//"ACT_IDLE" - This is the name of the original activity
//{
//	"remapactivity" "ACT_IDLE_RELAXED" - This is the name of the activy we're going to remap to.
//	"readiness"	"AIRL_STIMULATED" - This is the value of the readiness level
//	"aiming"	"TRS_FALSE" - Does this activity aim a weapon
//}

// "extra"
// Use extra to add extra information that is specific to certain classes.
// For example, citizens use readiness and aiming so they specify the values there.
// Valid readiness level names:
//	AIRL_PANIC
//	AIRL_STEALTH
//	AIRL_RELAXED
//	AIRL_STIMULATED
//	AIRL_AGITATED

// Valid aiming values names:
// 	TRS_FALSE - This animation doesn't aim
//	TRS_TRUE - This animation needs to aim
//	TRS_NONE - Don't care

"npc_playercompanion"
{
	//ACT_IDLE
	"ACT_IDLE"
	{
		"remapactivity" "ACT_IDLE_RELAXED"
		
		"extra"
		{
			"readiness"	"AIRL_RELAXED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_IDLE"
	{
		"remapactivity" "ACT_IDLE_STIMULATED"
		
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_IDLE"
	{
		"remapactivity" "ACT_IDLE_AIM_STIMULATED"
	
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_TRUE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_IDLE"
	{
		"remapactivity" "ACT_IDLE_AGITATED"
	
		"extra"
		{
			"readiness"	"AIRL_AGITATED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_IDLE"
	{
		"remapactivity" "ACT_IDLE_STEALTH"
	
		"extra"
		{
			"readiness"	"AIRL_STEALTH"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_IDLE"
	{
		"remapactivity" "ACT_CROUCH_PANICKED"
	
		"extra"
		{
			"readiness"	"AIRL_PANIC"
			"aiming"	"TRS_NONE"
			"weaponrequired" "FALSE"
			"invehicle" "FALSE"
		}
	}


	//ACT_IDLE_ANGRY
	"ACT_IDLE_ANGRY"
	{
		"remapactivity" "ACT_IDLE_RELAXED"
	
		"extra"
		{
			"readiness"	"AIRL_RELAXED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_IDLE_ANGRY"
	{
		"remapactivity" "ACT_IDLE_STIMULATED"
		
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_IDLE_ANGRY"
	{
		"remapactivity" "ACT_IDLE_AIM_STIMULATED"
	
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_TRUE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_IDLE_ANGRY"
	{
		"remapactivity" "ACT_IDLE_AGITATED"
	
		"extra"
		{
			"readiness"	"AIRL_AGITATED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_IDLE_ANGRY"
	{
		"remapactivity" "ACT_IDLE_STEALTH"
	
		"extra"
		{
			"readiness"	"AIRL_STEALTH"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}

	//ACT_CROUCHIDLE
	"ACT_CROUCHIDLE"
	{
		"remapactivity" "ACT_CROUCHIDLE_STIMULATED"
		
		"extra"
		{
			"readiness"	"AIRL_RELAXED"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_CROUCHIDLE"
	{
		"remapactivity" "ACT_CROUCHIDLE_STIMULATED"
		
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_CROUCHIDLE"
	{
		"remapactivity" "ACT_CROUCHIDLE_AIM_STIMULATED"
	
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_TRUE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_CROUCHIDLE"
	{
		"remapactivity" "ACT_CROUCHIDLE_AGITATED"
	
		"extra"
		{
			"readiness"	"AIRL_AGITATED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}

	//ACT_WALK
	"ACT_WALK"
	{
		"remapactivity" "ACT_WALK_RELAXED"
		
		"extra"
		{
			"readiness"	"AIRL_RELAXED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_WALK"
	{
		"remapactivity" "ACT_WALK_STIMULATED"
		
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_WALK"
	{
		"remapactivity" "ACT_WALK_AIM_STIMULATED"
		
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_TRUE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_WALK"
	{
		"remapactivity" "ACT_WALK_AGITATED"
		
		"extra"
		{
			"readiness"	"AIRL_AGITATED"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_WALK"
	{
		"remapactivity" "ACT_WALK_STEALTH"
		
		"extra"
		{
			"readiness"	"AIRL_STEALTH"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_WALK"
	{
		"remapactivity" "ACT_WALK_AIM_STEALTH"
		
		"extra"
		{
			"readiness"	"AIRL_STEALTH"
			"aiming"	"TRS_TRUE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_WALK"
	{
		"remapactivity" "ACT_WALK_PANICKED"
		
		"extra"
		{
			"readiness"	"AIRL_PANIC"
			"aiming"	"TRS_NONE"
			"weaponrequired" "FALSE"
			"invehicle" "FALSE"
		}
	}


	//ACT_RUN
	"ACT_RUN"
	{
		"remapactivity" "ACT_RUN_RELAXED"
		
		"extra"
		{
			"readiness"	"AIRL_RELAXED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_RUN"
	{
		"remapactivity" "ACT_RUN_STIMULATED"
		
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_RUN"
	{
		"remapactivity" "ACT_RUN_AIM_STIMULATED"
		
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_TRUE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_RUN"
	{
		"remapactivity" "ACT_RUN_AGITATED"
		
		"extra"
		{
			"readiness"	"AIRL_AGITATED"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_RUN"
	{
		"remapactivity" "ACT_RUN_STEALTH"
		
		"extra"
		{
			"readiness"	"AIRL_STEALTH"
			"aiming"	"TRS_FALSE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_RUN"
	{
		"remapactivity" "ACT_RUN_AIM_STEALTH"
		
		"extra"
		{
			"readiness"	"AIRL_STEALTH"
			"aiming"	"TRS_TRUE"
			"weaponrequired" "TRUE"
			"invehicle" "FALSE"
		}
	}
	"ACT_RUN"
	{
		"remapactivity" "ACT_RUN_PANICKED"
		
		"extra"
		{
			"readiness"	"AIRL_PANIC"
			"aiming"	"TRS_NONE"
			"weaponrequired" "FALSE"
			"invehicle" "FALSE"
		}
	}

	// -------------------
	//
	// Vehicle remaps

	"ACT_IDLE"
	{
		"remapactivity" "ACT_PASSENGER_IDLE"
		
		"extra"
		{
			"readiness"	"AIRL_RELAXED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}

	}
	"ACT_IDLE"
	{
		"remapactivity" "ACT_PASSENGER_IDLE_READY"
		
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	"ACT_IDLE"
	{
		"remapactivity" "ACT_PASSENGER_IDLE_READY"
		
		"extra"
		{
			"readiness"	"AIRL_AGITATED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	"ACT_IDLE"
	{
		"remapactivity" "ACT_PASSENGER_IDLE_AIM"
	
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_TRUE"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}

	"ACT_IDLE"
	{
		"remapactivity" "ACT_PASSENGER_IDLE"
		
		"extra"
		{
			"invehicle" "TRUE"
		}

	}

	"ACT_RELOAD"
	{
		"remapactivity" "ACT_PASSENGER_RELOAD"
	
		"extra"
		{
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	
	"ACT_RANGE_ATTACK1"
	{
		"remapactivity" "ACT_PASSENGER_RANGE_ATTACK1"
	
		"extra"
		{
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}

	// ANGRY

	"ACT_IDLE_ANGRY"
	{
		"remapactivity" "ACT_PASSENGER_IDLE"
		
		"extra"
		{
			"readiness"	"AIRL_RELAXED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}

	}
	"ACT_IDLE_ANGRY"
	{
		"remapactivity" "ACT_PASSENGER_IDLE_READY"
		
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	"ACT_IDLE_ANGRY"
	{
		"remapactivity" "ACT_PASSENGER_IDLE_AIM"
		
		"extra"
		{
			"readiness"	"AIRL_AGITATED"
			"aiming"	"TRS_NONE"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	"ACT_IDLE_ANGRY"
	{
		"remapactivity" "ACT_PASSENGER_IDLE_AIM"
	
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"aiming"	"TRS_TRUE"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}

	// Gesture transitions
	"ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED"
	{
		"remapactivity" "ACT_READINESS_PASSENGER_PISTOL_AGITATED_TO_STIMULATED"
	
		"extra"
		{
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}

	"ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED"
	{
		"remapactivity" "ACT_READINESS_PASSENGER_PISTOL_STIMULATED_TO_RELAXED"
	
		"extra"
		{
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	
	"ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED"
	{
		"remapactivity" "ACT_READINESS_PASSENGER_PISTOL_RELAXED_TO_STIMULATED"
	
		"extra"
		{
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	
	"ACT_PASSENGER_GESTURE_JOSTLE_SMALL"
	{
		"remapactivity" "ACT_PASSENGER_GESTURE_JOSTLE_SMALL_STIMULATED"
	
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	
	"ACT_PASSENGER_GESTURE_JOSTLE_LARGE"
	{
		"remapactivity" "ACT_PASSENGER_GESTURE_JOSTLE_LARGE_STIMULATED"
	
		"extra"
		{
			"readiness"	"AIRL_STIMULATED"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	
	"ACT_PASSENGER_GESTURE_JOSTLE_SMALL"
	{
		"remapactivity" "ACT_PASSENGER_GESTURE_JOSTLE_SMALL_STIMULATED"
	
		"extra"
		{
			"readiness"	"AIRL_AGITATED"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
	
	"ACT_PASSENGER_GESTURE_JOSTLE_LARGE"
	{
		"remapactivity" "ACT_PASSENGER_GESTURE_JOSTLE_LARGE_STIMULATED"
	
		"extra"
		{
			"readiness"	"AIRL_AGITATED"
			"weaponrequired" "TRUE"
			"invehicle" "TRUE"
		}
	}
}