<transitions>
    <transition>
        <transitionTo>climbfence</transitionTo>
        <conditions>
            <eventOccurred>EventClimbFence</eventOccurred>
        </conditions>
    </transition>

    <transition>
        <transitionTo>climbwindow</transitionTo>
        <conditions>
            <eventOccurred>EventClimbWindow</eventOccurred>
        </conditions>
    </transition>

    <transition>
        <transitionTo>turnalerted</transitionTo>
        <conditions>
            <isFalse>hashitreaction</isFalse>
            <isTrue>alerted</isTrue>
        </conditions>
    </transition>

    <transition>
        <transitionTo>falldown</transitionTo>
        <conditions>
            <isTrue>bDead</isTrue>
            <isFalse>bOnFloor</isFalse>
        </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>falling</transitionTo>
        <conditions>
            <isTrue>bFalling</isTrue>
        </conditions>
    </transition>

    <transition>
        <transitionTo>idle</transitionTo>
        <conditions>
            <isFalse>bMoving</isFalse>
            <isFalse>bClient</isFalse>
        </conditions>
    </transition>
	
	<transition>
        <transitionTo>idle</transitionTo>
        <conditions>
            <isFalse>bPathFindPrediction</isFalse>
            <isFalse>bMovingNetwork</isFalse>
			<isTrue>bClient</isTrue>
        </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>
    <transition>
        <transitionTo>thump</transitionTo>
        <conditions>
            <isTrue>bThump</isTrue>
        </conditions>
    </transition>
    <transition>
        <transitionTo>walktoward</transitionTo>
        <conditions>
			<isFalse>bClient</isFalse>
        </conditions>
    </transition>
</transitions>
