<transitions>

    <transition>
        <transitionTo>idle</transitionTo>
        <conditions>
            <isTrue>bDead</isTrue>
        </conditions>
    </transition>

    <transition>
        <transitionTo>staggerback</transitionTo>
        <conditions>
            <isTrue>bStaggerBack</isTrue>
        </conditions>
    </transition>

    <transition>
        <transitionTo>idle</transitionTo>
        <conditions>
            <isFalse>bAttackVehicle</isFalse>
        </conditions>
    </transition>

    <transition>
        <transitionTo>idle</transitionTo>
        <conditions>
            <isFalse>bHasTarget</isFalse>
        </conditions>
    </transition>

    <transition>
        <transitionTo>hitreaction</transitionTo>
        <conditions>
            <isTrue>hashitreaction</isTrue>
        </conditions>
    </transition>

    <transition>
        <transitionTo>idle</transitionTo>
        <conditions>
            <isTrue>bMoving</isTrue>
        </conditions>
    </transition>

    <transition>
        <transitionTo>idle</transitionTo>
        <conditions>
            <isTrue>bPathfind</isTrue>
        </conditions>
    </transition>
    <transition>
        <transitionTo>falldown</transitionTo>
        <conditions>
            <isTrue>bDead</isTrue>
            <isFalse>bOnFloor</isFalse>
        </conditions>
    </transition>
    <transition>
        <transitionTo>bumped</transitionTo>
        <conditions>
            <isTrue>bumped</isTrue>
        </conditions>
    </transition>
	
	<transition>
        <transitionTo>attackvehicle-network</transitionTo>
        <conditions>
			<isTrue>bClient</isTrue>
        </conditions>
    </transition>
</transitions>

