// "act busy name"			This is the name that a mapmaker must specify in the hint node.
// { 
//		"busy_anim" 		"Activity Name".
//		"entry_anim"		"Activity Name"
//		"exit_anim"			"Activity Name"
//		"busy_sequence"		"Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
//		"entry_sequence" 	"Sequence Name". If specified, this is used over the entry anim.
//		"exit_sequence" 	"Sequence Name". If specified, this is used over the exit anim.
//		"busy_sound"		"Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept.
//		"entry_sound"		"Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept.
//		"exit_sound"		"Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept.
//		"min_time"			"Minimum time to spend in this busy anim"
//		"max_time"			"Maximum time to spend in this busy anim"	0 = only stop when interrupted by external event
//		"interrupts"		One of:
//							"BA_INT_NONE"		break out only when time runs out. No external influence will break me out.
//							"BA_INT_DANGER"		break out of this anim only if threatened
//							"BA_INT_PLAYER"		break out of this anim if I can see the player, or I'm threatened
//							"BA_INT_AMBUSH"		someone please define this - I have no idea what it does
//							"BA_INT_COMBAT"		break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached
// }
//
// 
"ActBusy.txt"
{
	"binoculars_idle"
	{
		"busy_sequence" 	"binoculars_idle"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_PLAYER"
	}
	"d2_coast03_PreBattle_Scan_Skies"
	{
		"busy_sequence" 	"d2_coast03_PreBattle_Scan_Skies"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d2_coast03_PreBattle_Scan_Skies02"
	{
		"busy_sequence" 	"d2_coast03_PreBattle_Scan_Skies02"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d2_coast03_PreBattle_Scan_Skies03"
	{
		"busy_sequence" 	"d2_coast03_PreBattle_Scan_Skies03"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d2_coast03_PreBattle_Kneel_Idle"
	{
		"busy_sequence" 	"d2_coast03_PreBattle_Kneel_Idle"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d2_coast03_PreBattle_Stand_Look"
	{
		"busy_sequence" 	"d2_coast03_PreBattle_Stand_Look"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"idle_alert_01"
	{
		"busy_sequence" 	"idle_alert_01"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"idle_alert_02"
	{
		"busy_sequence" 	"idle_alert_02"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"idle_relaxed_01"
	{
		"busy_sequence" 	"idle_relaxed_01"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"idle_relaxed_02"
	{
		"busy_sequence" 	"idle_relaxed_02"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_town05_Leon_Lean_Table_Idle"
	{
		"busy_sequence" 	"d1_town05_Leon_Lean_Table_Idle"
		"entry_sequence"	"d1_town05_Leon_Lean_Table_Entry"
		"exit_sequence"	"d1_town05_Leon_Lean_Table_Exit"		
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}

	"d1_t03_Sit_couch"
	{
		"busy_sequence" 	"d1_t03_Sit_couch"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t03_sit_couch_consoling"
	{
		"busy_sequence" 	"d1_t03_sit_couch_consoling"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"fear_reaction_Idle"
	{
		"busy_sequence" 	"fear_reaction_Idle"
		"entry_sequence"	"fear_reaction"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"cower_Idle"
	{
		"busy_sequence" 	"cower_Idle"
		"entry_sequence"	"cower"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t03_Sit_Bed"
	{
		"busy_sequence" 	"d1_t03_Sit_Bed"
		"entry_sequence"	"d1_t03_Sit_Bed_Entry"
		"exit_sequence"		"d1_t03_Sit_Bed_Exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"LineIdle01"
	{
		"busy_sequence" 	"LineIdle01"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t01_BreakRoom_WatchBreen"
	{
		"busy_sequence" 	"d1_t01_BreakRoom_WatchBreen"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t02_Plaza_Sit01_Idle"
	{
		"busy_sequence" 	"d1_t02_Plaza_Sit01_Idle"
		"entry_sequence"	"Idle_to_d1_t01_BreakRoom_Sit01"
		"exit_sequence"		"d1_t01_BreakRoom_Sit01_to_Idle"
		"min_time"		"20.0"
		"max_time"		"30.0"
		"interrupts"	"BA_INT_DANGER"
	}
	"d1_t02_Plaza_Sit02"
	{
		"busy_sequence" 	"d1_t02_Plaza_Sit02"
		"entry_sequence"	"d1_t01_BreakRoom_Sit02_Entry"
		"exit_sequence"		"d1_t01_BreakRoom_Sit02_Exit"
		"min_time"		"20.0"
		"max_time"		"30.0"
		"interrupts"	"BA_INT_DANGER"
	}
	"d1_t02_Playground_Cit2_Pockets"
	{
		"busy_sequence" 	"d1_t02_Playground_Cit2_Pockets"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t02_Playground_Cit1_Arms_Crossed"
	{
		"busy_sequence" 	"d1_t02_Playground_Cit1_Arms_Crossed"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t03_LookOutDoor"
	{
		"busy_sequence" 	"d1_t03_LookOutDoor"
		"entry_sequence"	"d1_t03_LookOutDoor_Entry"
		"exit_sequence"		"d1_t03_LookOutDoor_Exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t03_LookOutWindow"
	{
		"busy_sequence" 	"d1_t03_LookOutWindow"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t03_Tenements_Look_Out_Window_Idle"
	{
		"busy_sequence" 	"d1_t03_Tenements_Look_Out_Window_Idle"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t03_PreRaid_Peek_Idle"
	{
		"busy_sequence" 	"d1_t03_PreRaid_Peek_Idle"
		"exit_sequence"	"d1_t03_Preraid_Peek_Exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t01_Clutch_Chainlink_Idle"
	{
		"busy_sequence" 	"d1_t01_Clutch_Chainlink_Idle"
		"entry_sequence"	"d1_t01_Clutch_Chainlink_Entry"  
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t01_BreakRoom_Sit01_Idle"
	{
		"busy_sequence" 	"d1_t01_BreakRoom_Sit01_Idle"
		"entry_sequence"	"Idle_to_d1_t01_BreakRoom_Sit01"
		"exit_sequence"		"d1_t01_BreakRoom_Sit01_to_Idle"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t01_BreakRoom_Sit02"
	{
		"busy_sequence" 	"d1_t01_BreakRoom_Sit02"
		"entry_sequence"	"d1_t01_BreakRoom_Sit02_Entry"
		"exit_sequence"		"d1_t01_BreakRoom_Sit02_Exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_None"
	}
	"d1_t01_BreakRoom_WatchClock_Sit"
	{
		"busy_sequence" 	"d1_t01_BreakRoom_WatchClock_Sit"
		"entry_sequence"	"d1_t01_BreakRoom_WatchClock_Sit_Entry"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"d1_t01_BreakRoom_WatchClock_Sit_MX"
	{
		"busy_sequence" 	"d1_t01_BreakRoom_WatchClock_Sit_MX"
		"entry_sequence"	"d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"ACT_BUSY_LEAN_LEFT"
	{
		"busy_anim" 	"ACT_BUSY_LEAN_LEFT"
		"entry_anim"	"ACT_BUSY_LEAN_LEFT_ENTRY"
		"exit_anim"		"ACT_BUSY_LEAN_LEFT_EXIT"
		"min_time"		"10.0"
		"max_time"		"20.0"
		"interrupts"	"BA_INT_PLAYER"
	}
	"Lean_Left"
	{
		"busy_sequence" 	"Lean_Left"
		"entry_anim"	"ACT_BUSY_LEAN_LEFT_ENTRY"
		"exit_sequence"		"photo_react_startle"
		"min_time"		"0"
		"max_time"		"0"
		"interrupts"	"BA_INT_NONE"
	}
	"ACT_BUSY_LEAN_BACK"
	{
		"busy_anim" 	"ACT_BUSY_LEAN_BACK"
		"entry_anim"	"ACT_BUSY_LEAN_BACK_ENTRY"
		"exit_anim"		"ACT_BUSY_LEAN_BACK_EXIT"
		"min_time"		"10.0"
		"max_time"		"20.0"
		"interrupts"	"BA_INT_PLAYER"
	}
	"lean_back"
	{
		"busy_sequence" 	"lean_back"
		"entry_anim"	"ACT_BUSY_LEAN_BACK_ENTRY"
		"exit_anim"		"ACT_BUSY_LEAN_BACK_EXIT"
		"min_time"		"0"
		"max_time"		"0"
		"interrupts"	"BA_INT_NONE"
	}
	"ACT_BUSY_SIT_GROUND"
	{
		"busy_anim" 	"ACT_BUSY_SIT_GROUND"
		"entry_anim"	"ACT_BUSY_SIT_GROUND_ENTRY"
		"exit_anim"		"ACT_BUSY_SIT_GROUND_EXIT"
		"min_time"		"20.0"
		"max_time"		"30.0"
		"interrupts"	"BA_INT_DANGER"
	}
	"ACT_BUSY_SIT_CHAIR"
	{
		"busy_anim" 	"ACT_BUSY_SIT_CHAIR"
		"entry_anim"	"ACT_BUSY_SIT_CHAIR_ENTRY"
		"exit_anim"		"ACT_BUSY_SIT_CHAIR_EXIT"
		"min_time"		"30.0"
		"max_time"		"40.0"
		"interrupts"	"BA_INT_DANGER"
	}
	"ACT_BUSY_STAND"
	{
		"busy_anim" 	"ACT_BUSY_STAND"
		"min_time"		"10.0"
		"max_time"		"20.0"
		"interrupts"	"BA_INT_DANGER"
	}
	"ACT_BUSY_QUEUE"
	{
		"busy_anim"	"ACT_BUSY_QUEUE"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"food_queue_front"
	{
		"busy_sequence"	"lineIdle01"
		"exit_sequence" "takepackage"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"sitcouchfeet1"
	{	"busy_sequence"	"sitcouchfeet1"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"sitcouchknees1"
	{	"busy_sequence"	"sitcouchknees1"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"sitchairtable1"
	{	"busy_sequence"	"sitchairtable1"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"sitcouch1"
	{	"busy_sequence"	"sitcouch1"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"sitccouchtv1"
	{	"busy_sequence"	"sitccouchtv1"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"laycouch1"
	{	"busy_sequence"	"laycouch1"
		"exit_sequence" "laycouch1_exit"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"laycouch1"
	{	
		"busy_sequence"	"laycouch1"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"Sit_Chair02"
	{	
		"busy_sequence"	"Sit_Chair02"
		"entry_sequence" 	"Idle_to_Sit_Chair02"
		"exit_sequence" 	"Sit_Chair02_to_Idle"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"Sit_Chair03"
	{	
		"busy_sequence"	"Sit_Chair03"
		"entry_sequence" 	"Idle_to_Sit_Chair03"
		"exit_sequence" 	"Sit_Chair03_to_Idle"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"drinker_sit_idle"
	{	
		"busy_sequence"	"drinker_sit_idle"
		"entry_sequence" 	"drinker_sit"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"drinker_sit_idle_ss"
	{	
		"busy_sequence"	"drinker_sit_idle_ss"
		"entry_sequence" 	"drinker_sit_ss"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"railing_idle"
	{	
		"busy_sequence"	"railing_idle"
		//"entry_sequence" 	"railing_enter"
		"exit_sequence" 	"railing_exit"
		"min_time"	"0.0"
		"max_time"	"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"D1_C01a_Mary_kneel"
	{
		"busy_sequence" 	"canals_mary_postidle"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"D1_C03_Matt_sitground"
	{
		"busy_anim" 		"ACT_BUSY_SIT_GROUND"
		"entry_anim"		"ACT_BUSY_SIT_GROUND_ENTRY"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"Cover_R"
	{
		"busy_sequence"		"Cover_R"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"Cover_L"
	{
		"busy_sequence"		"Cover_L"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"Coverlow_R"
	{
		"busy_sequence"		"Coverlow_R"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}
	"Coverlow_L"
	{
		"busy_sequence"		"Coverlow_L"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_NONE"
	}

//*****************************************************************************
//************  Soldier actbusy section   *************************************
//*****************************************************************************

	

	"Cover_crouch"
	{
		"busy_sequence"		"crouchidle_AB"
		"exit_sequence"		"crouch_to_combat_stand"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}
	
	"Cover_crouch_B"
	{
		"busy_sequence"		"crouchidle_AB"
		"exit_sequence"		"crouchidle_ABexit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"Signal_group"
	{
		"busy_sequence"		"signal_group"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"Idle_Alert"
	{
		"busy_sequence"		"CombatIdle1"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}	

	"Signal_Advance"
	{
		"busy_sequence"		"CombatIdle1"
		"exit_sequence"		"signal_advance"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"LeanWall_Right"
	{
		"busy_sequence"		"leanwall_right_idle"
		"exit_sequence"		"leanwall_right_exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"LeanWall_Corner_Right"
	{
		"busy_sequence"		"leanwall_Corner_right_idle"
		"exit_sequence"		"leanwall_Corner_right_exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"LeanWall_Left"
	{
		"busy_sequence"		"leanwall_left_idle"
		"exit_sequence"		"leanwall_left_exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"LeanWall_Left_B"
	{
		"busy_sequence"		"leanwall_left_b_idle"
		"exit_sequence"		"leanwall_left_b_exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"LeanWall_CrouchLeft_A"
	{
		"busy_sequence"		"leanwall_CrouchLeft_A_idle"
		"exit_sequence"		"leanwall_CrouchLeft_A_exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"LeanWall_CrouchLeft_B"
	{
		"busy_sequence"		"leanwall_CrouchLeft_B_idle"
		"exit_sequence"		"leanwall_CrouchLeft_B_exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"LeanWall_CrouchLeft_C"
	{
		"busy_sequence"		"leanwall_CrouchLeft_C_idle"
		"exit_sequence"		"leanwall_CrouchLeft_C_exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

	"LeanWall_CrouchLeft_D"
	{
		"busy_sequence"		"leanwall_CrouchLeft_D_idle"
		"exit_sequence"		"leanwall_CrouchLeft_D_exit"
		"min_time"		"0.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_AMBUSH"
	}

//*****************************************************************************
//************  Metrocop actbusy section   ************************************
//*****************************************************************************

	"Crouch_idle_pistol_A"
	{
		"busy_sequence"		"Crouch_idle_pistol"
		"exit_sequence"		"Crouch_to_shootpistol"
		"min_time"		"1.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_COMBAT"
	}

	"Crouch_idle_smg1_A"
	{
		"busy_sequence"		"Crouch_idle_smg1"
		"exit_sequence"		"Crouch_to_shootsmg1"
		"min_time"		"1.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_COMBAT"
	}

	"Idle_harrassidle_A"
	{
		"busy_sequence"		"harrassidle"
		"min_time"		"1.0"
		"max_time"		"0.0"
		"interrupts"	"BA_INT_COMBAT"
	}



}

