY</Filter>
          <InvertSense value="false" />
        </Item>
      </aCondSpecials>
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles>
          <Item>BS_AI</Item>
          <Item>BS_ANIMAL</Item>
          <Item>BS_COUGAR</Item>
          <Item>BS_DOG</Item>
          <Item>BS_DOG_RETRIEVER</Item>
          <Item>BS_MICHAEL</Item>
          <Item>BS_TREVOR</Item>
          <Item>BS_FRANKLIN</Item>
          <Item>BS_DOG_SMALL</Item>
          <Item>BS_TIGER_SHARK</Item>
          <Item>BS_HAMMERHEAD_SHARK</Item>
          <Item>BS_KILLER_WHALE</Item>
          <Item>BS_BOAR</Item>
          <Item>BS_PIG</Item>
          <Item>BS_COYOTE</Item>
          <Item>BS_DEER</Item>
          <Item>BS_HEN</Item>
          <Item>BS_RABBIT</Item>
          <Item>BS_COW</Item>
          <Item>BS_CAT</Item>
        </aBrawlingStyles>
        <aCondSpecials>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsDead</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsOnFoot</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="false" />
          </Item>
          <Item type="CActionCondSpecial">
            <SpecialTest>IsFriendly</SpecialTest>
            <Filter>PAFT_ANY</Filter>
            <InvertSense value="true" />
          </Item>
        </aCondSpecials>
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_deer_attack</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_hen_flap</Name>
      <aBrawlingStyles>
        <Item>BS_HEN</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_hen_flap</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_rabbit_scratch</Name>
      <aBrawlingStyles>
        <Item>BS_RABBIT</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_rabbit_scratch</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_cat_scratch</Name>
      <aBrawlingStyles>
        <Item>BS_CAT</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_cat_scratch</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
    <Item type="CActionDefinition">
      <Debug value="false" />
      <Name>ACT_cow_moo</Name>
      <aBrawlingStyles>
        <Item>BS_COW</Item>
      </aBrawlingStyles>
      <Priority value="200" />
      <SelectionRouletteBias value="1" />
      <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
      <SelfFilter>PAFT_ANY</SelfFilter>
      <TargetEntity>TET_ANY</TargetEntity>
      <MovementSpeed>MS_ANY</MovementSpeed>
      <DesiredDirection>DD_ANY</DesiredDirection>
      <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
      <ImpulseTest>IT_light_any</ImpulseTest>
      <MaxImpulseTestDelay value="0" />
      <InterrelationTest />
      <aCondSpecials />
      <CondPedOther>
        <SelfFilter>PAFT_ANY</SelfFilter>
        <aBrawlingStyles />
        <aCondSpecials />
        <aWeaponActionResultList />
        <CheckAnimTime value="false" />
        <MovementSpeed>MS_ANY</MovementSpeed>
        <InterrelationTest />
      </CondPedOther>
      <aWeaponActionResults>
        <Item type="CWeaponActionResult">
          <WeaponType>RWT_ANY</WeaponType>
          <ActionResult>AR_cow_moo</ActionResult>
        </Item>
      </aWeaponActionResults>
    </Item>
  </aActionDefinitions>
</CActionDefinitionContainer>
