<transitions>

    <transition>
        <transitionTo>face-target</transitionTo>
        <conditions>
            <isTrue>bAttack</isTrue>
            <isFalse>isFacingTarget</isFalse>
        </conditions>
    </transition>

    <transition>
        <transitionTo>attack</transitionTo>
        <conditions>
            <isTrue>bAttack</isTrue>
            <isTrue>isFacingTarget</isTrue>
			<isFalse>bClient</isFalse>
        </conditions>
    </transition>
	
	<transition>
        <transitionTo>attack-network</transitionTo>
        <conditions>
            <isTrue>bAttack</isTrue>
            <isTrue>isFacingTarget</isTrue>
			<isTrue>bClient</isTrue>
        </conditions>
    </transition>

    <transition>
        <transitionTo>lunge</transitionTo>
        <conditions>
            <isTrue>bLunge</isTrue>
			<isFalse>bClient</isFalse>
        </conditions>
    </transition>
	
	<transition>
        <transitionTo>lunge-network</transitionTo>
        <conditions>
            <isTrue>bLunge</isTrue>
			<isTrue>bClient</isTrue>
        </conditions>
    </transition>

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

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

    <transition>
        <transitionTo>falldown</transitionTo>
        <conditions>
            <isTrue>bDead</isTrue>
            <isFalse>bOnFloor</isFalse>
        </conditions>
    </transition>
    <transition>
        <transitionTo>staggerback</transitionTo>
        <conditions>
            <isTrue>bStaggerBack</isTrue>
        </conditions>
    </transition>
    <transition>
        <transitionTo>bumped</transitionTo>
        <conditions>
            <isTrue>bumped</isTrue>
        </conditions>
    </transition>
</transitions>

