<?xml version="1.0" encoding="UTF-8"?>

<rage__NMBehaviorPool>
	<behaviors>
		<Item type="rage__NMBehavior">
			<name>activePose</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see notes for explanation)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useGravityCompensation</name>
					<type>bool</type>
					<init>false</init>
					<description>Apply gravity compensation as well?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>animSource</name>
					<type>int</type>
					<init>ART::kITSourceCurrent</init>
					<min value="ART::kITSourceCurrent"/>
					<max value="ART::KITSourceCount-1"/>
					<description>AnimSource 0 = CurrentItms, 1 = PreviousItms, 2 = AnimItms</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>applyImpulse</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>equalizeAmount</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>0 means straight impulse, 1 means multiply by the mass (change in velocity)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>partIndex</name>
					<type>int</type>
					<init>0</init>
					<min value="-1"/>
					<max value="28"/>
					<description>index of part being hit. -1 apply impulse to COM.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulse</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-4500.0"/>
					<max value="4500.0"/>
					<description>impulse vector (impulse is change in momentum)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hitPoint</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>optional point on part where hit.  If not supplied then the impulse is applied at the part centre.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>localHitPointInfo</name>
					<type>bool</type>
					<init>false</init>
					<description>hitPoint in local coordinates of bodyPart</description>
				</Item>
				<Item type="rage__NMParam">
					<name>localImpulseInfo</name>
					<type>bool</type>
					<init>false</init>
					<description>impulse in local coordinates of bodyPart</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angularImpulse</name>
					<type>bool</type>
					<init>false</init>
					<description>impulse should be considered an angular impulse</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>applyBulletImpulse</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>equalizeAmount</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>0 means straight impulse, 1 means multiply by the mass (change in velocity)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>partIndex</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="28"/>
					<description>index of part being hit.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulse</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-1000.0"/>
					<max value="1000.0"/>
					<description>impulse vector (impulse is change in momentum)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hitPoint</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>optional point on part where hit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>localHitPointInfo</name>
					<type>bool</type>
					<init>false</init>
					<description>true = hitPoint is in local coordinates of bodyPart, false = hitpoint is in world coordinates</description>
				</Item>
				<Item type="rage__NMParam">
					<name>extraShare</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-2.00"/>
					<max value="1.00"/>
					<description>if not 0.0 then have an extra bullet applied to spine0 (approximates the COM).  Uses setup from configureBulletsExtra.  0-1 shared 0.0 = no extra bullet, 0.5 = impulse split equally between extra and bullet,  1.0 only extra bullet.  LT 0.0 then bullet + scaled extra bullet.  Eg.-0.5 = bullet + 0.5 impulse extra bullet</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>bodyRelax</name>
			<description>bodyRelax:  Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state.</description>
			<params>
				<Item type="rage__NMParam">
					<name>relaxation</name>
					<type>float</type>
					<init>50.000</init>
					<min value="0.0"/>
					<max value="100.0"/>
					<description>How relaxed the body becomes, in percentage relaxed. 100 being totally rag-dolled, 0 being very stiff and rigid.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>damping</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>holdPose</name>
					<type>bool</type>
					<init>false</init>
					<description>automatically hold the current pose as the character relaxes - can be used to avoid relaxing into a t-pose</description>
				</Item>
				<Item type="rage__NMParam">
					<name>disableJointDriving</name>
					<type>bool</type>
					<init>false</init>
					<description>sets the drive state to free - this reduces drifting on the ground</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureBalance</name>
			<description>configureBalance:  This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance.</description>
			<params>
				<Item type="rage__NMParam">
					<name>stepHeight</name>
					<type>float</type>
					<init>0.100</init>
					<min value="0.0"/>
					<max value="0.40"/>
					<description>maximum height that character steps vertically (above 0.2 is high...but ok for say underwater)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepHeightInc4Step</name>
					<type>float</type>
					<init>0.100</init>
					<min value="0.0"/>
					<max value="0.40"/>
					<description>added to stepHeight if going up steps</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legsApartRestep</name>
					<type>float</type>
					<init>0.200</init>
					<min value="0.0"/>
					<max value="1.00"/>
					<description>if the legs end up more than (legsApartRestep + hipwidth) apart even though balanced, take another step</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legsTogetherRestep</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.00"/>
					<description>mmmm0.1 for drunk if the legs end up less than (hipwidth - legsTogetherRestep) apart even though balanced, take another step.  A value of 1 will turn off this feature and the max value is hipWidth = 0.23f by default but is model dependent</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legsApartMax</name>
					<type>float</type>
					<init>2.000</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>FRICTION WORKAROUND: if the legs end up more than (legsApartMax + hipwidth) apart when balanced, adjust the feet positions to slide back so they are legsApartMax + hipwidth apart.  Needs to be less than legsApartRestep to see any effect</description>
				</Item>
				<Item type="rage__NMParam">
					<name>taperKneeStrength</name>
					<type>bool</type>
					<init>true</init>
					<description>does the knee strength reduce with angle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legStiffness</name>
					<type>float</type>
					<init>12.000</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>stiffness of legs</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftLegSwingDamping</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.20"/>
					<max value="4.0"/>
					<description>damping of left leg during swing phase (mmmmDrunk used 1.25 to slow legs movement)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightLegSwingDamping</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.20"/>
					<max value="4.0"/>
					<description>damping of right leg during swing phase (mmmmDrunk used 1.25 to slow legs movement)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>opposeGravityLegs</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.00"/>
					<max value="4.0"/>
					<description>Gravity opposition applied to hips and knees</description>
				</Item>
				<Item type="rage__NMParam">
					<name>opposeGravityAnkles</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.00"/>
					<max value="4.0"/>
					<description>Gravity opposition applied to ankles.  General balancer likes 1.0.  StaggerFall likes 0.1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanAcc</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Multiplier on the floorAcceleration added to the lean</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hipLeanAcc</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.0"/>
					<description>Multiplier on the floorAcceleration added to the leanHips</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanAccMax</name>
					<type>float</type>
					<init>5.000</init>
					<min value="0.00"/>
					<max value="10.0"/>
					<description>Max floorAcceleration allowed for lean and leanHips</description>
				</Item>
				<Item type="rage__NMParam">
					<name>resistAcc</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="2.0"/>
					<description>Level of cheat force added to character to resist the effect of floorAcceleration (anti-Acceleration) - added to upperbody.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>resistAccMax</name>
					<type>float</type>
					<init>3.00</init>
					<min value="0.00"/>
					<max value="20.0"/>
					<description>Max floorAcceleration allowed for anti-Acceleration. If  GT 20.0 then it is probably in a crash</description>
				</Item>
				<Item type="rage__NMParam">
					<name>footSlipCompOnMovingFloor</name>
					<type>bool</type>
					<init>true</init>
					<description>This parameter will be removed when footSlipCompensation preserves the foot angle on a moving floor]. If the character detects a moving floor and footSlipCompOnMovingFloor is false then it will turn off footSlipCompensation - at footSlipCompensation preserves the global heading of the feet.  If footSlipCompensation is off then the character usually turns to the side in the end although when turning the vehicle turns it looks promising for a while</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ankleEquilibrium</name>
					<type>float</type>
					<init>0.000</init>
					<min value="-1.00"/>
					<max value="1.0"/>
					<description>ankle equilibrium angle used when static balancing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>extraFeetApart</name>
					<type>float</type>
					<init>0.000</init>
					<min value="-1.00"/>
					<max value="1.0"/>
					<description>additional feet apart setting</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dontStepTime</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<description>amount of time at the start of a balance before the character is allowed to start stepping</description>
				</Item>
				<Item type="rage__NMParam">
					<name>balanceAbortThreshold</name>
					<type>float</type>
					<init>0.600</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>when the character gives up and goes into a fall.  Larger values mean that the balancer can lean more before failing.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>giveUpHeight</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="1.50"/>
					<description>height between lowest foot and COM below which balancer will give up</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepClampScale</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepClampScaleVariance</name>
					<type>float</type>
					<init>0.000</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Variance in clamp scale every step. if negative only takes away from clampScale</description>
				</Item>
				<Item type="rage__NMParam">
					<name>predictionTimeHip</name>
					<type>float</type>
					<init>0.30</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>amount of time (seconds) into the future that the character tries to move hip to (kind of).  Will be controlled by balancer in future but can help recover spine quicker from bending forwards to much.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>predictionTime</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>amount of time (seconds) into the future that the character tries to step to. bigger values try to recover with fewer, bigger steps. smaller values recover with smaller steps, and generally recover less.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>predictionTimeVariance</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Variance in predictionTime every step. if negative only takes away from predictionTime</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxSteps</name>
					<type>int</type>
					<init>100</init>
					<min value="1"/>
					<description>Maximum number of steps that the balancer will take.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxBalanceTime</name>
					<type>float</type>
					<init>50.0</init>
					<min value="1.0"/>
					<description>Maximum time(seconds) that the balancer will balance for.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>extraSteps</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>extraTime</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<description>Allow the balancer to balance for this many more seconds before hitting maxBalanceTime.  If negative nothing happens(safe default)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallType</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<description>How to fall after maxSteps or maxBalanceTime: 0=rampDown stiffness, 1= 0 and dontChangeStep, 2= 0 and forceBalance, 3=0 and slump (BCR has to be active)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="100.0"/>
					<description>Multiply the rampDown of stiffness on falling by this amount ( GT 1 fall quicker)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallReduceGravityComp</name>
					<type>bool</type>
					<init>false</init>
					<description>Reduce gravity compensation as the legs weaken on falling</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rampHipPitchOnFail</name>
					<type>bool</type>
					<init>false</init>
					<description>bend over when falling after maxBalanceTime</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stableLinSpeedThresh</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.010"/>
					<max value="10.0"/>
					<description>Linear speed threshold for successful balance.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stableRotSpeedThresh</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.010"/>
					<max value="10.0"/>
					<description>Rotational speed threshold for successful balance.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>failMustCollide</name>
					<type>bool</type>
					<init>false</init>
					<description>The upper body of the character must be colliding and other failure conditions met to fail</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ignoreFailure</name>
					<type>bool</type>
					<init>false</init>
					<description>Ignore maxSteps and maxBalanceTime and try to balance forever</description>
				</Item>
				<Item type="rage__NMParam">
					<name>changeStepTime</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.0"/>
					<max value="5.0"/>
					<description>time not in contact (airborne) before step is changed. If -ve don't change step</description>
				</Item>
				<Item type="rage__NMParam">
					<name>balanceIndefinitely</name>
					<type>bool</type>
					<init>false</init>
					<description>Ignore maxSteps and maxBalanceTime and try to balance forever</description>
				</Item>
				<Item type="rage__NMParam">
					<name>movingFloor</name>
					<type>bool</type>
					<init>false</init>
					<description>temporary variable to ignore movingFloor code that generally causes the character to fall over if the feet probe a moving object e.g. treading on a gun</description>
				</Item>
				<Item type="rage__NMParam">
					<name>airborneStep</name>
					<type>bool</type>
					<init>true</init>
					<description>when airborne try to step.  Set to false for e.g. shotGun reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useComDirTurnVelThresh</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Velocity below which the balancer turns in the direction of the COM forward instead of the ComVel - for use with shot from running with high upright constraint use 1.9</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minKneeAngle</name>
					<type>float</type>
					<init>-0.50</init>
					<min value="-0.50"/>
					<max value="1.50"/>
					<description>Minimum knee angle (-ve value will mean this functionality is not applied).  0.4 seems a good value</description>
				</Item>
				<Item type="rage__NMParam">
					<name>flatterSwingFeet</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>flatterStaticFeet</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>avoidLeg</name>
					<type>bool</type>
					<init>false</init>
					<description>If true then balancer tries to avoid leg2leg collisions/avoid crossing legs. Avoid tries to not step across a line of the inside of the stance leg's foot</description>
				</Item>
				<Item type="rage__NMParam">
					<name>avoidFootWidth</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.0"/>
					<description>NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. avoidFootWidth = how much inwards from the ankle this line is in (m).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>avoidFeedback</name>
					<type>float</type>
					<init>0.60</init>
					<min value="0.00"/>
					<max value="2.0"/>
					<description>NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. Avoid doesn't allow the desired stepping foot to cross the line.  avoidFeedback = how much of the actual crossing of that line is fedback as an error.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanAgainstVelocity</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.00"/>
					<max value="1.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepDecisionThreshold</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.00"/>
					<max value="1.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepIfInSupport</name>
					<type>bool</type>
					<init>true</init>
					<description>The balancer sometimes decides to step even if balanced</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alwaysStepWithFarthest</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>standUp</name>
					<type>bool</type>
					<init>false</init>
					<description>standup more with increased velocity</description>
				</Item>
				<Item type="rage__NMParam">
					<name>depthFudge</name>
					<type>float</type>
					<init>0.010</init>
					<min value="0.00"/>
					<max value="1.0"/>
					<description>Supposed to increase foot friction: Impact depth of a collision with the foot is changed when the balancer is running - impact.SetDepth(impact.GetDepth() - depthFudge)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>depthFudgeStagger</name>
					<type>float</type>
					<init>0.010</init>
					<min value="0.00"/>
					<max value="1.0"/>
					<description>Supposed to increase foot friction: Impact depth of a collision with the foot is changed when staggerFall is running - impact.SetDepth(impact.GetDepth() - depthFudgeStagger)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>footFriction</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.00"/>
					<max value="40.0"/>
					<description>Foot friction multiplier is multiplied by this amount if balancer is running</description>
				</Item>
				<Item type="rage__NMParam">
					<name>footFrictionStagger</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.00"/>
					<max value="40.0"/>
					<description>Foot friction multiplier is multiplied by this amount if staggerFall is running</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backwardsLeanCutoff</name>
					<type>float</type>
					<init>1.10</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Backwards lean threshold to cut off stay upright forces. 0.0 Vertical - 1.0 horizontal.  0.6 is a sensible value.  NB: the balancer does not fail in order to give stagger that extra step as it falls.  A backwards lean of GT 0.6 will generally mean the balancer will soon fail without stayUpright forces.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>giveUpHeightEnd</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.50"/>
					<description>if this value is different from giveUpHeight, actual giveUpHeight will be ramped toward this value</description>
				</Item>
				<Item type="rage__NMParam">
					<name>balanceAbortThresholdEnd</name>
					<type>float</type>
					<init>0.60</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>if this value is different from balanceAbortThreshold, actual balanceAbortThreshold will be ramped toward this value</description>
				</Item>
				<Item type="rage__NMParam">
					<name>giveUpRampDuration</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="10.0"/>
					<description>duration of ramp from start of behaviour for above two parameters. If smaller than 0, no ramp is applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanToAbort</name>
					<type>float</type>
					<init>0.60</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>lean at which to send abort message when maxSteps or maxBalanceTime is reached</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureBalanceReset</name>
			<description>configureBalanceReset:  reset the values configurable by the Configure Balance message to their defaults.</description>
			<params>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureSelfAvoidance</name>
			<description>configureSelfAvoidance: this single message allows to configure self avoidance for the character.BBDD Self avoidance tech.</description>
			<params>
				<Item type="rage__NMParam">
					<name>useSelfAvoidance</name>
					<type>bool</type>
					<init>false</init>
					<description>Enable or disable self avoidance tech.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>overwriteDragReduction</name>
					<type>bool</type>
					<init>false</init>
					<description>Specify whether self avoidance tech should use original IK input target or the target that has been already modified by getStabilisedPos() tech i.e. function that compensates for rotational and linear velocity of shoulder/thigh.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torsoSwingFraction</name>
					<type>float</type>
					<init>0.750</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Place the adjusted target this much along the arc between effector (wrist) and target, value in range [0,1].</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxTorsoSwingAngleRad</name>
					<type>float</type>
					<init>0.7580</init>
					<min value="0.00"/>
					<max value="1.570"/>
					<description>Max value on the effector (wrist) to adjusted target offset.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>selfAvoidIfInSpineBoundsOnly</name>
					<type>bool</type>
					<init>false</init>
					<description>Restrict self avoidance to operate on targets that are within character torso bounds only.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>selfAvoidAmount</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Amount of self avoidance offset applied when angle from effector (wrist) to target is greater then right angle i.e. when total offset is a blend between where effector currently is to value that is a product of total arm length and selfAvoidAmount. SelfAvoidAmount is in a range between [0, 1].</description>
				</Item>
				<Item type="rage__NMParam">
					<name>overwriteTwist</name>
					<type>bool</type>
					<init>false</init>
					<description>Overwrite desired IK twist with self avoidance procedural twist.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>usePolarPathAlgorithm</name>
					<type>bool</type>
					<init>false</init>
					<description>Use the alternative self avoidance algorithm that is based on linear and polar target blending. WARNING: It only requires "radius" in terms of parametrization.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>radius</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Self avoidance radius, measured out from the spine axis along the plane perpendicular to that axis. The closer is the proximity of reaching target to that radius, the more polar (curved) motion is used for offsetting the target. WARNING: Parameter only used by the alternative algorithm that is based on linear and polar target blending.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureBullets</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>impulseSpreadOverParts</name>
					<type>bool</type>
					<init>false</init>
					<description>spreads impulse across parts. currently only for spine parts, not limbs.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseLeakageStrengthScaled</name>
					<type>bool</type>
					<init>false</init>
					<description>for weaker characters subsequent impulses remain strong</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulsePeriod</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>duration that impulse is spread over (triangular shaped)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseTorqueScale</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>An impulse applied at a point on a body equivalent to an impulse at the centre of the body and a torque.  This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>loosenessFix</name>
					<type>bool</type>
					<init>false</init>
					<description>Fix the rage looseness bug by applying only the impulse at the centre of the body unless it is a spine part then apply the twist component only of the torque as well.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseDelay</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>time from hit before impulses are being applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseReductionPerShot</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>by how much are subsequent impulses reduced (e.g. 0.0: no reduction, 0.1: 10% reduction each new hit)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseRecovery</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="60.00"/>
					<description>recovery rate of impulse strength per second (impulse strength from 0.0:1.0).  At 60fps a impulseRecovery=60.0 will recover in 1 frame</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseMinLeakage</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>the minimum amount of impulse leakage allowed</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>0: Disabled | 1: character strength proportional (can reduce impulse amount) | 2: Additive (no reduction of impulse and not proportional to character strength)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueSpinMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>0: spin direction from impulse direction | 1: random direction | 2: direction flipped with each bullet (for burst effect)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueFilterMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>0: apply torque for every bullet | 1: only apply new torque if previous has finished | 2: Only apply new torque if its spin direction is different from previous torque</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueAlwaysSpine3</name>
					<type>bool</type>
					<init>true</init>
					<description>always apply torques to spine3 instead of actual part hit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueDelay</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>time from hit before torques are being applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torquePeriod</name>
					<type>float</type>
					<init>0.120</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>duration of torque</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueGain</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>multiplies impulse magnitude to arrive at torque that is applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueCutoff</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueReductionPerTick</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>liftGain</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount of lift (directly multiplies torque axis to give lift force)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>counterImpulseDelay</name>
					<type>float</type>
					<init>0.033330</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>time after impulse is applied that counter impulse is applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>counterImpulseMag</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount of the original impulse that is countered</description>
				</Item>
				<Item type="rage__NMParam">
					<name>counterAfterMagReached</name>
					<type>bool</type>
					<init>false</init>
					<description>applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>doCounterImpulse</name>
					<type>bool</type>
					<init>false</init>
					<description>add a counter impulse to the pelvis</description>
				</Item>
				<Item type="rage__NMParam">
					<name>counterImpulse2Hips</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount of the counter impulse applied to hips - the rest is applied to the part originally hit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseNoBalMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount to scale impulse by if the dynamicBalance is not OK.  1.0 means this functionality is not applied.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseBalStabStart</name>
					<type>float</type>
					<init>3.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseBalStabEnd</name>
					<type>float</type>
					<init>10.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseBalStabMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseSpineAngStart</name>
					<type>float</type>
					<init>0.70</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End.  This the dot of hip2Head with up.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseSpineAngEnd</name>
					<type>float</type>
					<init>0.20</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End.  This the dot of hip2Head with up.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseSpineAngMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseVelStart</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>100% LE Start to impulseVelMult*100% GT End. NB: Start LT End</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseVelEnd</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>100% LE Start to impulseVelMult*100% GT End. NB: Start LT End</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseVelMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirMultStart</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.00"/>
					<description>if impulse is above this value scale it by impulseAirMult</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirMax</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.00"/>
					<description>amount to clamp impulse to if character is airborne  and dynamicBalance is OK</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirApplyAbove</name>
					<type>float</type>
					<init>399.0</init>
					<min value="0.00"/>
					<description>if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirOn</name>
					<type>bool</type>
					<init>false</init>
					<description>scale and/or clamp impulse if the character is airborne and dynamicBalance is OK</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegMultStart</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.00"/>
					<description>if impulse is above this value scale it by impulseOneLegMult</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegMax</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.00"/>
					<description>amount to clamp impulse to if character is contacting with one foot only  and dynamicBalance is OK</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegApplyAbove</name>
					<type>float</type>
					<init>399.0</init>
					<min value="0.00"/>
					<description>if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegOn</name>
					<type>bool</type>
					<init>false</init>
					<description>scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbRatio</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbLowerShare</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). rbLowerShare=0.5 gives upper and lower share scaled by mass.  i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMoment</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxTwistMomentArm</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Maximum twist arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxBroomMomentArm</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Maximum broom((everything but the twist) arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbRatioAirborne</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMomentAirborne</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxTwistMomentArmAirborne</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>if Airborne: Maximum twist arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxBroomMomentArmAirborne</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbRatioOneLeg</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMomentOneLeg</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>if only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxTwistMomentArmOneLeg</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>if only one leg in contact: Maximum twist arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxBroomMomentArmOneLeg</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbTwistAxis</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="1"/>
					<description>Twist axis 0=World Up, 1=CharacterCOM up</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbPivot</name>
					<type>bool</type>
					<init>false</init>
					<description>if false pivot around COM always, if true change pivot depending on foot contact:  to feet centre if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureBulletsExtra</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>impulseSpreadOverParts</name>
					<type>bool</type>
					<init>false</init>
					<description>spreads impulse across parts. currently only for spine parts, not limbs.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulsePeriod</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>duration that impulse is spread over (triangular shaped)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseTorqueScale</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>An impulse applied at a point on a body equivalent to an impulse at the centre of the body and a torque.  This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>loosenessFix</name>
					<type>bool</type>
					<init>false</init>
					<description>Fix the rage looseness bug by applying only the impulse at the centre of the body unless it is a spine part then apply the twist component only of the torque as well.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseDelay</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>time from hit before impulses are being applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>0: Disabled | 1: character strength proportional (can reduce impulse amount) | 2: Additive (no reduction of impulse and not proportional to character strength)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueSpinMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>0: spin direction from impulse direction | 1: random direction | 2: direction flipped with each bullet (for burst effect)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueFilterMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>0: apply torque for every bullet | 1: only apply new torque if previous has finished | 2: Only apply new torque if its spin direction is different from previous torque</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueAlwaysSpine3</name>
					<type>bool</type>
					<init>true</init>
					<description>always apply torques to spine3 instead of actual part hit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueDelay</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>time from hit before torques are being applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torquePeriod</name>
					<type>float</type>
					<init>0.120</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>duration of torque</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueGain</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>multiplies impulse magnitude to arrive at torque that is applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueCutoff</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueReductionPerTick</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>liftGain</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount of lift (directly multiplies torque axis to give lift force)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>counterImpulseDelay</name>
					<type>float</type>
					<init>0.033330</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>time after impulse is applied that counter impulse is applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>counterImpulseMag</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount of the original impulse that is countered</description>
				</Item>
				<Item type="rage__NMParam">
					<name>counterAfterMagReached</name>
					<type>bool</type>
					<init>false</init>
					<description>applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>doCounterImpulse</name>
					<type>bool</type>
					<init>false</init>
					<description>add a counter impulse to the pelvis</description>
				</Item>
				<Item type="rage__NMParam">
					<name>counterImpulse2Hips</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount of the counter impulse applied to hips - the rest is applied to the part originally hit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseNoBalMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount to scale impulse by if the dynamicBalance is not OK.  1.0 means this functionality is not applied.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseBalStabStart</name>
					<type>float</type>
					<init>3.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseBalStabEnd</name>
					<type>float</type>
					<init>10.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseBalStabMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseSpineAngStart</name>
					<type>float</type>
					<init>0.70</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End.  This the dot of hip2Head with up.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseSpineAngEnd</name>
					<type>float</type>
					<init>0.20</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End.  This the dot of hip2Head with up.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseSpineAngMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseVelStart</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>100% LE Start to impulseVelMult*100% GT End. NB: Start LT End</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseVelEnd</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>100% LE Start to impulseVelMult*100% GT End. NB: Start LT End</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseVelMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirMultStart</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.00"/>
					<description>if impulse is above this value scale it by impulseAirMult</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirMax</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.00"/>
					<description>amount to clamp impulse to if character is airborne  and dynamicBalance is OK</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirApplyAbove</name>
					<type>float</type>
					<init>399.0</init>
					<min value="0.00"/>
					<description>if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseAirOn</name>
					<type>bool</type>
					<init>false</init>
					<description>scale and/or clamp impulse if the character is airborne and dynamicBalance is OK</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegMultStart</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.00"/>
					<description>if impulse is above this value scale it by impulseOneLegMult</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegMax</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.00"/>
					<description>amount to clamp impulse to if character is contacting with one foot only  and dynamicBalance is OK</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegApplyAbove</name>
					<type>float</type>
					<init>399.0</init>
					<min value="0.00"/>
					<description>if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impulseOneLegOn</name>
					<type>bool</type>
					<init>false</init>
					<description>scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbRatio</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbLowerShare</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). rbLowerShare=0.5 gives upper and lower share scaled by mass.  i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMoment</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxTwistMomentArm</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Maximum twist arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxBroomMomentArm</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Maximum broom((everything but the twist) arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbRatioAirborne</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMomentAirborne</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxTwistMomentArmAirborne</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>if Airborne: Maximum twist arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxBroomMomentArmAirborne</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbRatioOneLeg</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMomentOneLeg</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>if only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxTwistMomentArmOneLeg</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>if only one leg in contact: Maximum twist arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbMaxBroomMomentArmOneLeg</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbTwistAxis</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="1"/>
					<description>Twist axis 0=World Up, 1=CharacterCOM up</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rbPivot</name>
					<type>bool</type>
					<init>false</init>
					<description>if false pivot around COM always, if true change pivot depending on foot contact:  to feet centre if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureLimits</name>
			<description>configureLimits:  Enable/disable/edit character limits in real time.  This adjusts limits in RAGE-native space and will *not* reorient the joint.</description>
			<params>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  for joint limits to configure. Ignored if index != -1.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>enable</name>
					<type>bool</type>
					<init>true</init>
					<description>If false, disable (set all to PI, -PI) limits.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>toDesired</name>
					<type>bool</type>
					<init>false</init>
					<description>If true, set limits to accommodate current desired angles</description>
				</Item>
				<Item type="rage__NMParam">
					<name>restore</name>
					<type>bool</type>
					<init>false</init>
					<description>Return to cached defaults?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>toCurAnimation</name>
					<type>bool</type>
					<init>false</init>
					<description>If true, set limits to the current animated limits</description>
				</Item>
				<Item type="rage__NMParam">
					<name>index</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>Index of effector to configure.  Set to -1 to use mask.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lean1</name>
					<type>float</type>
					<init>1.570796</init>
					<min value="0.0"/>
					<max value="3.141593"/>
					<description>Custom limit values to use if not setting limits to desired. Limits are RAGE-native, not NM-wrapper-native.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lean2</name>
					<type>float</type>
					<init>1.570796</init>
					<min value="0.0"/>
					<max value="3.141593"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>twist</name>
					<type>float</type>
					<init>1.570796</init>
					<min value="0.0"/>
					<max value="3.141593"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>margin</name>
					<type>float</type>
					<init>0.196350</init>
					<min value="0.0"/>
					<max value="3.141593"/>
					<description>Joint limit margin to add to current animation limits when using those to set runtime limits.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureSoftLimit</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>index</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="3"/>
					<description>Select limb that the soft limit is going to be applied to</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffness</name>
					<type>float</type>
					<init>15.00</init>
					<min value="0.00"/>
					<max value="30.00"/>
					<description>Stiffness of the soft limit. Parameter is used to calculate spring term that contributes to the desired acceleration.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>damping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.90"/>
					<max value="1.10"/>
					<description>Damping of the soft limit. Parameter is used to calculate damper term that contributes to the desired acceleration. To have the system critically dampened set it to 1.0.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>limitAngle</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.00"/>
					<max value="6.283185"/>
					<description>Soft limit angle. Positive angle in RAD, measured relatively either from hard limit maxAngle (approach direction = -1) or minAngle (approach direction = 1). This angle will be clamped if outside the joint hard limit range.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>approachDirection</name>
					<type>int</type>
					<init>1</init>
					<min value="-1"/>
					<max value="1"/>
					<description>Limit angle can be measured relatively to joints hard limit minAngle or maxAngle. Set approachDirection to +1 to measure soft limit angle relatively to hard limit minAngle that corresponds to the maximum stretch of the elbow. Set it to -1 to measure soft limit angle relatively to hard limit maxAngle that corresponds to the maximum stretch of the knee.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>velocityScaled</name>
					<type>bool</type>
					<init>false</init>
					<description>Scale stiffness based on character angular velocity.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureShotInjuredArm</name>
			<description>configureShotInjuredArm:  This single message allows you to configure the injured arm reaction during shot</description>
			<params>
				<Item type="rage__NMParam">
					<name>injuredArmTime</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>length of the reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hipYaw</name>
					<type>float</type>
					<init>0.80</init>
					<min value="-2.00"/>
					<max value="2.00"/>
					<description>Amount of hip twist.  (Negative values twist into bullet direction - probably not what is wanted)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hipRoll</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-2.00"/>
					<max value="2.00"/>
					<description>Amount of hip roll</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceStepExtraHeight</name>
					<type>float</type>
					<init>0.070</init>
					<min value="0.00"/>
					<max value="0.70"/>
					<description>Additional height added to stepping foot</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceStep</name>
					<type>bool</type>
					<init>true</init>
					<description>force a step to be taken whether pushed out of balance or not</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepTurn</name>
					<type>bool</type>
					<init>true</init>
					<description>turn the character using the balancer</description>
				</Item>
				<Item type="rage__NMParam">
					<name>velMultiplierStart</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>Start velocity where parameters begin to be ramped down to zero linearly</description>
				</Item>
				<Item type="rage__NMParam">
					<name>velMultiplierEnd</name>
					<type>float</type>
					<init>5.0</init>
					<min value="1.00"/>
					<max value="40.00"/>
					<description>End velocity of ramp where parameters are scaled to zero</description>
				</Item>
				<Item type="rage__NMParam">
					<name>velForceStep</name>
					<type>float</type>
					<init>0.80</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>Velocity above which a step is not forced</description>
				</Item>
				<Item type="rage__NMParam">
					<name>velStepTurn</name>
					<type>float</type>
					<init>0.80</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>Velocity above which a stepTurn is not asked for</description>
				</Item>
				<Item type="rage__NMParam">
					<name>velScales</name>
					<type>bool</type>
					<init>true</init>
					<description>Use the velocity scaling parameters.  Tune for standing still then use velocity scaling to make sure a running character stays balanced (the turning tends to make the character fall over more at speed)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureShotInjuredLeg</name>
			<description>configureShotInjuredLeg:  This single message allows you to configure the injured leg reaction during shot</description>
			<params>
				<Item type="rage__NMParam">
					<name>timeBeforeCollapseWoundLeg</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>time before a wounded leg is set to be weak and cause the character to collapse</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legInjuryTime</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Leg inury duration (reaction to being shot in leg)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legForceStep</name>
					<type>bool</type>
					<init>true</init>
					<description>force a step to be taken whether pushed out of balance or not</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legLimpBend</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Bend the legs via the balancer by this amount if stepping on the injured leg. 0.2 seems a good default</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legLiftTime</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Leg lift duration (reaction to being shot in leg) (lifting happens when not stepping with other leg)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legInjury</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Leg injury - leg strength is reduced</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legInjuryHipPitch</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Leg injury bend forwards amount when not lifting leg</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legInjuryLiftHipPitch</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legInjurySpineBend</name>
					<type>float</type>
					<init>0.10</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Leg injury bend forwards amount when not lifting leg</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legInjuryLiftSpineBend</name>
					<type>float</type>
					<init>0.20</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>defineAttachedObject</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>partIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<max value="21"/>
					<description>index of part to attach to</description>
				</Item>
				<Item type="rage__NMParam">
					<name>objectMass</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<description>mass of the attached object</description>
				</Item>
				<Item type="rage__NMParam">
					<name>worldPos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>world position of attached object's centre of mass. must be updated each frame.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>forceToBodyPart</name>
			<description>forceToBodyPart:  Apply an impulse to a named body part</description>
			<params>
				<Item type="rage__NMParam">
					<name>partIndex</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="28"/>
					<description>part or link or bound index</description>
				</Item>
				<Item type="rage__NMParam">
					<name>force</name>
					<type>vector3</type>
					<init>0.00, -50.00, 0.00</init>
					<min value="-100000.0"/>
					<max value="100000.0"/>
					<description>force to apply</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceDefinedInPartSpace</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>leanInDirection</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmount</name>
					<type>float</type>
					<init>0.200</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>amount of lean, 0 to about 0.5. -ve will move away from the target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dir</name>
					<type>vector3</type>
					<init>0.00, 0.00, 1.00</init>
					<min value="0.0"/>
					<description>direction to lean in</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>leanRandom</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmountMin</name>
					<type>float</type>
					<init>0.200</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>minimum amount of lean</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanAmountMax</name>
					<type>float</type>
					<init>0.200</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>maximum amount of lean</description>
				</Item>
				<Item type="rage__NMParam">
					<name>changeTimeMin</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>min time until changing direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>changeTimeMax</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>maximum time until changing direction</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>leanToPosition</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmount</name>
					<type>float</type>
					<init>0.200</init>
					<min value="-0.50"/>
					<max value="0.50"/>
					<description>amount of lean, 0 to about 0.5. -ve will move away from the target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position to head towards</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>leanTowardsObject</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmount</name>
					<type>float</type>
					<init>0.200</init>
					<min value="-0.50"/>
					<max value="0.50"/>
					<description>amount of lean, 0 to about 0.5. -ve will move away from the target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>offset</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-100.0"/>
					<max value="100.0"/>
					<description>offset from instance position added when calculating position to lean to</description>
				</Item>
				<Item type="rage__NMParam">
					<name>instanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>levelIndex of object to lean towards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>boundIndex</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<description>boundIndex of object to lean towards (0 = just use instance coordinates)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>hipsLeanInDirection</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmount</name>
					<type>float</type>
					<init>0.200</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>amount of lean, 0 to about 0.5. -ve will move away from the target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dir</name>
					<type>vector3</type>
					<init>0.00, 0.00, 1.00</init>
					<min value="0.0"/>
					<description>direction to lean in</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>hipsLeanRandom</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmountMin</name>
					<type>float</type>
					<init>0.300</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>minimum amount of lean</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanAmountMax</name>
					<type>float</type>
					<init>0.400</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>maximum amount of lean</description>
				</Item>
				<Item type="rage__NMParam">
					<name>changeTimeMin</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>min time until changing direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>changeTimeMax</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>maximum time until changing direction</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>hipsLeanToPosition</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmount</name>
					<type>float</type>
					<init>0.200</init>
					<min value="-0.50"/>
					<max value="0.50"/>
					<description>amount of lean, 0 to about 0.5. -ve will move away from the target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position to head towards</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>hipsLeanTowardsObject</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmount</name>
					<type>float</type>
					<init>0.200</init>
					<min value="-0.50"/>
					<max value="0.50"/>
					<description>amount of lean, 0 to about 0.5. -ve will move away from the target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>offset</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-100.0"/>
					<max value="100.0"/>
					<description>offset from instance position added when calculating position to lean to</description>
				</Item>
				<Item type="rage__NMParam">
					<name>instanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>levelIndex of object to lean hips towards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>boundIndex</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<description>boundIndex of object to lean hips towards (0 = just use instance coordinates)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>forceLeanInDirection</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmount</name>
					<type>float</type>
					<init>0.200</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>amount of lean, 0 to about 0.5. -ve will move away from the target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dir</name>
					<type>vector3</type>
					<init>0.00, 0.00, 1.00</init>
					<min value="0.0"/>
					<description>direction to lean in</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyPart</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="21"/>
					<description>body part that the force is applied to</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>forceLeanRandom</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmountMin</name>
					<type>float</type>
					<init>0.300</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>minimum amount of lean</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanAmountMax</name>
					<type>float</type>
					<init>0.400</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>maximum amount of lean</description>
				</Item>
				<Item type="rage__NMParam">
					<name>changeTimeMin</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>min time until changing direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>changeTimeMax</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>maximum time until changing direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyPart</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="21"/>
					<description>body part that the force is applied to</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>forceLeanToPosition</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmount</name>
					<type>float</type>
					<init>0.200</init>
					<min value="-0.50"/>
					<max value="0.50"/>
					<description>amount of lean, 0 to about 0.5. -ve will move away from the target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position to head towards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyPart</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="21"/>
					<description>body part that the force is applied to</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>forceLeanTowardsObject</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leanAmount</name>
					<type>float</type>
					<init>0.200</init>
					<min value="-0.50"/>
					<max value="0.50"/>
					<description>amount of lean, 0 to about 0.5. -ve will move away from the target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>offset</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-100.0"/>
					<max value="100.0"/>
					<description>offset from instance position added when calculating position to lean to</description>
				</Item>
				<Item type="rage__NMParam">
					<name>instanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>levelIndex of object to move towards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>boundIndex</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<description>boundIndex of object to move towards (0 = just use instance coordinates)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyPart</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="21"/>
					<description>body part that the force is applied to</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setStiffness</name>
			<description>setStiffness:  Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example.</description>
			<params>
				<Item type="rage__NMParam">
					<name>bodyStiffness</name>
					<type>float</type>
					<init>12.000</init>
					<min value="2.0"/>
					<max value="20.0"/>
					<description>stiffness of whole character</description>
				</Item>
				<Item type="rage__NMParam">
					<name>damping</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>damping amount, less is underdamped</description>
				</Item>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setMuscleStiffness</name>
			<description>setMuscleStiffness:  Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example.</description>
			<params>
				<Item type="rage__NMParam">
					<name>muscleStiffness</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>muscle stiffness of joint/s</description>
				</Item>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setWeaponMode</name>
			<description>setWeaponMode:  Use this message to set the character's weapon mode.  This is an alternativeto the setWeaponMode public function.</description>
			<params>
				<Item type="rage__NMParam">
					<name>weaponMode</name>
					<type>int</type>
					<init>5</init>
					<min value="-1"/>
					<max value="6"/>
					<description>Weapon mode. kNone = -1, kPistol = 0, kDual = 1, kRifle = 2, kSidearm = 3, kPistolLeft = 4, kPistolRight = 5. See WeaponMode enum in NmRsUtils.h and -1 from that.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>registerWeapon</name>
			<description>registerWeapon:  Use this message to register weapon.  This is an alternativeto the registerWeapon public function.</description>
			<params>
				<Item type="rage__NMParam">
					<name>hand</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="1"/>
					<description>What hand the weapon is in. LeftHand = 0, RightHand = 1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>levelIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>Level index of the weapon</description>
				</Item>
				<Item type="rage__NMParam">
					<name>constraintHandle</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>pointer to the hand-gun constraint handle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gunToHandA</name>
					<type>vector3</type>
					<init>1.00, 0.00, 0.00</init>
					<min value="0.00"/>
					<description>A vector of the gunToHand matrix.  The gunToHandMatrix is the desired gunToHandMatrix in the aimingPose. (The gunToHandMatrix when pointGun starts can be different so will be blended to this desired one)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gunToHandB</name>
					<type>vector3</type>
					<init>0.00, 1.00, 0.00</init>
					<min value="0.00"/>
					<description>B vector of the gunToHand matrix</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gunToHandC</name>
					<type>vector3</type>
					<init>0.00, 0.00, 1.00</init>
					<min value="0.00"/>
					<description>C vector of the gunToHand matrix</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gunToHandD</name>
					<type>vector3</type>
					<init>0.00, 0.00, 0.00</init>
					<min value="0.00"/>
					<description>D vector of the gunToHand matrix</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gunToMuzzleInGun</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Gun centre to muzzle expressed in gun co-ordinates.  To get the line of sight/barrel of the gun. Assumption: the muzzle direction is always along the same primary axis of the gun.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gunToButtInGun</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Gun centre to butt expressed in gun co-ordinates.  The gun pivots around this point when aiming</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shotRelax</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>relaxPeriodUpper</name>
					<type>float</type>
					<init>2.000</init>
					<min value="0.0"/>
					<max value="40.0"/>
					<description>time over which to relax to full relaxation for upper body</description>
				</Item>
				<Item type="rage__NMParam">
					<name>relaxPeriodLower</name>
					<type>float</type>
					<init>0.400</init>
					<min value="0.0"/>
					<max value="40.0"/>
					<description>time over which to relax to full relaxation for lower body</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>fireWeapon</name>
			<description>fireWeapon:  One shot message apply a force to the hand as we fire the gun that should be in this hand</description>
			<params>
				<Item type="rage__NMParam">
					<name>firedWeaponStrength</name>
					<type>float</type>
					<init>1000.0</init>
					<min value="0.0"/>
					<max value="10000.0"/>
					<description>The force of the gun.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gunHandEnum</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="1"/>
					<description>Which hand in the gun in, 0 = left, 1 = right.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyFireGunForceAtClavicle</name>
					<type>bool</type>
					<init>false</init>
					<description>Should we apply some of the force at the shoulder. Force double handed weapons (Ak47 etc).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>inhibitTime</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Minimum time before next fire impulse</description>
				</Item>
				<Item type="rage__NMParam">
					<name>direction</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>direction of impulse in gun frame</description>
				</Item>
				<Item type="rage__NMParam">
					<name>split</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Split force between hand and clavicle when applyFireGunForceAtClavicle is true. 1 = all hand, 0 = all clavicle.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>configureConstraints</name>
			<description>configureConstraints:  One shot to give state of constraints on character and response to constraints</description>
			<params>
				<Item type="rage__NMParam">
					<name>handCuffs</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>handCuffsBehindBack</name>
					<type>bool</type>
					<init>false</init>
					<description>not implemented</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legCuffs</name>
					<type>bool</type>
					<init>false</init>
					<description>not implemented</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightDominant</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>passiveMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="5"/>
					<description>0 setCurrent, 1= IK to dominant, (2=pointGunLikeIK //not implemented)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bespokeBehaviour</name>
					<type>bool</type>
					<init>false</init>
					<description>not implemented</description>
				</Item>
				<Item type="rage__NMParam">
					<name>blend2ZeroPose</name>
					<type>float</type>
					<init>0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Blend Arms to zero pose</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>stayUpright</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>useForces</name>
					<type>bool</type>
					<init>false</init>
					<description>enable force based constraint</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useTorques</name>
					<type>bool</type>
					<init>false</init>
					<description>enable torque based constraint</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lastStandMode</name>
					<type>bool</type>
					<init>false</init>
					<description>Uses position/orientation control on the spine and drifts in the direction of bullets.  This ignores all other stayUpright settings.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lastStandSinkRate</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>The sink rate (higher for a faster drop).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lastStandHorizDamping</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Higher values for more damping</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lastStandMaxTime</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.0"/>
					<max value="5.0"/>
					<description>Max time allowed in last stand mode</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnTowardsBullets</name>
					<type>bool</type>
					<init>false</init>
					<description>Use cheat torques to face the direction of bullets if not facing too far away</description>
				</Item>
				<Item type="rage__NMParam">
					<name>velocityBased</name>
					<type>bool</type>
					<init>false</init>
					<description>make strength of constraint function of COM velocity.  Uses -1 for forceDamping if the damping is positive.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueOnlyInAir</name>
					<type>bool</type>
					<init>false</init>
					<description>only apply torque based constraint when airBorne</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceStrength</name>
					<type>float</type>
					<init>3.00</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>strength of constraint</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceDamping</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="50.0"/>
					<description>damping in constraint: -1 makes it scale automagically with forceStrength.  Other negative values will scale this automagic damping.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceFeetMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>multiplier to the force applied to the feet</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceSpine3Share</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>share of pelvis force applied to spine3</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceLeanReduction</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>how much the character lean is taken into account when reducing the force.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceInAirShare</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>share of the feet force to the airborne foot</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceMin</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="16.0"/>
					<description>when min and max are greater than 0 the constraint strength is determined from character strength, scaled into the range given by min and max</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceMax</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="16.0"/>
					<description>see above</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceSaturationVel</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.10"/>
					<max value="10.0"/>
					<description>when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (forceStrength)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceThresholdVel</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>when in velocityBased mode, the COM velocity above which constraint starts applying forces</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueStrength</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="16.0"/>
					<description>strength of torque based constraint</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueDamping</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="16.0"/>
					<description>damping of torque based constraint</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueSaturationVel</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.10"/>
					<max value="10.0"/>
					<description>when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (torqueStrength)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>torqueThresholdVel</name>
					<type>float</type>
					<init>2.50</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>when in velocityBased mode, the COM velocity above which constraint starts applying torques</description>
				</Item>
				<Item type="rage__NMParam">
					<name>supportPosition</name>
					<type>float</type>
					<init>2.00</init>
					<min value="-2.00"/>
					<max value="2.00"/>
					<description>distance the foot is behind Com projection that is still considered able to generate the support for the upright constraint</description>
				</Item>
				<Item type="rage__NMParam">
					<name>noSupportForceMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>still apply this fraction of the upright constaint force if the foot is not in a position (defined by supportPosition) to generate the support for the upright constraint</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepUpHelp</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="16.0"/>
					<description>strength of cheat force applied upwards to spine3 to help the character up steps/slopes</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stayUpAcc</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>How much the cheat force takes into account the acceleration of moving platforms</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stayUpAccMax</name>
					<type>float</type>
					<init>5.00</init>
					<min value="0.00"/>
					<max value="15.0"/>
					<description>The maximum floorAcceleration (of a moving platform) that the cheat force takes into account</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>stopAllBehaviours</name>
			<description>stopAllBehaviours:  Send this message to immediately stop all behaviours from executing.</description>
			<params>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setCharacterStrength</name>
			<description>setCharacterStrength:  Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1]</description>
			<params>
				<Item type="rage__NMParam">
					<name>characterStrength</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>strength of character</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setCharacterHealth</name>
			<description>setCharacterHealth:  Sets character's health on the dead-to-alive scale: [0..1]</description>
			<params>
				<Item type="rage__NMParam">
					<name>characterHealth</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>health of character</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setFallingReaction</name>
			<description>setFallingReaction:  Sets the type of reaction if catchFall is called</description>
			<params>
				<Item type="rage__NMParam">
					<name>handsAndKnees</name>
					<type>bool</type>
					<init>false</init>
					<description>set to true to get handsAndKnees catchFall if catchFall called. If true allows the dynBalancer to stay on during the catchfall and modifies the catch fall to give a more alive looking performance (hands and knees for front landing or sitting up for back landing)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>callRDS</name>
					<type>bool</type>
					<init>false</init>
					<description>If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall.  Was previously only true for handsAndKnees</description>
				</Item>
				<Item type="rage__NMParam">
					<name>comVelRDSThresh</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>comVel above which rollDownstairs will start - prevents excessive sliding in catchFall</description>
				</Item>
				<Item type="rage__NMParam">
					<name>resistRolling</name>
					<type>bool</type>
					<init>false</init>
					<description>For rds catchFall only: True to resist rolling motion (rolling motion is set off by ub contact and a sliding velocity), false to allow more of a continuous rolling  (rolling motion is set off at a sliding velocity)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armReduceSpeed</name>
					<type>float</type>
					<init>2.50</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Strength is reduced in the catchFall when the arms contact the ground.  0.2 is good for handsAndKnees.  2.5 is good for normal catchFall, anything lower than 1.0 for normal catchFall may lead to bad catchFall poses.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachLengthMultiplier</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.30"/>
					<max value="1.00"/>
					<description>Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT  where 1.0 means reach length is maximum.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>inhibitRollingTime</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Time after hitting ground that the catchFall can call rds</description>
				</Item>
				<Item type="rage__NMParam">
					<name>changeFrictionTime</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding</description>
				</Item>
				<Item type="rage__NMParam">
					<name>groundFriction</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>8.0 was used on yanked) Friction multiplier on bodyParts when on ground.  Character can look too slidy with groundFriction = 1.  Higher values give a more jerky reation but this seems timestep dependent especially for dragged by the feet.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>frictionMin</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Min Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better.  Applied in catchFall and rollUp(rollDownStairs)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>frictionMax</name>
					<type>float</type>
					<init>9999.00</init>
					<min value="0.0"/>
					<description>Max Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better.  Applied in catchFall and rollUp(rollDownStairs)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stopOnSlopes</name>
					<type>bool</type>
					<init>false</init>
					<description>Apply tactics to help stop on slopes.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stopManual</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Override slope value to manually force stopping on flat ground.  Encourages character to come to rest face down or face up.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stoppedStrengthDecay</name>
					<type>float</type>
					<init>5.00</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>Speed at which strength reduces when stopped.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineLean1Offset</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Bias spine post towards hunched (away from arched).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>riflePose</name>
					<type>bool</type>
					<init>false</init>
					<description>Hold rifle in a safe position to reduce complications with collision.  Only applied if holding a rifle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hkHeadAvoid</name>
					<type>bool</type>
					<init>true</init>
					<description>Enable head ground avoidance when handsAndKnees is true.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>antiPropClav</name>
					<type>bool</type>
					<init>false</init>
					<description>Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>antiPropWeak</name>
					<type>bool</type>
					<init>false</init>
					<description>Discourage the character getting stuck propped up by elbows when falling backwards - by weakening the arms as soon they hit the floor.  (Also stops the hands lifting up when flat on back)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headAsWeakAsArms</name>
					<type>bool</type>
					<init>true</init>
					<description>Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>successStrength</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.30"/>
					<max value="1.00"/>
					<description>When bodyStrength is less than successStrength send a success feedback - DO NOT GO OUTSIDE MIN/MAX PARAMETER VALUES OTHERWISE NO SUCCESS FEEDBACK WILL BE SENT</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setCharacterUnderwater</name>
			<description>setCharacterUnderwater:  Sets viscosity applied to damping limbs</description>
			<params>
				<Item type="rage__NMParam">
					<name>underwater</name>
					<type>bool</type>
					<init>false</init>
					<description>is character underwater?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>viscosity</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="100.00"/>
					<description>viscosity applied to character's parts</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gravityFactor</name>
					<type>float</type>
					<init>1.00</init>
					<min value="-10.00"/>
					<max value="10.00"/>
					<description>gravity factor applied to character</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stroke</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1000.00"/>
					<max value="1000.00"/>
					<description>swimming force applied to character as a function of handVelocity and footVelocity</description>
				</Item>
				<Item type="rage__NMParam">
					<name>linearStroke</name>
					<type>bool</type>
					<init>false</init>
					<description>swimming force (linearStroke=true,False) = (f(v),f(v*v))</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setCharacterCollisions</name>
			<description>setCharacterCollisions:</description>
			<params>
				<Item type="rage__NMParam">
					<name>spin</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>sliding friction turned into spin 80.0 (used in demo videos) good for rest of default params below.  If 0.0 then no collision enhancement</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxVelocity</name>
					<type>float</type>
					<init>8.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>torque = spin*(relative velocity) up to this maximum for relative velocity</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyToAll</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyToSpine</name>
					<type>bool</type>
					<init>true</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyToThighs</name>
					<type>bool</type>
					<init>true</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyToClavicles</name>
					<type>bool</type>
					<init>true</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyToUpperArms</name>
					<type>bool</type>
					<init>true</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>footSlip</name>
					<type>bool</type>
					<init>true</init>
					<description>allow foot slipping if collided</description>
				</Item>
				<Item type="rage__NMParam">
					<name>vehicleClass</name>
					<type>int</type>
					<init>15</init>
					<min value="0"/>
					<max value="100"/>
					<description>ClassType of the object against which to enhance the collision.  All character vehicle interaction (e.g. braceForImpact glancing spins) relies on this value so EDIT WISELY. If it is used for things other than vehicles then NM should be informed.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setCharacterDamping</name>
			<description>setCharacterDamping:  Damp out cartwheeling and somersaulting above a certain threshold</description>
			<params>
				<Item type="rage__NMParam">
					<name>somersaultThresh</name>
					<type>float</type>
					<init>34.00</init>
					<min value="0.00"/>
					<max value="200.00"/>
					<description>Somersault AngularMomentum measure above which we start damping - try 34.0.  Falling over straight backwards gives 54 on hitting ground.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>somersaultDamp</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Amount to damp somersaulting by (spinning around left/right axis) - try 0.45</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cartwheelThresh</name>
					<type>float</type>
					<init>27.00</init>
					<min value="0.00"/>
					<max value="200.00"/>
					<description>Cartwheel AngularMomentum measure above which we start damping - try 27.0</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cartwheelDamp</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Amount to damp somersaulting by (spinning around front/back axis) - try 0.8</description>
				</Item>
				<Item type="rage__NMParam">
					<name>vehicleCollisionTime</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1.00"/>
					<max value="1000.00"/>
					<description>Time after impact with a vehicle to apply characterDamping. -ve values mean always apply whether collided with vehicle or not. =0.0 never apply. =timestep apply for only that frame.  A typical roll from being hit by a car lasts about 4secs.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>v2</name>
					<type>bool</type>
					<init>false</init>
					<description>If true damping is proportional to Angular momentum squared.  If false proportional to Angular momentum</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>setFrictionScale</name>
			<description>setFrictionScale:</description>
			<params>
				<Item type="rage__NMParam">
					<name>scale</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Friction scale to be applied to parts in mask.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>globalMin</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1000000.00"/>
					<description>Character-wide minimum impact friction. Affects all parts (not just those in mask).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>globalMax</name>
					<type>float</type>
					<init>999999.00</init>
					<min value="0.00"/>
					<max value="1000000.00"/>
					<description>Character-wide maximum impact friction. Affects all parts (not just those in mask).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>animPose</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>muscleStiffness</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.10"/>
					<max value="10.00"/>
					<description>muscleStiffness of masked joints. -values mean don't apply (just use defaults or ones applied by behaviours - safer if you are going to return to a behaviour)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffness</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.10"/>
					<max value="16.00"/>
					<description>stiffness of masked joints. -ve values mean don't apply stiffness or damping (just use defaults or ones applied by behaviours).  If you are using animpose fullbody on its own then this gives the opprtunity to use setStffness and setMuscleStiffness messages to set up the character's muscles. mmmmtodo get rid of this -ve</description>
				</Item>
				<Item type="rage__NMParam">
					<name>damping</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>damping of masked joints</description>
				</Item>
				<Item type="rage__NMParam">
					<name>effectorMask</name>
					<type>string</type>
					<init>ub</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see notes for explanation)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>overideHeadlook</name>
					<type>bool</type>
					<init>false</init>
					<description>overide Headlook behaviour (if animPose includes the head)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>overidePointArm</name>
					<type>bool</type>
					<init>false</init>
					<description>overide PointArm behaviour (if animPose includes the arm/arms)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>overidePointGun</name>
					<type>bool</type>
					<init>false</init>
					<description>overide PointGun behaviour (if animPose includes the arm/arms)//mmmmtodo not used at moment</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useZMPGravityCompensation</name>
					<type>bool</type>
					<init>true</init>
					<description>If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gravityCompensation</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="14.00"/>
					<description>gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>muscleStiffnessLeftArm</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="10.00"/>
					<description>muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>muscleStiffnessRightArm</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="10.00"/>
					<description>muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>muscleStiffnessSpine</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="10.00"/>
					<description>muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>muscleStiffnessLeftLeg</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="10.00"/>
					<description>muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>muscleStiffnessRightLeg</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="10.00"/>
					<description>muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffnessLeftArm</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="16.00"/>
					<description>stiffness  applied to left arm (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffnessRightArm</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="16.00"/>
					<description>stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffnessSpine</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="16.00"/>
					<description>stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffnessLeftLeg</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="16.00"/>
					<description>stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffnessRightLeg</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="16.00"/>
					<description>stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampingLeftArm</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.00"/>
					<description>damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampingRightArm</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.00"/>
					<description>damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampingSpine</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.00"/>
					<description>damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampingLeftLeg</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.00"/>
					<description>damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampingRightLeg</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.00"/>
					<description>damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gravCompLeftArm</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="14.00"/>
					<description>gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gravCompRightArm</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="14.00"/>
					<description>gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gravCompSpine</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="14.00"/>
					<description>gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gravCompLeftLeg</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="14.00"/>
					<description>gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gravCompRightLeg</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="14.00"/>
					<description>gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>connectedLeftHand</name>
					<type>int</type>
					<init>0</init>
					<min value="-1"/>
					<max value="2"/>
					<description>Is the left hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>connectedRightHand</name>
					<type>int</type>
					<init>0</init>
					<min value="-1"/>
					<max value="2"/>
					<description>Is the right hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>connectedLeftFoot</name>
					<type>int</type>
					<init>-2</init>
					<min value="-2"/>
					<max value="2"/>
					<description>Is the left foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide), -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>connectedRightFoot</name>
					<type>int</type>
					<init>-2</init>
					<min value="-2"/>
					<max value="2"/>
					<description>Is the right foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide),-1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>animSource</name>
					<type>int</type>
					<init>ART::kITSourceCurrent</init>
					<min value="ART::kITSourceCurrent"/>
					<max value="ART::KITSourceCount-1"/>
					<description>AnimSource 0 = CurrentItms, 1 = PreviousItms, 2 = AnimItms</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampenSideMotionInstanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>LevelIndex of object to dampen side motion relative to. -1 means not used.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>armsWindmill</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>leftPartID</name>
					<type>int</type>
					<init>10</init>
					<min value="0"/>
					<max value="21"/>
					<description>ID of part that the circle uses as local space for positioning</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftRadius1</name>
					<type>float</type>
					<init>0.750</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>radius for first axis of ellipse</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftRadius2</name>
					<type>float</type>
					<init>0.750</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>radius for second axis of ellipse</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftSpeed</name>
					<type>float</type>
					<init>1.00</init>
					<min value="-2.00"/>
					<max value="2.00"/>
					<description>speed of target around the circle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftNormal</name>
					<type>vector3</type>
					<init>0.00, 0.20, 0.20</init>
					<description>Euler Angles orientation of circle in space of part with part ID</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftCentre</name>
					<type>vector3</type>
					<init>0.00, 0.50, -0.10</init>
					<description>centre of circle in the space of partID</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightPartID</name>
					<type>int</type>
					<init>10</init>
					<min value="0"/>
					<max value="21"/>
					<description>ID of part that the circle uses as local space for positioning</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightRadius1</name>
					<type>float</type>
					<init>0.750</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>radius for first axis of ellipse</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightRadius2</name>
					<type>float</type>
					<init>0.750</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>radius for second axis of ellipse</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightSpeed</name>
					<type>float</type>
					<init>1.00</init>
					<min value="-2.00"/>
					<max value="2.00"/>
					<description>speed of target around the circle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightNormal</name>
					<type>vector3</type>
					<init>0.00, -0.20, -0.20</init>
					<description>Euler Angles orientation of circle in space of part with part ID</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightCentre</name>
					<type>vector3</type>
					<init>0.00, -0.50, -0.10</init>
					<description>centre of circle in the space of partID</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shoulderStiffness</name>
					<type>float</type>
					<init>12.00</init>
					<min value="1.00"/>
					<max value="16.00"/>
					<description>Stiffness applied to the shoulders</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shoulderDamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Damping applied to the shoulders</description>
				</Item>
				<Item type="rage__NMParam">
					<name>elbowStiffness</name>
					<type>float</type>
					<init>12.00</init>
					<min value="1.00"/>
					<max value="16.00"/>
					<description>Stiffness applied to the elbows</description>
				</Item>
				<Item type="rage__NMParam">
					<name>elbowDamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Damping applied to the elbows</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftElbowMin</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.70"/>
					<description>Minimum left elbow bend</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightElbowMin</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.70"/>
					<description>Minimum right elbow bend</description>
				</Item>
				<Item type="rage__NMParam">
					<name>phaseOffset</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-360.00"/>
					<max value="360.00"/>
					<description>phase offset(degrees) when phase synchronization is turned on.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dragReduction</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>how much to compensate for movement of character/target</description>
				</Item>
				<Item type="rage__NMParam">
					<name>IKtwist</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-3.141593"/>
					<max value="3.141593"/>
					<description>angle of elbow around twist axis ?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angVelThreshold</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>value of character angular speed above which adaptive arm motion starts</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angVelGain</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>multiplies angular speed of character to get speed of arms</description>
				</Item>
				<Item type="rage__NMParam">
					<name>mirrorMode</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="2"/>
					<description>0: circle orientations are independent, 1: they mirror each other, 2: they're parallel (leftArm parmeters are used)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>adaptiveMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="3"/>
					<description>0:not adaptive, 1:only direction, 2: dir and speed, 3: dir, speed and strength</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceSync</name>
					<type>bool</type>
					<init>true</init>
					<description>toggles phase synchronization</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useLeft</name>
					<type>bool</type>
					<init>true</init>
					<description>Use the left arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useRight</name>
					<type>bool</type>
					<init>true</init>
					<description>Use the right arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>disableOnImpact</name>
					<type>bool</type>
					<init>true</init>
					<description>If true, each arm will stop windmilling if it hits the ground</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>armsWindmillAdaptive</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>angSpeed</name>
					<type>float</type>
					<init>6.280</init>
					<min value="0.10"/>
					<max value="10.0"/>
					<description>Controls the speed of the windmilling</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyStiffness</name>
					<type>float</type>
					<init>11.000</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>Controls how stiff the rest of the body is</description>
				</Item>
				<Item type="rage__NMParam">
					<name>amplitude</name>
					<type>float</type>
					<init>0.600</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Controls how large the motion is, higher values means the character waves his arms in a massive arc</description>
				</Item>
				<Item type="rage__NMParam">
					<name>phase</name>
					<type>float</type>
					<init>0.000</init>
					<min value="-4.0"/>
					<max value="8.0"/>
					<description>Set to a non-zero value to desynchronise the left and right arms motion.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStiffness</name>
					<type>float</type>
					<init>14.140</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>How stiff the arms are controls how pronounced the windmilling motion appears</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftElbowAngle</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="6.0"/>
					<description>If not negative then left arm will blend to this angle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightElbowAngle</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="6.0"/>
					<description>If not negative then right arm will blend to this angle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lean1mult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>0 arms go up and down at the side. 1 circles. 0..1 elipse</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lean1offset</name>
					<type>float</type>
					<init>0.0</init>
					<min value="-6.0"/>
					<max value="6.0"/>
					<description>0.f centre of circle at side.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>elbowRate</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="6.0"/>
					<description>rate at which elbow tries to match *ElbowAngle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDirection</name>
					<type>int</type>
					<init>0</init>
					<min value="-1"/>
					<max value="1"/>
					<description>Arm circling direction.  -1 = Backwards, 0 = Adaptive, 1 = Forwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>disableOnImpact</name>
					<type>bool</type>
					<init>true</init>
					<description>If true, each arm will stop windmilling if it hits the ground</description>
				</Item>
				<Item type="rage__NMParam">
					<name>setBackAngles</name>
					<type>bool</type>
					<init>true</init>
					<description>If true, back angles will be set to compliment arms windmill</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useAngMom</name>
					<type>bool</type>
					<init>false</init>
					<description>If true, use angular momentum about com to choose arm circling direction. Otherwise use com angular velocity</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bendLeftElbow</name>
					<type>bool</type>
					<init>false</init>
					<description>If true, bend the left elbow to give a stuntman type scramble look</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bendRightElbow</name>
					<type>bool</type>
					<init>false</init>
					<description>If true, bend the right elbow to give a stuntman type scramble look</description>
				</Item>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>ub</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>balancerCollisionsReaction</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>numStepsTillSlump</name>
					<type>int</type>
					<init>4</init>
					<min value="0"/>
					<description>Begin slump and stop stepping after this many steps</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stable2SlumpTime</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<description>Time after becoming stable leaning against a wall that slump starts</description>
				</Item>
				<Item type="rage__NMParam">
					<name>exclusionZone</name>
					<type>float</type>
					<init>0.2</init>
					<min value="0.0"/>
					<description>Steps are ihibited to not go closer to the wall than this (after impact).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>footFrictionMultStart</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>Friction multiplier applied to feet when slump starts</description>
				</Item>
				<Item type="rage__NMParam">
					<name>footFrictionMultRate</name>
					<type>float</type>
					<init>2.0</init>
					<min value="0.0"/>
					<max value="50.0"/>
					<description>Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backFrictionMultStart</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>Friction multiplier applied to back when slump starts</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backFrictionMultRate</name>
					<type>float</type>
					<init>2.0</init>
					<min value="0.0"/>
					<max value="50.0"/>
					<description>Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impactLegStiffReduction</name>
					<type>float</type>
					<init>3.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>Reduce the stiffness of the legs by this much as soon as an impact is detected</description>
				</Item>
				<Item type="rage__NMParam">
					<name>slumpLegStiffReduction</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>Reduce the stiffness of the legs by this much as soon as slump starts</description>
				</Item>
				<Item type="rage__NMParam">
					<name>slumpLegStiffRate</name>
					<type>float</type>
					<init>8.0</init>
					<min value="0.0"/>
					<max value="50.0"/>
					<description>Rate at which the stiffness of the legs is reduced during slump</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reactTime</name>
					<type>float</type>
					<init>0.3</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Time that the character reacts to the impact with ub flinch and writhe</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impactExagTime</name>
					<type>float</type>
					<init>0.3</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Time that the character exaggerates impact with spine</description>
				</Item>
				<Item type="rage__NMParam">
					<name>glanceSpinTime</name>
					<type>float</type>
					<init>0.5</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Duration that the glance torque is applied for</description>
				</Item>
				<Item type="rage__NMParam">
					<name>glanceSpinMag</name>
					<type>float</type>
					<init>50.0</init>
					<min value="0.0"/>
					<max value="1000.0"/>
					<description>Magnitude of the glance torque</description>
				</Item>
				<Item type="rage__NMParam">
					<name>glanceSpinDecayMult</name>
					<type>float</type>
					<init>0.3</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>multiplier used when decaying torque spin over time</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ignoreColWithIndex</name>
					<type>int</type>
					<init>-2</init>
					<min value="-2"/>
					<description>used so impact with the character that is pushing you over doesn't set off the behaviour</description>
				</Item>
				<Item type="rage__NMParam">
					<name>slumpMode</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="2"/>
					<description>0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reboundMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="3"/>
					<description>0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ignoreColMassBelow</name>
					<type>float</type>
					<init>20.0</init>
					<min value="-1.0"/>
					<max value="1000.0"/>
					<description>collisions with non-fixed objects with mass below this will not set this behaviour off (e.g. ignore guns)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forwardMode</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="1"/>
					<description>0=slump, 1=fallToKnees if shot is running, otherwise slump</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeToForward</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.10"/>
					<max value="2.00"/>
					<description>time after a forwards impact before forwardMode is called (leave sometime for a rebound or brace - the min of 0.1 is to ensure fallOverWall can start although it probably needs only 1or2 frames for the probes to return)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reboundForce</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>if forwards impact only: cheat force to try to get the character away from the wall.  3 is a good value.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>braceWall</name>
					<type>bool</type>
					<init>true</init>
					<description>Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ignoreColVolumeBelow</name>
					<type>float</type>
					<init>0.1</init>
					<min value="-1.0"/>
					<max value="1000.0"/>
					<description>collisions with non-fixed objects with volume below this will not set this behaviour off</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallOverWallDrape</name>
					<type>bool</type>
					<init>true</init>
					<description>use fallOverWall as the main drape reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallOverHighWalls</name>
					<type>bool</type>
					<init>false</init>
					<description>trigger fall over wall if hit up to spine2 else only if hit up to spine1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snap</name>
					<type>bool</type>
					<init>false</init>
					<description>Add a Snap to when you hit a wall to emphasize the hit.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapMag</name>
					<type>float</type>
					<init>-0.60</init>
					<min value="-10.00"/>
					<max value="10.0"/>
					<description>The magnitude of the snap reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapDirectionRandomness</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.0"/>
					<description>The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapLeftArm</name>
					<type>bool</type>
					<init>false</init>
					<description>snap the leftArm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapRightArm</name>
					<type>bool</type>
					<init>false</init>
					<description>snap the rightArm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapLeftLeg</name>
					<type>bool</type>
					<init>false</init>
					<description>snap the leftLeg.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapRightLeg</name>
					<type>bool</type>
					<init>false</init>
					<description>snap the rightLeg.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapSpine</name>
					<type>bool</type>
					<init>true</init>
					<description>snap the spine.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapNeck</name>
					<type>bool</type>
					<init>true</init>
					<description>snap the neck.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapPhasedLegs</name>
					<type>bool</type>
					<init>true</init>
					<description>Legs are either in phase with each other or not</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapHipType</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>type of hip reaction 0=none, 1=side2side 2=steplike</description>
				</Item>
				<Item type="rage__NMParam">
					<name>unSnapInterval</name>
					<type>float</type>
					<init>0.010</init>
					<min value="0.00"/>
					<max value="100.0"/>
					<description>Interval before applying reverse snap</description>
				</Item>
				<Item type="rage__NMParam">
					<name>unSnapRatio</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="100.0"/>
					<description>The magnitude of the reverse snap</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapUseTorques</name>
					<type>bool</type>
					<init>true</init>
					<description>use torques to make the snap otherwise use a change in the parts angular velocity</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impactWeaknessZeroDuration</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>duration for which the character's upper body stays at minimum stiffness (not quite zero)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impactWeaknessRampDuration</name>
					<type>float</type>
					<init>0.010</init>
					<min value="0.010"/>
					<max value="10.00"/>
					<description>duration of the ramp to bring the character's upper body stiffness back to normal levels</description>
				</Item>
				<Item type="rage__NMParam">
					<name>impactLoosenessAmount</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>how loose the character is on impact. between 0 and 1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>objectBehindVictim</name>
					<type>bool</type>
					<init>false</init>
					<description>detected an object behind a shot victim in the direction of a bullet?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>objectBehindVictimPos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>the intersection pos of a detected object behind a shot victim in the direction of a bullet</description>
				</Item>
				<Item type="rage__NMParam">
					<name>objectBehindVictimNormal</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>the normal of a detected object behind a shot victim in the direction of a bullet</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>bodyBalance</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>armStiffness</name>
					<type>float</type>
					<init>9.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>NB. WAS m_bodyStiffness ClaviclesStiffness=9.0f</description>
				</Item>
				<Item type="rage__NMParam">
					<name>elbow</name>
					<type>float</type>
					<init>0.9</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>How much the elbow swings based on the leg movement</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shoulder</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>How much the shoulder(lean1) swings based on the leg movement</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDamping</name>
					<type>float</type>
					<init>0.7</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>NB. WAS m_damping NeckDamping=1 ClaviclesDamping=1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useHeadLook</name>
					<type>bool</type>
					<init>false</init>
					<description>enable and provide a look-at target to make the character's head turn to face it while balancing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookPos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position of thing to look at</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookInstanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>level index of thing to look at</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineStiffness</name>
					<type>float</type>
					<init>10.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>somersaultAngle</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>multiplier of the somersault 'angle' (lean forward/back) for arms out (lean2)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>somersaultAngleThreshold</name>
					<type>float</type>
					<init>0.25</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Amount of somersault 'angle' before m_somersaultAngle is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sideSomersaultAngle</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Amount of side somersault 'angle' before sideSomersault is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sideSomersaultAngleThreshold</name>
					<type>float</type>
					<init>0.25</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>backwardsAutoTurn</name>
					<type>bool</type>
					<init>false</init>
					<description>Automatically turn around if moving backwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnWithBumpRadius</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="10.00"/>
					<description>0.9 is a sensible value.  If pusher within this distance then turn to get out of the way of the pusher</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backwardsArms</name>
					<type>bool</type>
					<init>false</init>
					<description>Bend elbows, relax shoulders and inhibit spine twist when moving backwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>blendToZeroPose</name>
					<type>bool</type>
					<init>false</init>
					<description>Blend upper body to zero pose as the character comes to rest. If false blend to a stored pose</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsOutOnPush</name>
					<type>bool</type>
					<init>true</init>
					<description>Put arms out based on lean2 of legs, or angular velocity (lean or twist), or lean (front/back or side/side)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsOutOnPushMultiplier</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Arms out based on lean2 of the legs to simulate being pushed</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsOutOnPushTimeout</name>
					<type>float</type>
					<init>1.1</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>number of seconds before turning off the armsOutOnPush response only for Arms out based on lean2 of the legs (NOT for the angle or angular velocity)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>returningToBalanceArmsOut</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>range 0:1 0 = don't raise arms if returning to upright position, 0.x = 0.x*raise arms based on angvel and 'angle' settings, 1 = raise arms based on angvel and 'angle' settings</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsOutStraightenElbows</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>multiplier for straightening the elbows based on the amount of arms out(lean2) 0 = dont straighten elbows. Otherwise straighten elbows proportionately to armsOut</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsOutMinLean2</name>
					<type>float</type>
					<init>-9.9</init>
					<min value="-10.0"/>
					<max value="0.0"/>
					<description>Minimum desiredLean2 applied to shoulder (to stop arms going above shoulder height or not)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineDamping</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>useBodyTurn</name>
					<type>bool</type>
					<init>true</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>elbowAngleOnContact</name>
					<type>float</type>
					<init>1.9</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>on contact with upperbody the desired elbow angle is set to at least this value</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bendElbowsTime</name>
					<type>float</type>
					<init>0.3</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Time after contact (with Upper body) that the min m_elbowAngleOnContact is applied</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bendElbowsGait</name>
					<type>float</type>
					<init>0.7</init>
					<min value="-3.0"/>
					<max value="3.0"/>
					<description>Minimum desired angle of elbow during non contact arm swing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hipL2ArmL2</name>
					<type>float</type>
					<init>0.3</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>mmmmdrunk = 0.2 multiplier of hip lean2 (star jump) to give shoulder lean2 (flapping)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shoulderL2</name>
					<type>float</type>
					<init>0.5</init>
					<min value="-3.0"/>
					<max value="3.0"/>
					<description>mmmmdrunk = 0.7 shoulder lean2 offset</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shoulderL1</name>
					<type>float</type>
					<init>0.0</init>
					<min value="-1.0"/>
					<max value="2.0"/>
					<description>mmmmdrunk 1.1 shoulder lean1 offset (+ve frankenstein)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shoulderTwist</name>
					<type>float</type>
					<init>-0.35</init>
					<min value="-3.0"/>
					<max value="3.0"/>
					<description>mmmmdrunk = 0.0 shoulder twist</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookAtVelProb</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Probability [0-1] that headLook will be looking in the direction of velocity when stepping</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnOffProb</name>
					<type>float</type>
					<init>0.1</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability that turn will be off. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turn2VelProb</name>
					<type>float</type>
					<init>0.3</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning towards velocity. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnAwayProb</name>
					<type>float</type>
					<init>0.15</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning away from headLook target. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnLeftProb</name>
					<type>float</type>
					<init>0.125</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning left. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnRightProb</name>
					<type>float</type>
					<init>0.125</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning right. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turn2TargetProb</name>
					<type>float</type>
					<init>0.2</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning towards headLook target. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angVelMultiplier</name>
					<type>vector3</type>
					<init>4.00, 1.00, 4.00</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>somersault, twist, sideSomersault) multiplier of the angular velocity  for arms out (lean2) (somersault, twist, sideSomersault)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angVelThreshold</name>
					<type>vector3</type>
					<init>1.20, 3.00, 1.20</init>
					<min value="0.0"/>
					<max value="40.0"/>
					<description>somersault, twist, sideSomersault) threshold above which angVel is used for arms out (lean2) Unless drunk - DO NOT EXCEED 7.0 for each component</description>
				</Item>
				<Item type="rage__NMParam">
					<name>braceDistance</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>if -ve then do not brace.  distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65</description>
				</Item>
				<Item type="rage__NMParam">
					<name>targetPredictionTime</name>
					<type>float</type>
					<init>0.450</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>time expected to get arms up from idle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachAbsorbtionTime</name>
					<type>float</type>
					<init>0.150</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>larger values and he absorbs the impact more</description>
				</Item>
				<Item type="rage__NMParam">
					<name>braceStiffness</name>
					<type>float</type>
					<init>12.00</init>
					<min value="6.00"/>
					<max value="16.00"/>
					<description>stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minBraceTime</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>minimum bracing time so the character doesn't look twitchy</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeToBackwardsBrace</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>time before arm brace kicks in when hit from behind</description>
				</Item>
				<Item type="rage__NMParam">
					<name>handsDelayMin</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>handsDelayMax</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>braceOffset</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-2.00"/>
					<max value="2.00"/>
					<description>braceTarget is global headLookPos plus braceOffset m in the up direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>moveRadius</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="2.00"/>
					<description>if -ve don't move away from pusher unless moveWhenBracing is true and braceDistance  GT  0.0f.  if the pusher is closer than moveRadius then move away from it.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>moveAmount</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount of leanForce applied away from pusher</description>
				</Item>
				<Item type="rage__NMParam">
					<name>moveWhenBracing</name>
					<type>bool</type>
					<init>false</init>
					<description>Only move away from pusher when bracing against pusher</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>bodyFoetal</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>stiffness</name>
					<type>float</type>
					<init>9.000</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>The stiffness of the body determines how fast the character moves into the position, and how well that they hold it.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampingFactor</name>
					<type>float</type>
					<init>1.400</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Sets damping value for the character joints</description>
				</Item>
				<Item type="rage__NMParam">
					<name>asymmetry</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>A value between 0-1 that controls how asymmetric the results are by varying stiffness across the body</description>
				</Item>
				<Item type="rage__NMParam">
					<name>randomSeed</name>
					<type>int</type>
					<init>100</init>
					<min value="0"/>
					<description>Random seed used to generate asymmetry values</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backTwist</name>
					<type>float</type>
					<init>0.000</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Amount of random back twist to add</description>
				</Item>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>bodyRollUp</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>stiffness</name>
					<type>float</type>
					<init>10.000</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>stiffness of whole body</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useArmToSlowDown</name>
					<type>float</type>
					<init>1.300</init>
					<min value="-2.0"/>
					<max value="3.0"/>
					<description>the degree to which the character will try to stop a barrel roll with his arms</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armReachAmount</name>
					<type>float</type>
					<init>1.400</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>the likeliness of the character reaching for the ground with its arms</description>
				</Item>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legPush</name>
					<type>float</type>
					<init>0.000</init>
					<min value="-1.0"/>
					<max value="2.0"/>
					<description>used to keep rolling down slope, 1 is full (kicks legs out when pointing upwards)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>asymmetricalLegs</name>
					<type>float</type>
					<init>0.000</init>
					<min value="-2.0"/>
					<max value="2.0"/>
					<description>0 is no leg asymmetry in 'foetal' position.  greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians.  Random number changes about once every roll.  0.4 gives a lot of asymmetry</description>
				</Item>
				<Item type="rage__NMParam">
					<name>noRollTimeBeforeSuccess</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>time that roll velocity has to be lower than rollVelForSuccess, before success message is sent</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollVelForSuccess</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>lower threshold for roll velocity at which success message can be sent</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollVelLinearContribution</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>contribution of linear COM velocity to roll Velocity (if 0, roll velocity equal to COM angular velocity)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>velocityScale</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Scales perceived body velocity.  The higher this value gets, the more quickly the velocity measure saturates, resulting in a tighter roll at slower speeds. (NB: Set to 1 to match earlier behaviour)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>velocityOffset</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Offsets perceived body velocity.  Increase to create larger "dead zone" around zero velocity where character will be less rolled. (NB: Reset to 0 to match earlier behaviour)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyMinMaxFriction</name>
					<type>bool</type>
					<init>true</init>
					<description>Controls whether or not behaviour enforces min/max friction</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>bodyWrithe</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>armStiffness</name>
					<type>float</type>
					<init>13.000</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>backStiffness</name>
					<type>float</type>
					<init>13.000</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>legStiffness</name>
					<type>float</type>
					<init>13.000</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>The stiffness of the character will determine how 'determined' a writhe this is - high values will make him thrash about wildly</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDamping</name>
					<type>float</type>
					<init>0.500</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>damping amount, less is underdamped</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backDamping</name>
					<type>float</type>
					<init>0.500</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>damping amount, less is underdamped</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legDamping</name>
					<type>float</type>
					<init>0.500</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>damping amount, less is underdamped</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armPeriod</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.010"/>
					<max value="4.0"/>
					<description>Controls how fast the writhe is executed, smaller values make faster motions</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backPeriod</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.010"/>
					<max value="4.0"/>
					<description>Controls how fast the writhe is executed, smaller values make faster motions</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legPeriod</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.010"/>
					<max value="4.0"/>
					<description>Controls how fast the writhe is executed, smaller values make faster motions</description>
				</Item>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armAmplitude</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>backAmplitude</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>scales the amount of writhe. 0 = no writhe</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legAmplitude</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>scales the amount of writhe. 0 = no writhe</description>
				</Item>
				<Item type="rage__NMParam">
					<name>elbowAmplitude</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>kneeAmplitude</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollOverFlag</name>
					<type>bool</type>
					<init>false</init>
					<description>Flag to set trying to rollOver</description>
				</Item>
				<Item type="rage__NMParam">
					<name>blendArms</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Blend the writhe arms with the current desired arms (0=don't apply any writhe, 1=only writhe)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>blendBack</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Blend the writhe spine and neck with the current desired (0=don't apply any writhe, 1=only writhe)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>blendLegs</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Blend the writhe legs with the current desired legs (0=don't apply any writhe, 1=only writhe)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyStiffness</name>
					<type>bool</type>
					<init>true</init>
					<description>Use writhe stiffnesses if true. If false don't set any stiffnesses</description>
				</Item>
				<Item type="rage__NMParam">
					<name>onFire</name>
					<type>bool</type>
					<init>false</init>
					<description>Extra shoulderBlend. Rolling:one way only, maxRollOverTime, rollOverRadius, doesn't reduce arm stiffness to help rolling. No shoulder twist</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shoulderLean1</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="6.283185"/>
					<description>Blend writhe shoulder desired lean1 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shoulderLean2</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.00"/>
					<max value="6.283185"/>
					<description>Blend writhe shoulder desired lean2 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lean1BlendFactor</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Shoulder desired lean1 with shoulderLean1 angle blend factor. Set it to 0 to use original shoulder withe desired lean1 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lean2BlendFactor</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Shoulder desired lean2 with shoulderLean2 angle blend factor. Set it to 0 to use original shoulder withe desired lean2 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollTorqueScale</name>
					<type>float</type>
					<init>150.00</init>
					<min value="0.00"/>
					<max value="300.00"/>
					<description>Scale rolling torque that is applied to character spine.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxRollOverTime</name>
					<type>float</type>
					<init>8.00</init>
					<min value="0.00"/>
					<max value="60.00"/>
					<description>Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling. Note that onFire has to be set to true for this parameter to take any effect.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollOverRadius</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling. Note that onFire has to be set to true for this parameter to take any effect.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>braceForImpact</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>braceDistance</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65</description>
				</Item>
				<Item type="rage__NMParam">
					<name>targetPredictionTime</name>
					<type>float</type>
					<init>0.450</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>time epected to get arms up from idle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachAbsorbtionTime</name>
					<type>float</type>
					<init>0.150</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>larger values and he absorbs the impact more</description>
				</Item>
				<Item type="rage__NMParam">
					<name>instanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>levelIndex of object to brace</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyStiffness</name>
					<type>float</type>
					<init>12.00</init>
					<min value="6.00"/>
					<max value="16.00"/>
					<description>stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default</description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabDontLetGo</name>
					<type>bool</type>
					<init>false</init>
					<description>Once a constraint is made, keep reaching with whatever hand is allowed</description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabStrength</name>
					<type>float</type>
					<init>40.00</init>
					<min value="-1.00"/>
					<max value="1000.00"/>
					<description>strength in hands for grabbing (kg m/s), -1 to ignore/disable</description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabDistance</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="4.00"/>
					<description>Relative distance at which the grab starts.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabReachAngle</name>
					<type>float</type>
					<init>1.50</init>
					<min value="0.00"/>
					<max value="3.160"/>
					<description>Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabHoldTimer</name>
					<type>float</type>
					<init>2.50</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>amount of time, in seconds, before grab automatically bails</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxGrabCarVelocity</name>
					<type>float</type>
					<init>95.00</init>
					<min value="0.00"/>
					<max value="1000.00"/>
					<description>Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legStiffness</name>
					<type>float</type>
					<init>12.00</init>
					<min value="6.00"/>
					<max value="16.00"/>
					<description>Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeToBackwardsBrace</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>time before arm brace kicks in when hit from behind</description>
				</Item>
				<Item type="rage__NMParam">
					<name>look</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position to look at, e.g. the driver</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>location of the front part of the object to brace against. This should be the centre of where his hands should meet the object</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minBraceTime</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>minimum bracing time so the character doesn't look twitchy</description>
				</Item>
				<Item type="rage__NMParam">
					<name>handsDelayMin</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>handsDelayMax</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>moveAway</name>
					<type>bool</type>
					<init>false</init>
					<description>move away from the car (if in reaching zone)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>moveAwayAmount</name>
					<type>float</type>
					<init>0.10</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>forceLean away amount (-ve is lean towards)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>moveAwayLean</name>
					<type>float</type>
					<init>0.050</init>
					<min value="-0.5"/>
					<max value="0.5"/>
					<description>Lean away amount (-ve is lean towards)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>moveSideways</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Amount of sideways movement if at the front or back of the car to add to the move away from car</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bbArms</name>
					<type>bool</type>
					<init>false</init>
					<description>Use bodyBalance arms for the default (non bracing) behaviour if bodyBalance is active</description>
				</Item>
				<Item type="rage__NMParam">
					<name>newBrace</name>
					<type>bool</type>
					<init>true</init>
					<description>Use the new brace prediction code</description>
				</Item>
				<Item type="rage__NMParam">
					<name>braceOnImpact</name>
					<type>bool</type>
					<init>false</init>
					<description>If true then if a shin or thigh is in contact with the car then brace. NB: newBrace must be true.  For those situations where the car has pushed the ped backwards (at the same speed as the car) before the behaviour has been started and so doesn't predict an impact.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>roll2Velocity</name>
					<type>bool</type>
					<init>false</init>
					<description>When rollDownStairs is running use roll2Velocity to control the helper torques (this only attempts to roll to the chaarcter's velocity not some default linear velocity mag</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollType</name>
					<type>int</type>
					<init>3</init>
					<min value="0"/>
					<max value="3"/>
					<description>0 = original/roll off/stay on car:  Roll with character velocity, 1 = //Gentle: roll off/stay on car = use relative velocity of character to car to roll against, 2 = //roll over car:  Roll against character velocity.  i.e. roll against any velocity picked up by hitting car, 3 = //Gentle: roll over car:  use relative velocity of character to car to roll with</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapImpacts</name>
					<type>bool</type>
					<init>false</init>
					<description>Exaggerate impacts using snap</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapImpact</name>
					<type>float</type>
					<init>7.00</init>
					<min value="-20.00"/>
					<max value="20.00"/>
					<description>Exaggeration amount of the initial impact (legs).  +ve fold with car impact (as if pushed at hips in the car velocity direction).  -ve fold away from car impact</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapBonnet</name>
					<type>float</type>
					<init>-7.00</init>
					<min value="-20.00"/>
					<max value="20.00"/>
					<description>Exaggeration amount of the secondary (torso) impact with bonnet. +ve fold with car impact (as if pushed at hips by the impact normal).  -ve fold away from car impact</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapFloor</name>
					<type>float</type>
					<init>7.00</init>
					<min value="-20.00"/>
					<max value="20.00"/>
					<description>Exaggeration amount of the impact with the floor after falling off of car +ve fold with floor impact (as if pushed at hips in the impact normal direction).  -ve fold away from car impact</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampVel</name>
					<type>bool</type>
					<init>false</init>
					<description>Damp out excessive spin and upward velocity when on car</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampSpin</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="40.00"/>
					<description>Amount to damp spinning by (cartwheeling and somersaulting)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampUpVel</name>
					<type>float</type>
					<init>10.00</init>
					<min value="0.00"/>
					<max value="40.00"/>
					<description>Amount to damp upward velocity by to limit the amount of air above the car the character can get.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampSpinThresh</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>Angular velocity above which we start damping</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dampUpVelThresh</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>Upward velocity above which we start damping</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsHelp</name>
					<type>bool</type>
					<init>false</init>
					<description>Enhance a glancing spin with the side of the car by modulating body friction.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsEndMin</name>
					<type>float</type>
					<init>-0.10</init>
					<min value="-10.00"/>
					<max value="1.00"/>
					<description>ID for glancing spin. min depth to be considered from either end (front/rear) of a car (-ve is inside the car area)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsSideMin</name>
					<type>float</type>
					<init>-0.20</init>
					<min value="-10.00"/>
					<max value="1.00"/>
					<description>ID for glancing spin. min depth to be considered on the side of a car (-ve is inside the car area)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsSideMax</name>
					<type>float</type>
					<init>0.50</init>
					<min value="-10.00"/>
					<max value="1.00"/>
					<description>ID for glancing spin. max depth to be considered on the side of a car (+ve is outside the car area)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsUpness</name>
					<type>float</type>
					<init>0.90</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>ID for glancing spin. Character has to be more upright than this value for it to be considered on the side of a car. Fully upright = 1, upsideDown = -1.  Max Angle from upright is acos(gsUpness)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsCarVelMin</name>
					<type>float</type>
					<init>3.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>ID for glancing spin. Minimum car velocity.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsScale1Foot</name>
					<type>bool</type>
					<init>true</init>
					<description>Apply gsFricScale1 to the foot if colliding with car.  (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsFricScale1</name>
					<type>float</type>
					<init>8.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Glancing spin help. Friction scale applied when to the side of the car.  e.g. make the character spin more by upping the friction against the car</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsFricMask1</name>
					<type>string</type>
					<init>fb</init>
					<description>Glancing spin help. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any bodyParts in gsFricMask2</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsFricScale2</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Glancing spin help. Friction scale applied when to the side of the car.  e.g. make the character spin more by lowering the feet friction. You could also lower the wrist friction here to stop the car pulling along the hands i.e. gsFricMask2 = la|uw</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gsFricMask2</name>
					<type>string</type>
					<init>la</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any bodyParts in gsFricMask2</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>buoyancy</name>
			<description>buoyancy:  Simple buoyancy model.  No character movement just fluid forces/torques added to parts.</description>
			<params>
				<Item type="rage__NMParam">
					<name>surfacePoint</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Arbitrary point on surface of water.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>surfaceNormal</name>
					<type>vector3</type>
					<init>0, 0, 1</init>
					<min value="0.0"/>
					<description>Normal to surface of water.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>buoyancy</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<description>Buoyancy multiplier.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>chestBuoyancy</name>
					<type>float</type>
					<init>8.0</init>
					<min value="0.0"/>
					<description>Buoyancy mulplier for spine2/3. Helps character float upright.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>damping</name>
					<type>float</type>
					<init>40.0</init>
					<min value="0.0"/>
					<description>Damping for submerged parts.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>righting</name>
					<type>bool</type>
					<init>true</init>
					<description>Use righting torque to being character face-up in water?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightingStrength</name>
					<type>float</type>
					<init>25.0</init>
					<min value="0.0"/>
					<description>Strength of righting torque.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightingTime</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<description>How long to wait after chest hits water to begin righting torque.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>catchFall</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>torsoStiffness</name>
					<type>float</type>
					<init>9.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>stiffness of torso</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legsStiffness</name>
					<type>float</type>
					<init>6.0</init>
					<min value="4.0"/>
					<max value="16.0"/>
					<description>stiffness of legs</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsStiffness</name>
					<type>float</type>
					<init>15.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>stiffness of arms</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backwardsMinArmOffset</name>
					<type>float</type>
					<init>-0.25</init>
					<min value="-1.0"/>
					<max value="0.0"/>
					<description>0 will prop arms up near his shoulders. -0.3 will place hands nearer his behind</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forwardMaxArmOffset</name>
					<type>float</type>
					<init>0.35</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>0 will point arms down with angled body, 0.45 will point arms forward a bit to catch nearer the head</description>
				</Item>
				<Item type="rage__NMParam">
					<name>zAxisSpinReduction</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Tries to reduce the spin around the Z axis. Scale 0 - 1.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>extraSit</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Scale extra-sit value 0..1. Setting to 0 helps with arched-back issues.  Set to 1 for a more alive-looking finish.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useHeadLook</name>
					<type>bool</type>
					<init>true</init>
					<description>Toggle to use the head look in this behaviour.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>mask</name>
					<type>string</type>
					<init>fb</init>
					<description>Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value  (see Active Pose notes for possible values)</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>electrocute</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>stunMag</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>The magnitude of the reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>initialMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>initialMult*stunMag = The magnitude of the 1st snap reaction (other mults are applied after this)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>largeMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="20.0"/>
					<description>largeMult*stunMag = The magnitude of a random large snap reaction (other mults are applied after this)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>largeMinTime</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="200.00"/>
					<description>min time to next large random snap (about 14 snaps with stunInterval = 0.07s)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>largeMaxTime</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="200.00"/>
					<description>max time to next large random snap (about 28 snaps with stunInterval = 0.07s)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>movingMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>movingMult*stunMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh</description>
				</Item>
				<Item type="rage__NMParam">
					<name>balancingMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>balancingMult*stunMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne</description>
				</Item>
				<Item type="rage__NMParam">
					<name>airborneMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>airborneMult*stunMag = The magnitude of the reaction if airborne</description>
				</Item>
				<Item type="rage__NMParam">
					<name>movingThresh</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="20.00"/>
					<description>If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stunInterval</name>
					<type>float</type>
					<init>0.070</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Direction flips every stunInterval</description>
				</Item>
				<Item type="rage__NMParam">
					<name>directionRandomness</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>The character vibrates in a prescribed way - Higher the value the more random this direction is.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftArm</name>
					<type>bool</type>
					<init>true</init>
					<description>vibrate the leftArm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightArm</name>
					<type>bool</type>
					<init>true</init>
					<description>vibrate the rightArm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftLeg</name>
					<type>bool</type>
					<init>true</init>
					<description>vibrate the leftLeg.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightLeg</name>
					<type>bool</type>
					<init>true</init>
					<description>vibrate the rightLeg.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spine</name>
					<type>bool</type>
					<init>true</init>
					<description>vibrate the spine.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>neck</name>
					<type>bool</type>
					<init>true</init>
					<description>vibrate the neck.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>phasedLegs</name>
					<type>bool</type>
					<init>true</init>
					<description>Legs are either in phase with each other or not</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyStiffness</name>
					<type>bool</type>
					<init>true</init>
					<description>let electrocute apply a (higher generally) stiffness to the character whilst being vibrated</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useTorques</name>
					<type>bool</type>
					<init>true</init>
					<description>use torques to make vibration otherwise use a change in the parts angular velocity</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hipType</name>
					<type>int</type>
					<init>2</init>
					<min value="0"/>
					<max value="2"/>
					<description>type of hip reaction 0=none, 1=side2side 2=steplike</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>fallOverWall</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>bodyStiffness</name>
					<type>float</type>
					<init>9.000</init>
					<min value="6.00"/>
					<max value="16.00"/>
					<description>stiffness of the body, roll up stiffness scales with this and defaults at this default value</description>
				</Item>
				<Item type="rage__NMParam">
					<name>damping</name>
					<type>float</type>
					<init>0.500</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>Damping in the effectors</description>
				</Item>
				<Item type="rage__NMParam">
					<name>magOfForce</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Magnitude of the falloverWall helper force</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxDistanceFromPelToHitPoint</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.010"/>
					<max value="1.00"/>
					<description>The maximum distance away from the pelvis that hit points will be registered.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxForceDist</name>
					<type>float</type>
					<init>0.80</init>
					<min value="0.010"/>
					<max value="2.00"/>
					<description>maximum distance between hitPoint and body part at which forces are applied to part</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepExclusionZone</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.010"/>
					<max value="2.00"/>
					<description>Specifies extent of area in front of the wall in which balancer won't try to take another step</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minLegHeight</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.10"/>
					<max value="2.00"/>
					<description>minimum height of pelvis above feet at which fallOverWall is attempted</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyTwist</name>
					<type>float</type>
					<init>0.540</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>amount of twist to apply to the spine as the character tries to fling himself over the wall, provides more of a believable roll but increases the amount of lateral space the character needs to successfully flip.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxTwist</name>
					<type>float</type>
					<init>3.141593</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>max angle the character can twist before twsit helper torques are turned off</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallOverWallEndA</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>One end of the wall to try to fall over.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallOverWallEndB</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>One end of the wall over which we are trying to fall over.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceAngleAbort</name>
					<type>float</type>
					<init>-0.20</init>
					<description>The angle abort threshold.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceTimeOut</name>
					<type>float</type>
					<init>2.00</init>
					<description>The force time out.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>moveArms</name>
					<type>bool</type>
					<init>true</init>
					<description>Lift the arms up if true.  Do nothing with the arms if false (eg when using catchfall arms or brace etc)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>moveLegs</name>
					<type>bool</type>
					<init>true</init>
					<description>Move the legs if true.  Do nothing with the legs if false (eg when using dynamicBalancer etc)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bendSpine</name>
					<type>bool</type>
					<init>true</init>
					<description>Bend spine to help falloverwall if true.  Do nothing with the spine if false.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angleDirWithWallNormal</name>
					<type>float</type>
					<init>180.00</init>
					<min value="0.00"/>
					<max value="180.00"/>
					<description>Maximum angle in degrees (between the direction of the velocity of the COM and the wall normal) to start to apply forces and torques to fall over the wall.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leaningAngleThreshold</name>
					<type>float</type>
					<init>180.00</init>
					<min value="0.00"/>
					<max value="180.00"/>
					<description>Maximum angle in degrees (between the vertical vector and a vector from pelvis to lower neck) to start to apply forces and torques to fall over the wall.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxAngVel</name>
					<type>float</type>
					<init>2.00</init>
					<min value="-1.00"/>
					<max value="30.00"/>
					<description>if the angular velocity is higher than maxAngVel, the torques and forces are not applied.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>adaptForcesToLowWall</name>
					<type>bool</type>
					<init>false</init>
					<description>Will reduce the magnitude of the forces applied to the character to help him to fall over wall</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxWallHeight</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="3.00"/>
					<description>Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>distanceToSendSuccessMessage</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="3.00"/>
					<description>Minimum distance between the pelvis and the wall to send the success message. If negative doesn't take this parameter into account when sending feedback.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollingBackThr</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Value of the angular velocity about the wallEgde above which the character is considered as rolling backwards i.e. goes in to fow_RollingBack state</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollingPotential</name>
					<type>float</type>
					<init>0.30</init>
					<min value="-1.00"/>
					<max value="10.00"/>
					<description>On impact with the wall if the rollingPotential(calculated from the characters linear velocity w.r.t the wall) is greater than this value the character will try to go over the wall otherwise it won't try (fow_Aborted).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useArmIK</name>
					<type>bool</type>
					<init>false</init>
					<description>Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachDistanceFromHitPoint</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>distance from predicted hitpoint where each hands will try to reach the wall.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minReachDistanceFromHitPoint</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angleTotallyBack</name>
					<type>float</type>
					<init>15.00</init>
					<min value="0.00"/>
					<max value="180.00"/>
					<description>max angle in degrees (between 1.the vector between two hips and 2. wallEdge) to try to reach the wall just behind his pelvis with his arms when the character is back to the wall.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>grab</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>useLeft</name>
					<type>bool</type>
					<init>false</init>
					<description>Flag to toggle use of left hand</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useRight</name>
					<type>bool</type>
					<init>false</init>
					<description>Flag to toggle the use of the Right hand</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dropWeaponIfNecessary</name>
					<type>bool</type>
					<init>false</init>
					<description>if hasn't grabbed when weapon carrying hand is close to target, grab anyway</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dropWeaponDistance</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>distance below which a weapon carrying hand will request weapon to be dropped</description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabStrength</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="10000.0"/>
					<description>strength in hands for grabbing (kg m/s), -1 to ignore/disable</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stickyHands</name>
					<type>float</type>
					<init>4.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>strength of cheat force on hands to pull towards target and stick to target ("cleverHandIK" strength)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnToTarget</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="2"/>
					<description>0=don't turn, 1=turnToTarget, 2=turnAwayFromTarget</description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabHoldMaxTimer</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.0"/>
					<max value="1000.0"/>
					<description>amount of time, in seconds, before grab automatically bails</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pullUpTime</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>Time to reach the full pullup strength</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pullUpStrengthRight</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Strength to pull up with the right arm. 0 = no pull up.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pullUpStrengthLeft</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Strength to pull up with the left arm. 0 = no pull up.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos1</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Grab pos1, right hand if not using line or surface grab.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos2</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Grab pos2, left hand if not using line or surface grab.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos3</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos4</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>normalR</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Normal for the right grab point.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>normalL</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Normal for the left grab point.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>normalR2</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Normal for the 2nd right grab point (if pointsX4grab=true).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>normalL2</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Normal for the 3rd left grab point (if pointsX4grab=true).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>handsCollide</name>
					<type>bool</type>
					<init>false</init>
					<description>Hand collisions on when grabbing (false turns off hand collisions making grab more stable esp. to grab points slightly inside geometry)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>justBrace</name>
					<type>bool</type>
					<init>false</init>
					<description>Flag to toggle between grabbing and bracing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useLineGrab</name>
					<type>bool</type>
					<init>false</init>
					<description>use the line grab, Grab along the line (x-x2)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pointsX4grab</name>
					<type>bool</type>
					<init>false</init>
					<description>use 2 point</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fromEA</name>
					<type>bool</type>
					<init>false</init>
					<description>use 2 point</description>
				</Item>
				<Item type="rage__NMParam">
					<name>surfaceGrab</name>
					<type>bool</type>
					<init>false</init>
					<description>Toggle surface grab on. Requires pos1,pos2,pos3 and pos4 to be specified.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>instanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>levelIndex of instance to grab (-1 = world coordinates)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>instancePartIndex</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<description>boundIndex of part on instance to grab (0 = just use instance coordinates)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dontLetGo</name>
					<type>bool</type>
					<init>false</init>
					<description>Once a constraint is made, keep reaching with whatever hand is allowed - no matter what the angle/distance and whether or not the constraint has broken due to constraintForce  GT  grabStrength.  mmmtodo this is a badly named parameter</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyStiffness</name>
					<type>float</type>
					<init>11.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>stiffness of upper body. Scales the arm grab such that the armStiffness is default when this is at default value</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachAngle</name>
					<type>float</type>
					<init>2.80</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>oneSideReachAngle</name>
					<type>float</type>
					<init>1.4</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>Angle at which we will only reach with one hand.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabDistance</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>Relative distance at which the grab starts.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>move2Radius</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="14.0"/>
					<description>Relative distance (additional to grabDistance - doesn't try to move inside grabDistance)at which the grab tries to use the balancer to move to the grab point.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStiffness</name>
					<type>float</type>
					<init>14.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>Stiffness of the arm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxReachDistance</name>
					<type>float</type>
					<init>0.7</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>distance to reach out towards the grab point.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>orientationConstraintScale</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>scale torque used to rotate hands to face normals</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxWristAngle</name>
					<type>float</type>
					<init>3.141593</init>
					<min value="0.0"/>
					<max value="3.151593"/>
					<description>When we are grabbing the max angle the wrist ccan be at before we break the grab.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useHeadLookToTarget</name>
					<type>bool</type>
					<init>false</init>
					<description>if true, the character will look at targetForHeadLook after a hand grabs until the end of the behavior. (Before grabbing it looks at the grab target)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lookAtGrab</name>
					<type>bool</type>
					<init>true</init>
					<description>if true, the character will look at the grab</description>
				</Item>
				<Item type="rage__NMParam">
					<name>targetForHeadLook</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Only used if useHeadLookToTarget is true, the target in world space to look at.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>headLook</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>damping</name>
					<type>float</type>
					<init>1.000</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>Damping  of the muscles</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffness</name>
					<type>float</type>
					<init>10.000</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>Stiffness of the muscles</description>
				</Item>
				<Item type="rage__NMParam">
					<name>instanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>levelIndex of object to be looked at. vel parameters are ignored if this is non -1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>vel</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-100.0"/>
					<max value="100.0"/>
					<description>The velocity of the point being looked at</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>The point being looked at</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alwaysLook</name>
					<type>bool</type>
					<init>false</init>
					<description>Flag to force always to look</description>
				</Item>
				<Item type="rage__NMParam">
					<name>eyesHorizontal</name>
					<type>bool</type>
					<init>true</init>
					<description>Keep the eyes horizontal.  Use true for impact with cars.  Use false if you want better look at target accuracy when the character is on the floor or leaned over alot.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alwaysEyesHorizontal</name>
					<type>bool</type>
					<init>true</init>
					<description>Keep the eyes horizontal.  Use true for impact with cars.  Use false if you want better look at target accuracy when the character is on the floor or leaned over (when not leaned over the eyes are still kept horizontal if eyesHorizontal=true ) alot.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>keepHeadAwayFromGround</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>twistSpine</name>
					<type>bool</type>
					<init>true</init>
					<description>Allow headlook to twist spine.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>highFall</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>bodyStiffness</name>
					<type>float</type>
					<init>11.00</init>
					<min value="6.00"/>
					<max value="16.00"/>
					<description>stiffness of body. Value feeds through to bodyBalance (synched with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodydamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>The damping of the joints.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>catchfalltime</name>
					<type>float</type>
					<init>0.300</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>The length of time before the impact that the character transitions to the landing.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>crashOrLandCutOff</name>
					<type>float</type>
					<init>0.8680</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out).  NB: never does bailout if ignorWorldCollisions true</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pdStrength</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Strength of the controller to keep the character at angle aimAngleBase from vertical.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pdDamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical.  The actual damping is pdDamping*pdStrength*constant*angVel.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armAngSpeed</name>
					<type>float</type>
					<init>7.850</init>
					<min value="0.00"/>
					<max value="20.0"/>
					<description>arm circling speed in armWindMillAdaptive</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armAmplitude</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>in armWindMillAdaptive</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armPhase</name>
					<type>float</type>
					<init>3.10</init>
					<min value="0.00"/>
					<max value="6.283185"/>
					<description>in armWindMillAdaptive 3.1 opposite for stuntman.  1.0 old default.  0.0 in phase.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armBendElbows</name>
					<type>bool</type>
					<init>true</init>
					<description>in armWindMillAdaptive bend the elbows as a function of armAngle.  For stuntman true otherwise false.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legRadius</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.010"/>
					<max value="0.50"/>
					<description>radius of legs on pedal</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legAngSpeed</name>
					<type>float</type>
					<init>7.850</init>
					<min value="0.00"/>
					<max value="15.0"/>
					<description>in pedal</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legAsymmetry</name>
					<type>float</type>
					<init>4.00</init>
					<min value="-10.00"/>
					<max value="10.00"/>
					<description>0.0 for stuntman.  Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>arms2LegsPhase</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="6.50"/>
					<description>phase angle between the arms and legs circling angle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>arms2LegsSync</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="2"/>
					<description>0=not synched, 1=always synched, 2= synch at start only.  Synchs the arms angle to what the leg angle is.  All speed/direction parameters of armswindmill are overwritten if = 1.  If 2 and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsUp</name>
					<type>float</type>
					<init>-3.10</init>
					<min value="-4.00"/>
					<max value="2.00"/>
					<description>Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down.   LT -2.0 use catchFall arms,  LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>orientateBodyToFallDirection</name>
					<type>bool</type>
					<init>false</init>
					<description>toggle to orientate to fall direction.  i.e. orientate so that the character faces the horizontal velocity direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>orientateTwist</name>
					<type>bool</type>
					<init>true</init>
					<description>If false don't worry about the twist angle of the character when orientating the character.  If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>orientateMax</name>
					<type>float</type>
					<init>300.00</init>
					<min value="0.00"/>
					<max value="2000.00"/>
					<description>DEVEL parameter - suggest you don't edit it.  Maximum torque the orientation controller can apply.  If 0 then no helper torques will be used.  300 will orientate the character soflty for all but extreme angles away from aimAngleBase.  If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alanRickman</name>
					<type>bool</type>
					<init>false</init>
					<description>If true then orientate the character to face the point from where it started falling.  HighFall like the one in dieHard with Alan Rickman</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fowardRoll</name>
					<type>bool</type>
					<init>false</init>
					<description>Try to execute a forward Roll on landing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useZeroPose_withFowardRoll</name>
					<type>bool</type>
					<init>false</init>
					<description>Blend to a zero pose when forward roll is attempted.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>aimAngleBase</name>
					<type>float</type>
					<init>0.180</init>
					<min value="-3.141593"/>
					<max value="3.141593"/>
					<description>Angle from vertical the pdController is driving to ( positive = forwards)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fowardVelRotation</name>
					<type>float</type>
					<init>-0.020</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>scale to add/subtract from aimAngle based on forward speed (Internal)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>footVelCompScale</name>
					<type>float</type>
					<init>0.050</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Scale to change to amount of vel that is added to the foot ik from the velocity (Internal)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sideD</name>
					<type>float</type>
					<init>0.20</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>sideoffset for the feet during prepareForLanding. +ve = right.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fowardOffsetOfLegIK</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Forward offset for the feet during prepareForLanding</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legL</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="2.00"/>
					<description>Leg Length for ik (Internal)//unused</description>
				</Item>
				<Item type="rage__NMParam">
					<name>catchFallCutOff</name>
					<type>float</type>
					<init>0.8780</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legStrength</name>
					<type>float</type>
					<init>12.00</init>
					<min value="6.00"/>
					<max value="16.0"/>
					<description>Strength of the legs at landing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>balance</name>
					<type>bool</type>
					<init>true</init>
					<description>If true have enough strength to balance.  If false not enough strength in legs to balance (even though bodyBlance called)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ignorWorldCollisions</name>
					<type>bool</type>
					<init>false</init>
					<description>Never go into bailout (foetal)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>adaptiveCircling</name>
					<type>bool</type>
					<init>true</init>
					<description>stuntman type fall.  Arm and legs circling direction controlled by angmom and orientation</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hula</name>
					<type>bool</type>
					<init>true</init>
					<description>With stuntman type fall.  Hula reaction if can't see floor and not rotating fast</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxSpeedForRecoverableFall</name>
					<type>float</type>
					<init>15.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>Character needs to be moving less than this speed to consider fall as a recoverable one.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minSpeedForBrace</name>
					<type>float</type>
					<init>10.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>landingNormal</name>
					<type>float</type>
					<init>0.60</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>incomingTransforms</name>
			<description>... (check docs)</description>
			<params>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>injuredOnGround</name>
			<description>InjuredOnGround</description>
			<params>
				<Item type="rage__NMParam">
					<name>numInjuries</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>injury1Component</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>injury2Component</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>injury1LocalPosition</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>injury2LocalPosition</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>injury1LocalNormal</name>
					<type>vector3</type>
					<init>1, 0, 0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>injury2LocalNormal</name>
					<type>vector3</type>
					<init>1, 0, 0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>attackerPos</name>
					<type>vector3</type>
					<init>1, 0, 0</init>
					<min value="0.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>dontReachWithLeft</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>dontReachWithRight</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>strongRollForce</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>carried</name>
			<description>Carried</description>
			<params>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>dangle</name>
			<description>Dangle</description>
			<params>
				<Item type="rage__NMParam">
					<name>doGrab</name>
					<type>bool</type>
					<init>true</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabFrequency</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description></description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>onFire</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>staggerTime</name>
					<type>float</type>
					<init>2.50</init>
					<min value="0.00"/>
					<max value="30.00"/>
					<description>Max time for stumbling around before falling to ground.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>staggerLeanRate</name>
					<type>float</type>
					<init>0.90</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>How quickly the character leans hips when staggering.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stumbleMaxLeanBack</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.00"/>
					<max value="1.50"/>
					<description>max the character leans hips back when staggering</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stumbleMaxLeanForward</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.50"/>
					<description>max the character leans hips forwards when staggering</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsWindmillWritheBlend</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Blend armsWindmill with the bodyWrithe arms when character is upright.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineStumbleWritheBlend</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Blend spine stumble with the bodyWrithe spine when character is upright.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legsStumbleWritheBlend</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Blend legs stumble with the bodyWrithe legs when character is upright.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsPoseWritheBlend</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Blend the bodyWrithe arms with the current desired pose from on fire behaviour when character is on the floor.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spinePoseWritheBlend</name>
					<type>float</type>
					<init>0.550</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Blend the bodyWrithe back with the current desired pose from on fire behaviour when character is on the floor.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legsPoseWritheBlend</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Blend the bodyWrithe legs with the current desired pose from on fire behaviour when character is on the floor.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollOverFlag</name>
					<type>bool</type>
					<init>true</init>
					<description>Flag to set bodyWrithe trying to rollOver.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollTorqueScale</name>
					<type>float</type>
					<init>25.00</init>
					<min value="0.00"/>
					<max value="300.00"/>
					<description>Scale rolling torque that is applied to character spine by bodyWrithe. Torque magnitude is calculated with the following formula: m_rollOverDirection*rollOverPhase*rollTorqueScale.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>predictTime</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Character pose depends on character facing direction that is evaluated from its COMTM orientation. Set this value to 0 to use no orientation prediction i.e. current character COMTM orientation will be used to determine character facing direction and finally the pose bodyWrithe is blending to. Set this value to  GT  0 to predict character COMTM orientation this amout of time in seconds to the future.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxRollOverTime</name>
					<type>float</type>
					<init>8.00</init>
					<min value="0.00"/>
					<max value="60.00"/>
					<description>Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollOverRadius</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>pedalLegs</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>pedalLeftLeg</name>
					<type>bool</type>
					<init>true</init>
					<description>pedal with this leg or not</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pedalRightLeg</name>
					<type>bool</type>
					<init>true</init>
					<description>pedal with this leg or not</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backPedal</name>
					<type>bool</type>
					<init>false</init>
					<description>pedal forwards or backwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>radius</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.010"/>
					<max value="2.00"/>
					<description>base radius of pedal action</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angularSpeed</name>
					<type>float</type>
					<init>10.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>rate of pedaling. If adaptivePedal4Dragging is true then the legsAngularSpeed calculated to match the linear speed of the character can have a maximum value of angularSpeed (this max used to be hard coded to 13.0)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legStiffness</name>
					<type>float</type>
					<init>10.00</init>
					<min value="6.00"/>
					<max value="16.00"/>
					<description>stiffness of legs</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pedalOffset</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Move the centre of the pedal for the left leg up by this amount, the right leg down by this amount</description>
				</Item>
				<Item type="rage__NMParam">
					<name>randomSeed</name>
					<type>int</type>
					<init>100</init>
					<min value="0"/>
					<description>Random seed used to generate speed changes</description>
				</Item>
				<Item type="rage__NMParam">
					<name>speedAsymmetry</name>
					<type>float</type>
					<init>8.00</init>
					<min value="-10.00"/>
					<max value="10.00"/>
					<description>Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>adaptivePedal4Dragging</name>
					<type>bool</type>
					<init>false</init>
					<description>Will pedal in the direction of travel (if backPedal = false, against travel if backPedal = true) and with an angular velocity relative to speed upto a maximum of 13(rads/sec).  Use when being dragged by a car.  Overrides angularSpeed.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angSpeedMultiplier4Dragging</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>newAngularSpeed = Clamp(angSpeedMultiplier4Dragging * linear_speed/pedalRadius, 0.0, angularSpeed)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>radiusVariance</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>0-1 value used to add variance to the radius value while pedalling, to desynchonize the legs' movement and provide some variety</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legAngleVariance</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>0-1 value used to vary the angle of the legs from the hips during the pedal</description>
				</Item>
				<Item type="rage__NMParam">
					<name>centreSideways</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Move the centre of the pedal for both legs sideways (+ve = right).  NB: not applied to hula.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>centreForwards</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Move the centre of the pedal for both legs forward (or backward -ve)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>centreUp</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Move the centre of the pedal for both legs up (or down -ve)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ellipse</name>
					<type>float</type>
					<init>1.00</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Turn the circle into an ellipse.  Ellipse has horizontal radius a and vertical radius b.  If ellipse is +ve then a=radius*ellipse and b=radius.  If ellipse is -ve then a=radius and b = radius*ellipse.  0.0 = vertical line of length 2*radius, 0.0:1.0 circle squashed horizontally (vertical radius = radius), 1.0=circle.  -0.001 = horizontal line of length 2*radius, -0.0:-1.0 circle squashed vertically (horizontal radius = radius), -1.0 = circle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dragReduction</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>how much to account for the target moving through space rather than being static</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spread</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Spread legs.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hula</name>
					<type>bool</type>
					<init>false</init>
					<description>If true circle the legs in a hula motion.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>pointArm</name>
			<description>pointArm:BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm)</description>
			<params>
				<Item type="rage__NMParam">
					<name>targetLeft</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>point to point to (in world space)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>twistLeft</name>
					<type>float</type>
					<init>0.3</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>twist of the arm around point direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStraightnessLeft</name>
					<type>float</type>
					<init>0.8</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>values less than 1 can give the arm a more bent look</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useLeftArm</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStiffnessLeft</name>
					<type>float</type>
					<init>15.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>stiffness of arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDampingLeft</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>damping value for arm used to point</description>
				</Item>
				<Item type="rage__NMParam">
					<name>instanceIndexLeft</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pointSwingLimitLeft</name>
					<type>float</type>
					<init>1.5</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>Swing limit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useZeroPoseWhenNotPointingLeft</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>targetRight</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>point to point to (in world space)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>twistRight</name>
					<type>float</type>
					<init>0.3</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>twist of the arm around point direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStraightnessRight</name>
					<type>float</type>
					<init>0.8</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>values less than 1 can give the arm a more bent look</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useRightArm</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStiffnessRight</name>
					<type>float</type>
					<init>15.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>stiffness of arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDampingRight</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>damping value for arm used to point</description>
				</Item>
				<Item type="rage__NMParam">
					<name>instanceIndexRight</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pointSwingLimitRight</name>
					<type>float</type>
					<init>1.5</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>Swing limit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useZeroPoseWhenNotPointingRight</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>pointGun</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>enableRight</name>
					<type>bool</type>
					<init>true</init>
					<description>Allow right hand to point/support?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>enableLeft</name>
					<type>bool</type>
					<init>true</init>
					<description>Allow right hand to point/support?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftHandTarget</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Target for the left Hand</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftHandTargetIndex</name>
					<type>int</type>
					<init>-1</init>
					<description>Index of the object that the left hand target is specified in, -1 is world space.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightHandTarget</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Target for the right Hand</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightHandTargetIndex</name>
					<type>int</type>
					<init>-1</init>
					<description>Index of the object that the right hand target is specified in, -1 is world space.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leadTarget</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>NB: Only Applied to single handed weapons (some more work is required to have this tech on two handed weapons). Amount to lead target based on target velocity relative to the chest.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStiffness</name>
					<type>float</type>
					<init>14.00</init>
					<min value="2.00"/>
					<max value="15.00"/>
					<description>Stiffness of the arm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStiffnessDetSupport</name>
					<type>float</type>
					<init>8.00</init>
					<min value="2.00"/>
					<max value="15.00"/>
					<description>Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.10"/>
					<max value="5.00"/>
					<description>Damping.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gravityOpposition</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Amount of gravity opposition on pointing arm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>gravOppDetachedSupport</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>massMultDetachedSupport</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Amount of mass of weapon taken into account by gravity opposition on pointing arm when a support arm is detached from a two-handed weapon.  The lower the value the more the character doesn't know about the weapon mass and therefore is more affected by it.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>allowShotLooseness</name>
					<type>bool</type>
					<init>false</init>
					<description>Allow shot to set a lower arm muscleStiffness than pointGun normally would.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>clavicleBlend</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>How much of blend should come from incoming transforms 0(all IK) .. 1(all ITMs)   For pointing arms only.  (Support arm uses the IK solution as is for clavicles)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>elbowAttitude</name>
					<type>float</type>
					<init>0.30</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Controls arm twist. (except in pistolIK)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>supportConstraint</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="3"/>
					<description>Type of constraint between the support hand and gun.  0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint</description>
				</Item>
				<Item type="rage__NMParam">
					<name>constraintMinDistance</name>
					<type>float</type>
					<init>0.0150</init>
					<min value="0.0010"/>
					<max value="0.10"/>
					<description>For supportConstraint = 1: Support hand constraint distance will be slowly reduced until it hits this value.  This is for stability and also allows the pointing arm to lead a little.  Don't set lower than NM_MIN_STABLE_DISTANCECONSTRAINT_DISTANCE 0.001f</description>
				</Item>
				<Item type="rage__NMParam">
					<name>makeConstraintDistance</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>For supportConstraint = 1:  Minimum distance within which support hand constraint will be made.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reduceConstraintLengthVel</name>
					<type>float</type>
					<init>1.50</init>
					<min value="0.10"/>
					<max value="10.00"/>
					<description>For supportConstraint = 1:  Velocity at which to reduce the support hand constraint length</description>
				</Item>
				<Item type="rage__NMParam">
					<name>breakingStrength</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="1000.00"/>
					<description>For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable</description>
				</Item>
				<Item type="rage__NMParam">
					<name>brokenSupportTime</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>Once constraint is broken then do not try to reconnect/support for this amount of time</description>
				</Item>
				<Item type="rage__NMParam">
					<name>brokenToSideProb</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>connectAfter</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>If gunArm has been controlled by other behaviours for this time when it could have been pointing but couldn't due to pointing only allowed if connected, change gunArm pose to something that could connect for connectFor seconds</description>
				</Item>
				<Item type="rage__NMParam">
					<name>connectFor</name>
					<type>float</type>
					<init>0.550</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>Time to try to reconnect for</description>
				</Item>
				<Item type="rage__NMParam">
					<name>oneHandedPointing</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="3"/>
					<description>0 = don't allow, 1= allow for kPistol(two handed pistol) only, 2 = allow for kRifle only, 3 = allow for kPistol and kRifle. Allow one handed pointing - no constraint if cant be supported .  If not allowed then gunHand does not try to point at target if it cannot be supported - the constraint will be controlled by always support.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alwaysSupport</name>
					<type>bool</type>
					<init>false</init>
					<description>Support a non pointing gunHand i.e. if in zero pose (constrain as well  if constraint possible)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>poseUnusedGunArm</name>
					<type>bool</type>
					<init>false</init>
					<description>Apply neutral pose when a gun arm isn't in use.  NB: at the moment Rifle hand is always controlled by pointGun.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>poseUnusedSupportArm</name>
					<type>bool</type>
					<init>false</init>
					<description>Apply neutral pose when a support arm isn't in use.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>poseUnusedOtherArm</name>
					<type>bool</type>
					<init>false</init>
					<description>Apply neutral pose to the non-gun arm (otherwise it is always under the control of other behaviours or not set). If the non-gun hand is a supporting hand it is not controlled by this parameter but by poseUnusedSupportArm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxAngleAcross</name>
					<type>float</type>
					<init>90.00</init>
					<min value="0.00"/>
					<max value="180.00"/>
					<description>max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxAngleAway</name>
					<type>float</type>
					<init>90.00</init>
					<min value="0.00"/>
					<max value="180.00"/>
					<description>max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallingLimits</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>0= don't apply limits.  1=apply the limits below only when the character is falling.  2 =  always apply these limits (instead of applying maxAngleAcross and maxAngleAway which only limits the horizontal angle but implicity limits the updown (the limit shape is a vertical hinge)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>acrossLimit</name>
					<type>float</type>
					<init>90.00</init>
					<min value="0.00"/>
					<max value="180.00"/>
					<description>max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point.  i.e. for rightHanded gun this is the angle left of the midline</description>
				</Item>
				<Item type="rage__NMParam">
					<name>awayLimit</name>
					<type>float</type>
					<init>90.00</init>
					<min value="0.00"/>
					<max value="180.00"/>
					<description>max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point.  i.e. for rightHanded gun this is the angle right of the midline</description>
				</Item>
				<Item type="rage__NMParam">
					<name>upLimit</name>
					<type>float</type>
					<init>90.00</init>
					<min value="0.00"/>
					<max value="180.00"/>
					<description>max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>downLimit</name>
					<type>float</type>
					<init>45.00</init>
					<min value="0.00"/>
					<max value="180.00"/>
					<description>max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rifleFall</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallingSupport</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="3"/>
					<description>Allow supporting of a rifle(or two handed pistol) when falling. 0 = false, 1 = support if allowed, 2 = support until constraint not active (don't allow support to restart), 3 = support until constraint not effective (support hand to support distance must be less than 0.15 - don't allow support to restart).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallingTypeSupport</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="5"/>
					<description>What is considered a fall by fallingSupport). Apply fallingSupport 0=never(will support if allowed), 1 = falling, 2 = falling except if falling backwards, 3 = falling and collided, 4 = falling and collided except if falling backwards, 5 = falling except if falling backwards until collided</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pistolNeutralType</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>0 = byFace, 1=acrossFront, 2=bySide.  NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2</description>
				</Item>
				<Item type="rage__NMParam">
					<name>neutralPoint4Pistols</name>
					<type>bool</type>
					<init>false</init>
					<description>NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes</description>
				</Item>
				<Item type="rage__NMParam">
					<name>neutralPoint4Rifle</name>
					<type>bool</type>
					<init>true</init>
					<description>use pointing for neutral targets in rifle mode</description>
				</Item>
				<Item type="rage__NMParam">
					<name>checkNeutralPoint</name>
					<type>bool</type>
					<init>false</init>
					<description>Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead</description>
				</Item>
				<Item type="rage__NMParam">
					<name>point2Side</name>
					<type>vector3</type>
					<init>5.00, -5.00, -2.00</init>
					<description>side, up, back) side is left for left arm, right for right arm mmmmtodo</description>
				</Item>
				<Item type="rage__NMParam">
					<name>add2WeaponDistSide</name>
					<type>float</type>
					<init>0.30</init>
					<min value="-1.00"/>
					<max value="1000.00"/>
					<description>add to weaponDistance for point2Side neutral pointing (to straighten the arm)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>point2Connect</name>
					<type>vector3</type>
					<init>-1.00, -0.90, -0.20</init>
					<description>side, up, back) side is left for left arm, right for rght arm mmmmtodo</description>
				</Item>
				<Item type="rage__NMParam">
					<name>add2WeaponDistConnect</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-1.00"/>
					<max value="1000.00"/>
					<description>add to weaponDistance for point2Connect neutral pointing (to straighten the arm)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>usePistolIK</name>
					<type>bool</type>
					<init>true</init>
					<description>enable new ik for pistol pointing.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useSpineTwist</name>
					<type>bool</type>
					<init>true</init>
					<description>Use spine twist to orient chest?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useTurnToTarget</name>
					<type>bool</type>
					<init>false</init>
					<description>Turn balancer to help gun point at target</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useHeadLook</name>
					<type>bool</type>
					<init>true</init>
					<description>Use head look to drive head?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>errorThreshold</name>
					<type>float</type>
					<init>0.39260</init>
					<min value="0.00"/>
					<max value="3.141590"/>
					<description>angular difference between pointing direction and target direction above which feedback will be generated.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fireWeaponRelaxTime</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>Duration of arms relax following firing weapon.  NB:This is clamped (0,5) in pointGun</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fireWeaponRelaxAmount</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.10"/>
					<max value="1.00"/>
					<description>Relax multiplier following firing weapon. Recovers over relaxTime.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fireWeaponRelaxDistance</name>
					<type>float</type>
					<init>0.050</init>
					<min value="0.00"/>
					<max value="0.250"/>
					<description>Range of motion for ik-based recoil.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useIncomingTransforms</name>
					<type>bool</type>
					<init>true</init>
					<description>Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>measureParentOffset</name>
					<type>bool</type>
					<init>true</init>
					<description>If useIncomingTransforms = true and measureParentOffset=true then measure the Pointing-from offset from parent effector, using itms - this should point the barrel of the gun to the target.  This is added to the rightHandParentOffset. NB NOT used if rightHandParentEffector LT 0</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftHandParentOffset</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leftHandParentEffector</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<max value="21"/>
					<description>1 = Use leftShoulder. Effector from which the left hand pointing originates. ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightHandParentOffset</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. This is added to the measured one if useIncomingTransforms=true and measureParentOffset=true.  NB NOT used if rightHandParentEffector LT 0.  Pistol(0,0,0) Rifle(0.0032, 0.0, -0.0)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rightHandParentEffector</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<max value="21"/>
					<description>1 = Use rightShoulder.. Effector from which the right hand pointing originates. ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>primaryHandWeaponDistance</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Distance from the shoulder to hold the weapon. If -1 and useIncomingTransforms then weaponDistance is read from ITMs. weaponDistance=primaryHandWeaponDistance clamped [0.2f:m_maxArmReach=0.65] if useIncomingTransforms = false. pistol 0.60383, rifle 0.336</description>
				</Item>
				<Item type="rage__NMParam">
					<name>constrainRifle</name>
					<type>bool</type>
					<init>true</init>
					<description>Use hard constraint to keep rifle stock against shoulder?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rifleConstraintMinDistance</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<description>Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>disableArmCollisions</name>
					<type>bool</type>
					<init>false</init>
					<description>Disable collisions between right hand/forearm and the torso/legs.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>disableRifleCollisions</name>
					<type>bool</type>
					<init>false</init>
					<description>Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>pointGunExtra</name>
			<description>pointGunExtra:  Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64</description>
			<params>
				<Item type="rage__NMParam">
					<name>constraintStrength</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>For supportConstraint = 2: force constraint strength of the supporting hands - it gets shaky at about 4.0</description>
				</Item>
				<Item type="rage__NMParam">
					<name>constraintThresh</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>For supportConstraint = 2:  Like makeConstraintDistance. Force starts acting when the hands are  LT  3.0*thresh apart but is maximum strength  LT  thresh. For comparison: 0.1 is used for reachForWound in shot, 0.25 is used in grab.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>weaponMask</name>
					<type>int</type>
					<init>1024</init>
					<min value="0"/>
					<description>Currently unused - no intoWorldTest. RAGE bit mask to exclude weapons from ray probe - currently defaults to MP3 weapon flag</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeWarpActive</name>
					<type>bool</type>
					<init>false</init>
					<description>Is timeWarpActive enabled?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeWarpStrengthScale</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.10"/>
					<max value="2.00"/>
					<description>Scale for arm and helper strength when timewarp is enabled. 1 = normal compensation.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>oriStiff</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>Hand stabilization controller stiffness.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>oriDamp</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Hand stabilization controller damping.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>posStiff</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>Hand stabilization controller stiffness.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>posDamp</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Hand stabilization controller damping.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>rollDownStairs</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>stiffness</name>
					<type>float</type>
					<init>11.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>Effector Stiffness. value feeds through to rollUp directly</description>
				</Item>
				<Item type="rage__NMParam">
					<name>damping</name>
					<type>float</type>
					<init>1.4</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>Effector  Damping.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forcemag</name>
					<type>float</type>
					<init>0.55</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Helper force strength.  Do not go above 1 for a rollDownStairs/roll along ground reaction.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>m_useArmToSlowDown</name>
					<type>float</type>
					<init>-1.9</init>
					<min value="-3.0"/>
					<max value="3.0"/>
					<description>the degree to which the character will try to stop a barrel roll with his arms</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useZeroPose</name>
					<type>bool</type>
					<init>false</init>
					<description>Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spinWhenInAir</name>
					<type>bool</type>
					<init>false</init>
					<description>Applied cheat forces to spin the character when in the air, the forces are 40% of the forces applied when touching the ground.  Be careful little bunny rabbits, the character could spin unnaturally in the air.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>m_armReachAmount</name>
					<type>float</type>
					<init>1.4</init>
					<min value="0.0"/>
					<max value="3.0"/>
					<description>how much the character reaches with his arms to brace against the ground</description>
				</Item>
				<Item type="rage__NMParam">
					<name>m_legPush</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>amount that the legs push outwards when tumbling</description>
				</Item>
				<Item type="rage__NMParam">
					<name>tryToAvoidHeadButtingGround</name>
					<type>bool</type>
					<init>false</init>
					<description>Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armReachLength</name>
					<type>float</type>
					<init>0.4</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>the length that the arm reaches and so how much it straightens</description>
				</Item>
				<Item type="rage__NMParam">
					<name>customRollDir</name>
					<type>vector3</type>
					<init>0, 0, 1</init>
					<min value="1.0"/>
					<max value="1.0"/>
					<description>pass in a custom direction in to have the character try and roll in that direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useCustomRollDir</name>
					<type>bool</type>
					<init>false</init>
					<description>pass in true to use the customRollDir parameter</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffnessDecayTarget</name>
					<type>float</type>
					<init>9.0</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>The target linear velocity used to start the rolling.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stiffnessDecayTime</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="10.0"/>
					<description>time, in seconds, to decay stiffness down to the stiffnessDecayTarget value (or -1 to disable)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>asymmetricalLegs</name>
					<type>float</type>
					<init>0.0</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>0 is no leg asymmetry in 'foetal' position.  greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians.  Random number changes about once every roll.  0.4 gives a lot of asymmetry</description>
				</Item>
				<Item type="rage__NMParam">
					<name>zAxisSpinReduction</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Tries to reduce the spin around the z axis. Scale 0 - 1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>targetLinearVelocityDecayTime</name>
					<type>float</type>
					<init>0.5</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Time for the targetlinearVelocity to decay to zero.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>targetLinearVelocity</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag</description>
				</Item>
				<Item type="rage__NMParam">
					<name>onlyApplyHelperForces</name>
					<type>bool</type>
					<init>false</init>
					<description>Don't use rollup if true</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useVelocityOfObjectBelow</name>
					<type>bool</type>
					<init>false</init>
					<description>scale applied cheat forces/torques to (zero) if object underneath character has velocity greater than 1.f</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useRelativeVelocity</name>
					<type>bool</type>
					<init>false</init>
					<description>useVelocityOfObjectBelow uses a relative velocity of the character to the object underneath</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyFoetalToLegs</name>
					<type>bool</type>
					<init>false</init>
					<description>if true, use rollup for upper body and a kind of foetal behavior for legs</description>
				</Item>
				<Item type="rage__NMParam">
					<name>movementLegsInFoetalPosition</name>
					<type>float</type>
					<init>1.30</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Only used if applyFoetalToLegs = true : define the variation of angles for the joints of the legs</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxAngVelAroundFrontwardAxis</name>
					<type>float</type>
					<init>2.0</init>
					<min value="-1.0"/>
					<max value="10.0"/>
					<description>Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : maximal angular velocity around frontward axis of the pelvis to apply cheating torques.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minAngVel</name>
					<type>float</type>
					<init>0.5</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : minimal angular velocity of the roll to apply cheating torques</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyNewRollingCheatingTorques</name>
					<type>bool</type>
					<init>false</init>
					<description>if true will use the new way to apply cheating torques (like in fallOverWall), otherwise will use the old way</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxAngVel</name>
					<type>float</type>
					<init>5.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Only used if applyNewRollingCheatingTorques defined to true : maximal angular velocity of the roll to apply cheating torque</description>
				</Item>
				<Item type="rage__NMParam">
					<name>magOfTorqueToRoll</name>
					<type>float</type>
					<init>50.0</init>
					<min value="0.0"/>
					<max value="500.0"/>
					<description>Only used if applyNewRollingCheatingTorques defined to true : magnitude of the torque to roll down the stairs</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyHelPerTorqueToAlign</name>
					<type>bool</type>
					<init>false</init>
					<description>apply torque to align the body orthogonally to the direction of the roll</description>
				</Item>
				<Item type="rage__NMParam">
					<name>delayToAlignBody</name>
					<type>float</type>
					<init>0.2</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Only used if applyHelPerTorqueToAlign defined to true : delay to start to apply torques</description>
				</Item>
				<Item type="rage__NMParam">
					<name>magOfTorqueToAlign</name>
					<type>float</type>
					<init>50.0</init>
					<min value="0.0"/>
					<max value="500.0"/>
					<description>Only used if applyHelPerTorqueToAlign defined to true : magnitude of the torque to align orthogonally the body</description>
				</Item>
				<Item type="rage__NMParam">
					<name>airborneReduction</name>
					<type>float</type>
					<init>0.85</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Ordinarily keep at 0.85.  Make this lower if you want spinning in the air.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyMinMaxFriction</name>
					<type>bool</type>
					<init>true</init>
					<description>Pass-through to Roll Up. Controls whether or not behaviour enforces min/max friction.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>limitSpinReduction</name>
					<type>bool</type>
					<init>false</init>
					<description>Scale zAxisSpinReduction back when rotating end-over-end (somersault) to give the body a chance to align with the axis of rotation.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shot</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>bodyStiffness</name>
					<type>float</type>
					<init>11.00</init>
					<min value="6.00"/>
					<max value="16.00"/>
					<description>stiffness of body. Feeds through to roll_up</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineDamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.10"/>
					<max value="2.00"/>
					<description>stiffness of body. Feeds through to roll_up</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStiffness</name>
					<type>float</type>
					<init>10.00</init>
					<min value="6.00"/>
					<max value="16.00"/>
					<description>arm stiffness</description>
				</Item>
				<Item type="rage__NMParam">
					<name>initialNeckStiffness</name>
					<type>float</type>
					<init>14.00</init>
					<min value="3.00"/>
					<max value="16.00"/>
					<description>initial stiffness of neck after being shot.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>initialNeckDamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.10"/>
					<max value="10.00"/>
					<description>intial damping of neck after being shot.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>neckStiffness</name>
					<type>float</type>
					<init>14.00</init>
					<min value="3.00"/>
					<max value="16.00"/>
					<description>stiffness of neck.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>neckDamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.10"/>
					<max value="2.00"/>
					<description>damping of neck.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>kMultOnLoose</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>how much to add to upperbody stiffness dependent on looseness</description>
				</Item>
				<Item type="rage__NMParam">
					<name>kMult4Legs</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>how much to add to leg stiffnesses dependent on looseness</description>
				</Item>
				<Item type="rage__NMParam">
					<name>loosenessAmount</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>how loose the character is made by a newBullet. between 0 and 1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>looseness4Fall</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>how loose the character is made by a newBullet if falling</description>
				</Item>
				<Item type="rage__NMParam">
					<name>looseness4Stagger</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>how loose the upperBody of the character is made by a newBullet if staggerFall is running (and not falling).  Note atm the neck ramp values are ignored in staggerFall</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minArmsLooseness</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>minimum looseness to apply to the arms</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minLegsLooseness</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>minimum looseness to apply to the Legs</description>
				</Item>
				<Item type="rage__NMParam">
					<name>grabHoldTime</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>how long to hold for before returning to relaxed arm position</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineBlendExagCPain</name>
					<type>bool</type>
					<init>false</init>
					<description>true: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineBlendZero</name>
					<type>float</type>
					<init>0.60</init>
					<min value="-0.10"/>
					<max value="1.0"/>
					<description>spine is always blended with zero pose this much and up to 1 as the character become stationary.  If negative no blend is ever applied.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bulletProofVest</name>
					<type>bool</type>
					<init>false</init>
					<description>looseness applied to spine is different if bulletProofVest is true</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alwaysResetLooseness</name>
					<type>bool</type>
					<init>true</init>
					<description>looseness always reset on shotNewBullet even if previous looseness ramp still running.  Except for the neck which has it's own ramp.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alwaysResetNeckLooseness</name>
					<type>bool</type>
					<init>true</init>
					<description>Neck looseness always reset on shotNewBullet even if previous looseness ramp still running</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angVelScale</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>angVelScaleMask</name>
					<type>string</type>
					<init>fb</init>
					<description>Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>flingWidth</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Width of the fling behaviour.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>flingTime</name>
					<type>float</type>
					<init>0.60</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Duration of the fling behaviour.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeBeforeReachForWound</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>time, in seconds, before the character begins to grab for the wound on the first hit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>exagDuration</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>exaggerate bullet duration (at exagMag/exagTwistMag)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>exagMag</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>exaggerate bullet spine Lean magnitude</description>
				</Item>
				<Item type="rage__NMParam">
					<name>exagTwistMag</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>exaggerate bullet spine Twist magnitude</description>
				</Item>
				<Item type="rage__NMParam">
					<name>exagSmooth2Zero</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>exaggerate bullet duration ramping to zero after exagDuration</description>
				</Item>
				<Item type="rage__NMParam">
					<name>exagZeroTime</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cpainSmooth2Time</name>
					<type>float</type>
					<init>0.20</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>conscious pain duration ramping from zero to cpainMag/cpainTwistMag</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cpainDuration</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cpainMag</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="10.00"/>
					<description>conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cpainTwistMag</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cpainSmooth2Zero</name>
					<type>float</type>
					<init>1.50</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>crouching</name>
					<type>bool</type>
					<init>false</init>
					<description>is the guy crouching or not</description>
				</Item>
				<Item type="rage__NMParam">
					<name>chickenArms</name>
					<type>bool</type>
					<init>false</init>
					<description>Type of reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachForWound</name>
					<type>bool</type>
					<init>true</init>
					<description>Type of reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling</name>
					<type>bool</type>
					<init>false</init>
					<description>Type of reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>allowInjuredArm</name>
					<type>bool</type>
					<init>false</init>
					<description>injured arm code runs if arm hit (turns and steps and bends injured arm)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>allowInjuredLeg</name>
					<type>bool</type>
					<init>true</init>
					<description>when false injured leg is not bent and character does not bend to reach it</description>
				</Item>
				<Item type="rage__NMParam">
					<name>allowInjuredLowerLegReach</name>
					<type>bool</type>
					<init>false</init>
					<description>when false don't try to reach for injured Lower Legs (shins/feet)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>allowInjuredThighReach</name>
					<type>bool</type>
					<init>true</init>
					<description>when false don't try to reach for injured Thighs</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stableHandsAndNeck</name>
					<type>bool</type>
					<init>false</init>
					<description>additional stability for hands and neck (less loose)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>melee</name>
					<type>bool</type>
					<init>false</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>fallingReaction</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="3"/>
					<description>0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useExtendedCatchFall</name>
					<type>bool</type>
					<init>false</init>
					<description>keep the character active instead of relaxing at the end of the catch fall</description>
				</Item>
				<Item type="rage__NMParam">
					<name>initialWeaknessZeroDuration</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>duration for which the character's upper body stays at minimum stiffness (not quite zero)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>initialWeaknessRampDuration</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>duration of the ramp to bring the character's upper body stiffness back to normal levels</description>
				</Item>
				<Item type="rage__NMParam">
					<name>initialNeckDuration</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>duration for which the neck stays at intial stiffness/damping</description>
				</Item>
				<Item type="rage__NMParam">
					<name>initialNeckRampDuration</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>duration of the ramp to bring the neck stiffness/damping back to normal levels</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useCStrModulation</name>
					<type>bool</type>
					<init>false</init>
					<description>if enabled upper and lower body strength scales with character strength, using the range given by parameters below</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cStrUpperMin</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.10"/>
					<max value="1.00"/>
					<description>proportions to what the strength would be normally</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cStrUpperMax</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.10"/>
					<max value="1.00"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>cStrLowerMin</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.10"/>
					<max value="1.00"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>cStrLowerMax</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.10"/>
					<max value="1.00"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>deathTime</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.0"/>
					<max value="1000.0"/>
					<description>time to death (HACK for underwater). If -ve don't ever die</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shotNewBullet</name>
			<description>shotNewBullet:  Send new wound information to the shot.  Can cause shot to restart it's performance in part or in whole.</description>
			<params>
				<Item type="rage__NMParam">
					<name>bodyPart</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="21"/>
					<description>part ID on the body where the bullet hit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>localHitPointInfo</name>
					<type>bool</type>
					<init>true</init>
					<description>if true then normal and hitPoint should be supplied in local coordinates of bodyPart.  If false then normal and hitPoint should be supplied in World coordinates</description>
				</Item>
				<Item type="rage__NMParam">
					<name>normal</name>
					<type>vector3</type>
					<init>0, 0, -1</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Normal coming out of impact point on character.  Can be local or global depending on localHitPointInfo</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hitPoint</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position of impact on character. Can be local or global depending on localHitPointInfo</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bulletVel</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<min value="-2000.0"/>
					<max value="2000.0"/>
					<description>bullet velocity in world coordinates</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shotSnap</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>snap</name>
					<type>bool</type>
					<init>false</init>
					<description>Add a Snap to shot.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapMag</name>
					<type>float</type>
					<init>0.40</init>
					<min value="-10.00"/>
					<max value="10.0"/>
					<description>The magnitude of the reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapMovingMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>movingMult*snapMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapBalancingMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>balancingMult*snapMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapAirborneMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>airborneMult*snapMag = The magnitude of the reaction if airborne</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapMovingThresh</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapDirectionRandomness</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.0"/>
					<description>The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapLeftArm</name>
					<type>bool</type>
					<init>false</init>
					<description>snap the leftArm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapRightArm</name>
					<type>bool</type>
					<init>false</init>
					<description>snap the rightArm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapLeftLeg</name>
					<type>bool</type>
					<init>false</init>
					<description>snap the leftLeg.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapRightLeg</name>
					<type>bool</type>
					<init>false</init>
					<description>snap the rightLeg.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapSpine</name>
					<type>bool</type>
					<init>true</init>
					<description>snap the spine.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapNeck</name>
					<type>bool</type>
					<init>true</init>
					<description>snap the neck.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapPhasedLegs</name>
					<type>bool</type>
					<init>true</init>
					<description>Legs are either in phase with each other or not</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapHipType</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>type of hip reaction 0=none, 1=side2side 2=steplike</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapUseBulletDir</name>
					<type>bool</type>
					<init>true</init>
					<description>Legs are either in phase with each other or not</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapHitPart</name>
					<type>bool</type>
					<init>false</init>
					<description>Snap only around the wounded part//mmmmtodo check whether bodyPart doesn't have to be remembered for unSnap</description>
				</Item>
				<Item type="rage__NMParam">
					<name>unSnapInterval</name>
					<type>float</type>
					<init>0.010</init>
					<min value="0.00"/>
					<max value="100.0"/>
					<description>Interval before applying reverse snap</description>
				</Item>
				<Item type="rage__NMParam">
					<name>unSnapRatio</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="100.0"/>
					<description>The magnitude of the reverse snap</description>
				</Item>
				<Item type="rage__NMParam">
					<name>snapUseTorques</name>
					<type>bool</type>
					<init>true</init>
					<description>use torques to make the snap otherwise use a change in the parts angular velocity</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shotShockSpin</name>
			<description>shotShockSpin: configure the shockSpin effect in shot.  Spin/Lift the character using cheat torques/forces</description>
			<params>
				<Item type="rage__NMParam">
					<name>addShockSpin</name>
					<type>bool</type>
					<init>false</init>
					<description>if enabled, add a short 'shock' of torque to the character's spine to exaggerate bullet impact</description>
				</Item>
				<Item type="rage__NMParam">
					<name>randomizeShockSpinDirection</name>
					<type>bool</type>
					<init>false</init>
					<description>for use with close-range shotgun blasts, or similar</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alwaysAddShockSpin</name>
					<type>bool</type>
					<init>false</init>
					<description>if true, apply the shock spin no matter which body component was hit. otherwise only apply if the spine or clavicles get hit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpinMin</name>
					<type>float</type>
					<init>50.0</init>
					<min value="0.0"/>
					<max value="1000.0"/>
					<description>minimum amount of torque to add if using shock-spin feature</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpinMax</name>
					<type>float</type>
					<init>90.0</init>
					<min value="0.0"/>
					<max value="1000.0"/>
					<description>maxiumum amount of torque to add if using shock-spin feature</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpinLiftForceMult</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>if greater than 0, apply a force to lift the character up while the torque is applied, trying to produce a dramatic spun/twist shotgun-to-the-chest effect. this is a scale of the torque applied, so 8.0 or so would give a reasonable amount of lift</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpinDecayMult</name>
					<type>float</type>
					<init>4.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>multiplier used when decaying torque spin over time</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpinScalePerComponent</name>
					<type>float</type>
					<init>0.5</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>torque applied is scaled by this amount across the spine components - spine2 recieving the full amount, then 3 and 1 and finally 0. each time, this value is used to scale it down. 0.5 means half the torque each time.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpinMaxTwistVel</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="200.0"/>
					<description>shock spin ends when twist velocity is greater than this value (try 6.0).  If set to -1 does not stop</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpinScaleByLeverArm</name>
					<type>bool</type>
					<init>true</init>
					<description>shock spin scales by lever arm of bullet i.e. bullet impact point to centre line</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpinAirMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>shockSpin's torque is multipied by this value when both the character's feet are not in contact</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpin1FootMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>shockSpin's torque is multipied by this value when the one of the character's feet are not in contact</description>
				</Item>
				<Item type="rage__NMParam">
					<name>shockSpinFootGripMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>shockSpin scales the torques applied to the feet by footSlipCompensation</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bracedSideSpinMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="1.0"/>
					<max value="5.0"/>
					<description>If shot on a side with a forward foot and both feet are on the ground and balanced, increase the shockspin to compensate for the balancer naturally resisting spin to that side</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shotFallToKnees</name>
			<description>shotFallToKnees:  configure the fall to knees shot.</description>
			<params>
				<Item type="rage__NMParam">
					<name>fallToKnees</name>
					<type>bool</type>
					<init>false</init>
					<description>Type of reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkAlwaysChangeFall</name>
					<type>bool</type>
					<init>false</init>
					<description>Always change fall behaviour.  If false only change when falling forward</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkBalanceTime</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>How long the balancer runs for before fallToKnees starts</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkHelperForce</name>
					<type>float</type>
					<init>200.0</init>
					<min value="0.00"/>
					<max value="2000.00"/>
					<description>Hip helper force magnitude - to help character lean over balance point of line between toes</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkHelperForceOnSpine</name>
					<type>bool</type>
					<init>true</init>
					<description>Helper force applied to spine3 aswell</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkLeanHelp</name>
					<type>float</type>
					<init>0.050</init>
					<min value="0.00"/>
					<max value="0.30"/>
					<description>Help balancer lean amount - to help character lean over balance point of line between toes.  Half of this is also applied as hipLean</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkSpineBend</name>
					<type>float</type>
					<init>-0.00</init>
					<min value="-0.20"/>
					<max value="0.30"/>
					<description>Bend applied to spine when falling from knees. (+ve forward - try -0.1) (only if rds called)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkStiffSpine</name>
					<type>bool</type>
					<init>false</init>
					<description>Stiffen spine when falling from knees (only if rds called)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkImpactLooseness</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.0"/>
					<description>Looseness (muscleStiffness = 1.01f - m_parameters.ftkImpactLooseness) applied to upperBody on knee impacts</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkImpactLoosenessTime</name>
					<type>float</type>
					<init>0.20</init>
					<min value="-0.10"/>
					<max value="1.00"/>
					<description>Time that looseness is applied after knee impacts</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkBendRate</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="4.00"/>
					<description>Rate at which the legs are bent to go from standing to on knees</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkHipBlend</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Blend from current hip to balancing on knees hip angle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkLungeProb</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Probability that a lunge reaction will be allowed</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkKneeSpin</name>
					<type>bool</type>
					<init>false</init>
					<description>When on knees allow some spinning of the character.  If false then the balancers' footSlipCompensation remains on and tends to keep the character facing the same way as when it was balancing.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkFricMult</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>Multiplier on the reduction of friction for the feet based on angle away from horizontal - helps the character fall to knees quicker</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkHipAngleFall</name>
					<type>float</type>
					<init>0.50</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Apply this hip angle when the character starts to fall backwards when on knees</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkPitchForwards</name>
					<type>float</type>
					<init>0.10</init>
					<min value="-0.50"/>
					<max value="0.50"/>
					<description>Hip pitch applied (+ve forward, -ve backwards) if character is falling forwards on way down to it's knees</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkPitchBackwards</name>
					<type>float</type>
					<init>0.10</init>
					<min value="-0.50"/>
					<max value="0.50"/>
					<description>Hip pitch applied (+ve forward, -ve backwards) if character is falling backwards on way down to it's knees</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkFallBelowStab</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="15.00"/>
					<description>Balancer instability below which the character starts to bend legs even if it isn't going to fall on to it's knees (i.e. if going backwards). 0.3 almost ensures a fall to knees but means the character will keep stepping backward until it slows down enough.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkBalanceAbortThreshold</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="4.00"/>
					<description>when the character gives up and goes into a fall</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkOnKneesArmType</name>
					<type>int</type>
					<init>2</init>
					<min value="0"/>
					<max value="2"/>
					<description>Type of arm response when on knees falling forward 0=useFallArms (from RollDownstairs or catchFall), 1= armsIn, 2=armsOut</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkReleaseReachForWound</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="5.00"/>
					<description>Release the reachForWound this amount of time after the knees have hit.  If  LT  0.0 then keep reaching for wound regardless of fall/onground state.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkReachForWound</name>
					<type>bool</type>
					<init>true</init>
					<description>true = Keep reaching for wound regardless of fall/onground state.  false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkReleasePointGun</name>
					<type>bool</type>
					<init>false</init>
					<description>Override the pointGun when knees hit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ftkFailMustCollide</name>
					<type>bool</type>
					<init>true</init>
					<description>The upper body of the character must be colliding and other failure conditions met to fail</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shotFromBehind</name>
			<description>shotFromBehind:  configure the shot from behind reaction</description>
			<params>
				<Item type="rage__NMParam">
					<name>shotFromBehind</name>
					<type>bool</type>
					<init>false</init>
					<description>Type of reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbSpineAmount</name>
					<type>float</type>
					<init>4.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>SpineBend.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbNeckAmount</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Neck Bend.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbHipAmount</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>hip Pitch</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbKneeAmount</name>
					<type>float</type>
					<init>0.050</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>knee bend</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbPeriod</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.010"/>
					<max value="10.00"/>
					<description>shotFromBehind reaction period after being shot</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbForceBalancePeriod</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>amount of time not taking a step</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbArmsOnset</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>amount of time before applying spread out arms pose</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbKneesOnset</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>amount of time before bending knees a bit</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbNoiseGain</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Controls additional independent randomized bending of left/right elbows</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sfbIgnoreFail</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="3"/>
					<description>0=balancer fails as normal,  1= ignore backArchedBack and leanedTooFarBack balancer failures,  2= ignore backArchedBack balancer failure only,  3= ignore leanedTooFarBack balancer failure only</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shotInGuts</name>
			<description>shotInGuts:  configure the shot in guts reaction</description>
			<params>
				<Item type="rage__NMParam">
					<name>shotInGuts</name>
					<type>bool</type>
					<init>false</init>
					<description>Type of reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sigSpineAmount</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>SpineBend.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sigNeckAmount</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Neck Bend.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sigHipAmount</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>hip Pitch</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sigKneeAmount</name>
					<type>float</type>
					<init>0.050</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>knee bend</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sigPeriod</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.010"/>
					<max value="10.00"/>
					<description>active time after being shot</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sigForceBalancePeriod</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>amount of time not taking a step</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sigKneesOnset</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>amount of time not taking a step</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shotHeadLook</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>useHeadLook</name>
					<type>bool</type>
					<init>false</init>
					<description>Use headLook.  Default: looks at provided target or if this is zero -  looks forward or in velocity direction. If reachForWound is enabled, switches between looking at the wound and at the default target.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLook</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position to look at with headlook flag</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookAtWoundMinTimer</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Min time to look at wound</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookAtWoundMaxTimer</name>
					<type>float</type>
					<init>0.80</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Max time to look at wound</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookAtHeadPosMaxTimer</name>
					<type>float</type>
					<init>1.70</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Min time to look headLook or if zero - forward or in velocity direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookAtHeadPosMinTimer</name>
					<type>float</type>
					<init>0.60</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Max time to look headLook or if zero - forward or in velocity direction</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>shotConfigureArms</name>
			<description>shotConfigureArms:  configure the arm reactions in shot</description>
			<params>
				<Item type="rage__NMParam">
					<name>brace</name>
					<type>bool</type>
					<init>true</init>
					<description>blind brace with arms if appropriate</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pointGun</name>
					<type>bool</type>
					<init>false</init>
					<description>Point gun if appropriate.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useArmsWindmill</name>
					<type>bool</type>
					<init>true</init>
					<description>armsWindmill if going backwards fast enough</description>
				</Item>
				<Item type="rage__NMParam">
					<name>releaseWound</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="2"/>
					<description>release wound if going sideways/forward fast enough.  0 = don't. 1 = only if bracing. 2 = any default arm reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachFalling</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>reachForWound when falling 0 = false, 1 = true, 2 = once per shot performance</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachFallingWithOneHand</name>
					<type>int</type>
					<init>3</init>
					<min value="0"/>
					<max value="3"/>
					<description>Force character to reach for wound with only one hand when falling or fallen.  0= allow 2 handed reach, 1= left only if 2 handed possible, 2= right only if 2 handed possible, 3 = one handed but automatic (allows switching of hands)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachOnFloor</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>reachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alwaysReachTime</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Inhibit arms brace for this amount of time after reachForWound has begun</description>
				</Item>
				<Item type="rage__NMParam">
					<name>AWSpeedMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>For armsWindmill, multiplier on character speed - increase of speed of circling is proportional to character speed (max speed of circliing increase = 1.5). eg. lowering the value increases the range of velocity that the 0-1.5 is applied over</description>
				</Item>
				<Item type="rage__NMParam">
					<name>AWRadiusMult</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>For armsWindmill, multiplier on character speed - increase of radii is proportional to character speed (max radius increase = 0.45). eg. lowering the value increases the range of velocity that the 0-0.45 is applied over</description>
				</Item>
				<Item type="rage__NMParam">
					<name>AWStiffnessAdd</name>
					<type>float</type>
					<init>4.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reachWithOneHand</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="2"/>
					<description>Force character to reach for wound with only one hand.  0= allow 2 handed reach, 1= left only if 2 handed possible, 2= right only if 2 handed possible</description>
				</Item>
				<Item type="rage__NMParam">
					<name>allowLeftPistolRFW</name>
					<type>bool</type>
					<init>true</init>
					<description>Allow character to reach for wound with left hand if holding a pistol.  It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false</description>
				</Item>
				<Item type="rage__NMParam">
					<name>allowRightPistolRFW</name>
					<type>bool</type>
					<init>false</init>
					<description>Allow character to reach for wound with right hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rfwWithPistol</name>
					<type>bool</type>
					<init>false</init>
					<description>Override pointGun and reachForWound if desired if holding a pistol.  It never will for a rifle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2</name>
					<type>bool</type>
					<init>false</init>
					<description>Type of reaction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2Left</name>
					<type>bool</type>
					<init>true</init>
					<description>Fling the left arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2Right</name>
					<type>bool</type>
					<init>true</init>
					<description>Fling the right arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2OverrideStagger</name>
					<type>bool</type>
					<init>false</init>
					<description>Override stagger arms even if staggerFall:m_upperBodyReaction = true</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2TimeBefore</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2Time</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Duration of the fling behaviour.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2MStiffL</name>
					<type>float</type>
					<init>0.950</init>
					<min value="-1.00"/>
					<max value="1.50"/>
					<description>MuscleStiffness of the left arm.  If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2MStiffR</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-1.00"/>
					<max value="1.50"/>
					<description>MuscleStiffness of the right arm.  If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2RelaxTimeL</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Maximum time before the left arm relaxes in the fling.  It will relax automatically when the arm has completed it's bent arm fling.  This is what causes the arm to straighten.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2RelaxTimeR</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Maximum time before the right arm relaxes in the fling.  It will relax automatically when the arm has completed it's bent arm fling.  This is what causes the arm to straighten.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2AngleMinL</name>
					<type>float</type>
					<init>-1.50</init>
					<min value="-1.50"/>
					<max value="1.00"/>
					<description>Min fling angle for left arm.  Fling angle is random in the range fling2AngleMin:fling2AngleMax. Angle of fling in radians measured from the body horizontal sideways from shoulder. positive is up, 0 shoulder level, negative down</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2AngleMaxL</name>
					<type>float</type>
					<init>1.00</init>
					<min value="-1.50"/>
					<max value="1.00"/>
					<description>Max fling angle for left arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2AngleMinR</name>
					<type>float</type>
					<init>-1.50</init>
					<min value="-1.50"/>
					<max value="1.00"/>
					<description>Min fling angle for right arm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2AngleMaxR</name>
					<type>float</type>
					<init>1.00</init>
					<min value="-1.50"/>
					<max value="1.00"/>
					<description>Max fling angle for right arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2LengthMinL</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.250"/>
					<max value="0.60"/>
					<description>Min left arm length.  Armlength is random in the range fling2LengthMin:fling2LengthMax.  Armlength maps one to one with elbow angle.  (These values are scaled internally for the female character)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2LengthMaxL</name>
					<type>float</type>
					<init>0.60</init>
					<min value="0.250"/>
					<max value="0.60"/>
					<description>Max left arm length.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2LengthMinR</name>
					<type>float</type>
					<init>0.250</init>
					<min value="0.250"/>
					<max value="0.60"/>
					<description>Min right arm length.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fling2LengthMaxR</name>
					<type>float</type>
					<init>0.60</init>
					<min value="0.250"/>
					<max value="0.60"/>
					<description>Max right arm length.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bust</name>
					<type>bool</type>
					<init>false</init>
					<description>Has the character got a bust.  If so then cupBust (move bust reach targets below bust) or bustElbowLift and cupSize (stop upperArm penetrating bust and move bust targets to surface of bust) are implemented.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bustElbowLift</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cupSize</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Amount reach target to bust (spine2) will be offset forward by</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cupBust</name>
					<type>bool</type>
					<init>false</init>
					<description>All reach targets above or on the bust will cause a reach below the bust. (specifically moves spine3 and spine2 targets to spine1). bustElbowLift and cupSize are ignored.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>smartFall</name>
			<description>smartFall: Clone of High Fall with a wider range of operating conditions.</description>
			<params>
				<Item type="rage__NMParam">
					<name>bodyStiffness</name>
					<type>float</type>
					<init>11.00</init>
					<min value="6.00"/>
					<max value="16.00"/>
					<description>stiffness of body. Value feeds through to bodyBalance (synched with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodydamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="3.00"/>
					<description>The damping of the joints.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>catchfalltime</name>
					<type>float</type>
					<init>0.300</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>The length of time before the impact that the character transitions to the landing.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>crashOrLandCutOff</name>
					<type>float</type>
					<init>0.8680</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out).  NB: never does bailout if ignorWorldCollisions true</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pdStrength</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Strength of the controller to keep the character at angle aimAngleBase from vertical.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pdDamping</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="5.00"/>
					<description>Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical.  The actual damping is pdDamping*pdStrength*constant*angVel.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armAngSpeed</name>
					<type>float</type>
					<init>7.850</init>
					<min value="0.00"/>
					<max value="20.0"/>
					<description>arm circling speed in armWindMillAdaptive</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armAmplitude</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>in armWindMillAdaptive</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armPhase</name>
					<type>float</type>
					<init>3.10</init>
					<min value="0.00"/>
					<max value="6.283185"/>
					<description>in armWindMillAdaptive 3.1 opposite for stuntman.  1.0 old default.  0.0 in phase.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armBendElbows</name>
					<type>bool</type>
					<init>true</init>
					<description>in armWindMillAdaptive bend the elbows as a function of armAngle.  For stuntman true otherwise false.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legRadius</name>
					<type>float</type>
					<init>0.40</init>
					<min value="0.010"/>
					<max value="0.50"/>
					<description>radius of legs on pedal</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legAngSpeed</name>
					<type>float</type>
					<init>7.850</init>
					<min value="0.00"/>
					<max value="15.0"/>
					<description>in pedal</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legAsymmetry</name>
					<type>float</type>
					<init>4.00</init>
					<min value="-10.00"/>
					<max value="10.00"/>
					<description>0.0 for stuntman.  Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>arms2LegsPhase</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="6.50"/>
					<description>phase angle between the arms and legs circling angle</description>
				</Item>
				<Item type="rage__NMParam">
					<name>arms2LegsSync</name>
					<type>int</type>
					<init>1</init>
					<min value="0"/>
					<max value="2"/>
					<description>0=not synched, 1=always synched, 2= synch at start only.  Synchs the arms angle to what the leg angle is.  All speed/direction parameters of armswindmill are overwritten if = 1.  If 2 and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armsUp</name>
					<type>float</type>
					<init>-3.10</init>
					<min value="-4.00"/>
					<max value="2.00"/>
					<description>Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down.   LT -2.0 use catchFall arms,  LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>orientateBodyToFallDirection</name>
					<type>bool</type>
					<init>false</init>
					<description>toggle to orientate to fall direction.  i.e. orientate so that the character faces the horizontal velocity direction</description>
				</Item>
				<Item type="rage__NMParam">
					<name>orientateTwist</name>
					<type>bool</type>
					<init>true</init>
					<description>If false don't worry about the twist angle of the character when orientating the character.  If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>orientateMax</name>
					<type>float</type>
					<init>300.00</init>
					<min value="0.00"/>
					<max value="2000.00"/>
					<description>DEVEL parameter - suggest you don't edit it.  Maximum torque the orientation controller can apply.  If 0 then no helper torques will be used.  300 will orientate the character soflty for all but extreme angles away from aimAngleBase.  If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alanRickman</name>
					<type>bool</type>
					<init>false</init>
					<description>If true then orientate the character to face the point from where it started falling.  HighFall like the one in dieHard with Alan Rickman</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fowardRoll</name>
					<type>bool</type>
					<init>false</init>
					<description>Try to execute a forward Roll on landing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useZeroPose_withFowardRoll</name>
					<type>bool</type>
					<init>false</init>
					<description>Blend to a zero pose when forward roll is attempted.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>aimAngleBase</name>
					<type>float</type>
					<init>0.180</init>
					<min value="-3.141593"/>
					<max value="3.141593"/>
					<description>Angle from vertical the pdController is driving to ( positive = forwards)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fowardVelRotation</name>
					<type>float</type>
					<init>-0.020</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>scale to add/subtract from aimAngle based on forward speed (Internal)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>footVelCompScale</name>
					<type>float</type>
					<init>0.050</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Scale to change to amount of vel that is added to the foot ik from the velocity (Internal)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>sideD</name>
					<type>float</type>
					<init>0.20</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>sideoffset for the feet during prepareForLanding. +ve = right.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>fowardOffsetOfLegIK</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Forward offset for the feet during prepareForLanding</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legL</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.0"/>
					<max value="2.00"/>
					<description>Leg Length for ik (Internal)//unused</description>
				</Item>
				<Item type="rage__NMParam">
					<name>catchFallCutOff</name>
					<type>float</type>
					<init>0.8780</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff</description>
				</Item>
				<Item type="rage__NMParam">
					<name>legStrength</name>
					<type>float</type>
					<init>12.00</init>
					<min value="6.00"/>
					<max value="16.0"/>
					<description>Strength of the legs at landing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>balance</name>
					<type>bool</type>
					<init>true</init>
					<description>If true have enough strength to balance.  If false not enough strength in legs to balance (even though bodyBlance called)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>ignorWorldCollisions</name>
					<type>bool</type>
					<init>false</init>
					<description>Never go into bailout (foetal)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>adaptiveCircling</name>
					<type>bool</type>
					<init>true</init>
					<description>stuntman type fall.  Arm and legs circling direction controlled by angmom and orientation</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hula</name>
					<type>bool</type>
					<init>true</init>
					<description>With stuntman type fall.  Hula reaction if can't see floor and not rotating fast</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxSpeedForRecoverableFall</name>
					<type>float</type>
					<init>15.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>Character needs to be moving less than this speed to consider fall as a recoverable one.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minSpeedForBrace</name>
					<type>float</type>
					<init>10.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>landingNormal</name>
					<type>float</type>
					<init>0.60</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rdsForceMag</name>
					<type>float</type>
					<init>0.80</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>rdsTargetLinVeDecayTime</name>
					<type>float</type>
					<init>0.5</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>RDS: Time for the targetlinearVelocity to decay to zero.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rdsTargetLinearVelocity</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="30.0"/>
					<description>RDS: Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag. -1 to use initial character velocity.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rdsUseStartingFriction</name>
					<type>bool</type>
					<init>false</init>
					<description>Start Catch Fall/RDS state with specified friction. Catch fall will overwrite based on setFallingReaction.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rdsStartingFriction</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.0"/>
					<description>Catch Fall/RDS starting friction. Catch fall will overwrite based on setFallingReaction.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rdsStartingFrictionMin</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Catch Fall/RDS starting friction minimum. Catch fall will overwrite based on setFallingReaction.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rdsForceVelThreshold</name>
					<type>float</type>
					<init>10.0</init>
					<min value="0.00"/>
					<max value="100.0"/>
					<description>Velocity threshold under which RDS force mag will be applied.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>initialState</name>
					<type>int</type>
					<init>0</init>
					<min value="0"/>
					<max value="7"/>
					<description>Force initial state (used in vehicle bail out to start SF_CatchFall (6) earlier.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>changeExtremityFriction</name>
					<type>bool</type>
					<init>false</init>
					<description>Allow friction changes to be applied to the hands and feet.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>teeter</name>
					<type>bool</type>
					<init>false</init>
					<description>Set up an immediate teeter in the direction of trave if initial state is SF_Balance.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>teeterOffset</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Offset the default Teeter edge in the direction of travel. Will need to be tweaked depending on how close to the real edge AI tends to trigger the behaviour.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stopRollingTime</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>Time in seconds before ped should start actively trying to stop rolling.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reboundScale</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="2.00"/>
					<description>Scale for rebound assistance.  0=off, 1=very bouncy, 2=jbone crazy  Try 0.5?</description>
				</Item>
				<Item type="rage__NMParam">
					<name>reboundMask</name>
					<type>string</type>
					<init>uk</init>
					<description>Part mask to apply rebound assistance.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>forceHeadAvoid</name>
					<type>bool</type>
					<init>false</init>
					<description>Force head avoid to be active during Catch Fall even when character is not on the ground.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>cfZAxisSpinReduction</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Pass-through parameter for Catch Fall spin reduction.  Increase to stop more spin. 0..1.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>splatWhenStopped</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>Transition to splat state when com vel is below value, regardless of character health or fall velocity.  Set to zero to disable.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>blendHeadWhenStopped</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.00"/>
					<max value="100.00"/>
					<description>Blend head to neutral pose com vel approaches zero.  Linear between zero and value.  Set to zero to disable.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spreadLegs</name>
					<type>float</type>
					<init>0.10</init>
					<min value="-1.00"/>
					<max value="1.00"/>
					<description>Spread legs amount for Pedal during fall.</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>staggerFall</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>armStiffness</name>
					<type>float</type>
					<init>12.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>stiffness of arms. catch_fall's stiffness scales with this value, but has default values when this is default</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDamping</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Sets damping value for the arms</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineDamping</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineStiffness</name>
					<type>float</type>
					<init>10.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStiffnessStart</name>
					<type>float</type>
					<init>3.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>armStiffness during the yanked timescale ie timeAtStartValues</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDampingStart</name>
					<type>float</type>
					<init>0.1</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>armDamping during the yanked timescale ie timeAtStartValues</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineDampingStart</name>
					<type>float</type>
					<init>0.1</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>spineDamping during the yanked timescale ie timeAtStartValues</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineStiffnessStart</name>
					<type>float</type>
					<init>3.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>spineStiffness during the yanked timescale ie timeAtStartValues</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeAtStartValues</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rampTimeFromStartValues</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>staggerStepProb</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Probability per step of time spent in a stagger step</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepsTillStartEnd</name>
					<type>int</type>
					<init>2</init>
					<min value="0"/>
					<max value="100"/>
					<description>steps taken before lowerBodyStiffness starts ramping down by perStepReduction1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeStartEnd</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.0"/>
					<max value="100.0"/>
					<description>time from start of behaviour before lowerBodyStiffness starts ramping down for rampTimeToEndValues to endValues</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rampTimeToEndValues</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lowerBodyStiffness</name>
					<type>float</type>
					<init>13.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>lowerBodyStiffness should be 12</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lowerBodyStiffnessEnd</name>
					<type>float</type>
					<init>8.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>lowerBodyStiffness at end</description>
				</Item>
				<Item type="rage__NMParam">
					<name>predictionTime</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>amount of time (seconds) into the future that the character tries to step to. bigger values try to recover with fewer, bigger steps. smaller values recover with smaller steps, and generally recover less.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>perStepReduction1</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>LowerBody stiffness will be reduced every step to make the character fallover</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanInDirRate</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>leanInDirection will be increased from 0 to leanInDirMax linearly at this rate</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanInDirMaxF</name>
					<type>float</type>
					<init>0.10</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Max of leanInDirection magnitude when going forwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanInDirMaxB</name>
					<type>float</type>
					<init>0.30</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Max of leanInDirection magnitude when going backwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanHipsMaxF</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Max of leanInDirectionHips magnitude when going forwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanHipsMaxB</name>
					<type>float</type>
					<init>0.00</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Max of leanInDirectionHips magnitude when going backwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lean2multF</name>
					<type>float</type>
					<init>-1.00</init>
					<min value="-5.00"/>
					<max value="5.00"/>
					<description>Lean of spine to side in side velocity direction when going forwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lean2multB</name>
					<type>float</type>
					<init>-2.00</init>
					<min value="-5.00"/>
					<max value="5.00"/>
					<description>Lean of spine to side in side velocity direction when going backwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pushOffDist</name>
					<type>float</type>
					<init>0.20</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>amount stance foot is behind com in the direction of velocity before the leg tries to pushOff to increase momentum.  Increase to lower the probability of the pushOff making the character bouncy</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxPushoffVel</name>
					<type>float</type>
					<init>20.00</init>
					<min value="-20.0"/>
					<max value="20.0"/>
					<description>stance leg will only pushOff to increase momentum if the vertical hip velocity is less than this value. 0.4 seems like a good value.  The higher it is the the less this functionality is applied.  If it is very low or negative this can stop the pushOff altogether</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hipBendMult</name>
					<type>float</type>
					<init>0.00</init>
					<min value="-10.0"/>
					<max value="10.0"/>
					<description>hipBend scaled with velocity</description>
				</Item>
				<Item type="rage__NMParam">
					<name>alwaysBendForwards</name>
					<type>bool</type>
					<init>false</init>
					<description>bend forwards at the hip (hipBendMult) whether moving backwards or forwards</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineBendMult</name>
					<type>float</type>
					<init>0.40</init>
					<min value="-10.0"/>
					<max value="10.0"/>
					<description>spine bend scaled with velocity</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useHeadLook</name>
					<type>bool</type>
					<init>true</init>
					<description>enable and provide a look-at target to make the character's head turn to face it while balancing, balancer default is 0.2</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookPos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position of thing to look at</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookInstanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>level index of thing to look at</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookAtVelProb</name>
					<type>float</type>
					<init>1.0</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Probability [0-1] that headLook will be looking in the direction of velocity when stepping</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnOffProb</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability that turn will be off. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turn2TargetProb</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning towards headLook target. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turn2VelProb</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning towards velocity. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnAwayProb</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning away from headLook target. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnLeftProb</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning left. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnRightProb</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Weighted Probability of turning right. This is one of six turn type weights.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useBodyTurn</name>
					<type>bool</type>
					<init>false</init>
					<description>enable and provide a positive bodyTurnTimeout and provide a look-at target to make the character turn to face it while balancing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>upperBodyReaction</name>
					<type>bool</type>
					<init>true</init>
					<description>enable upper body reaction ie blindBrace and armswindmill</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>teeter</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>edgeLeft</name>
					<type>vector3</type>
					<init>39.470, 38.890, 21.120</init>
					<min value="0.0"/>
					<description>Defines the left edge point (left of character facing edge)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>edgeRight</name>
					<type>vector3</type>
					<init>39.470, 39.890, 21.120</init>
					<min value="0.0"/>
					<description>Defines the right edge point (right of character facing edge)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useExclusionZone</name>
					<type>bool</type>
					<init>true</init>
					<description>stop stepping across the line defined by edgeLeft and edgeRight</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useHeadLook</name>
					<type>bool</type>
					<init>true</init>
					<description></description>
				</Item>
				<Item type="rage__NMParam">
					<name>callHighFall</name>
					<type>bool</type>
					<init>true</init>
					<description>call highFall if fallen over the edge.  If false just call blended writhe (to go over the top of the fall behaviour of the underlying behaviour e.g. bodyBalance)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanAway</name>
					<type>bool</type>
					<init>true</init>
					<description>lean away from the edge based on velocity towards the edge (if closer than 2m from edge)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>preTeeterTime</name>
					<type>float</type>
					<init>2.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Time-to-edge threshold to start pre-teeter (windmilling, etc).</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanAwayTime</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Time-to-edge threshold to start leaning away from a potential fall.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>leanAwayScale</name>
					<type>float</type>
					<init>0.50</init>
					<min value="0.00"/>
					<max value="1.00"/>
					<description>Scales stay upright lean and hip pitch.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>teeterTime</name>
					<type>float</type>
					<init>1.00</init>
					<min value="0.00"/>
					<max value="10.00"/>
					<description>Time-to-edge threshold to start full-on teeter (more aggressive lean, drop-and-twist, etc).</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>upperBodyFlinch</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>handDistanceLeftRight</name>
					<type>float</type>
					<init>0.1</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Left-Right distance between the hands</description>
				</Item>
				<Item type="rage__NMParam">
					<name>handDistanceFrontBack</name>
					<type>float</type>
					<init>0.06</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Front-Back distance between the hands</description>
				</Item>
				<Item type="rage__NMParam">
					<name>handDistanceVertical</name>
					<type>float</type>
					<init>0.1</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Vertical distance between the hands</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyStiffness</name>
					<type>float</type>
					<init>11.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>stiffness of body. Value carries over to head look, spine twist</description>
				</Item>
				<Item type="rage__NMParam">
					<name>bodyDamping</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>damping value used for upper body</description>
				</Item>
				<Item type="rage__NMParam">
					<name>backBendAmount</name>
					<type>float</type>
					<init>-0.55</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Amount to bend the back during the flinch</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useRightArm</name>
					<type>bool</type>
					<init>true</init>
					<description>Toggle to use the right arm.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useLeftArm</name>
					<type>bool</type>
					<init>true</init>
					<description>Toggle to Use the Left arm</description>
				</Item>
				<Item type="rage__NMParam">
					<name>noiseScale</name>
					<type>float</type>
					<init>0.1</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Amplitude of the perlin noise applied to the arms positions in the flicnh to the front part of the behaviour.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>newHit</name>
					<type>bool</type>
					<init>true</init>
					<description>Relaxes the character for 1 frame if set.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>protectHeadToggle</name>
					<type>bool</type>
					<init>false</init>
					<description>Always protect head. Note if false then character flinches if target is in front, protects head if target is behind</description>
				</Item>
				<Item type="rage__NMParam">
					<name>dontBraceHead</name>
					<type>bool</type>
					<init>false</init>
					<description>don't protect head only brace from front. Turned on by bcr</description>
				</Item>
				<Item type="rage__NMParam">
					<name>applyStiffness</name>
					<type>bool</type>
					<init>true</init>
					<description>Turned of by bcr</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookAwayFromTarget</name>
					<type>bool</type>
					<init>false</init>
					<description>Look away from target (unless protecting head then look between feet)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useHeadLook</name>
					<type>bool</type>
					<init>true</init>
					<description>Use headlook</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnTowards</name>
					<type>int</type>
					<init>1</init>
					<min value="-2"/>
					<max value="2"/>
					<description>ve balancer turn Towards, negative balancer turn Away, 0 balancer won't turn. NB.There is a 50% chance that the character will not turn even if this parameter is set to turn</description>
				</Item>
				<Item type="rage__NMParam">
					<name>pos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position in world-space of object to flinch from</description>
				</Item>
			</params>
		</Item>
		<Item type="rage__NMBehavior">
			<name>yanked</name>
			<description>... (check docs)</description>
			<params>
				<Item type="rage__NMParam">
					<name>armStiffness</name>
					<type>float</type>
					<init>11.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>stiffness of arms when upright.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDamping</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Sets damping value for the arms when upright.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineDamping</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Spine Damping when upright.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineStiffness</name>
					<type>float</type>
					<init>10.0</init>
					<min value="6.0"/>
					<max value="16.0"/>
					<description>Spine Stiffness  when upright..</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armStiffnessStart</name>
					<type>float</type>
					<init>3.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>armStiffness during the yanked timescale ie timeAtStartValues</description>
				</Item>
				<Item type="rage__NMParam">
					<name>armDampingStart</name>
					<type>float</type>
					<init>0.1</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>armDamping during the yanked timescale ie timeAtStartValues</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineDampingStart</name>
					<type>float</type>
					<init>0.1</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>spineDamping during the yanked timescale ie timeAtStartValues</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineStiffnessStart</name>
					<type>float</type>
					<init>3.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>spineStiffness during the yanked timescale ie timeAtStartValues</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeAtStartValues</name>
					<type>float</type>
					<init>0.4</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rampTimeFromStartValues</name>
					<type>float</type>
					<init>0.1</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>stepsTillStartEnd</name>
					<type>int</type>
					<init>2</init>
					<min value="0"/>
					<max value="100"/>
					<description>steps taken before lowerBodyStiffness starts ramping down</description>
				</Item>
				<Item type="rage__NMParam">
					<name>timeStartEnd</name>
					<type>float</type>
					<init>100.0</init>
					<min value="0.0"/>
					<max value="100.0"/>
					<description>time from start of behaviour before lowerBodyStiffness starts ramping down by perStepReduction1</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rampTimeToEndValues</name>
					<type>float</type>
					<init>0.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lowerBodyStiffness</name>
					<type>float</type>
					<init>12.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>lowerBodyStiffness should be 12</description>
				</Item>
				<Item type="rage__NMParam">
					<name>lowerBodyStiffnessEnd</name>
					<type>float</type>
					<init>8.0</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>lowerBodyStiffness at end</description>
				</Item>
				<Item type="rage__NMParam">
					<name>perStepReduction</name>
					<type>float</type>
					<init>1.50</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>LowerBody stiffness will be reduced every step to make the character fallover</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hipPitchForward</name>
					<type>float</type>
					<init>0.60</init>
					<min value="-1.30"/>
					<max value="1.30"/>
					<description>Amount to bend forward at the hips (+ve forward, -ve backwards).  Behaviour switches between hipPitchForward and hipPitchBack</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hipPitchBack</name>
					<type>float</type>
					<init>1.0</init>
					<min value="-1.30"/>
					<max value="1.30"/>
					<description>Amount to bend backwards at the hips (+ve backwards, -ve forwards).  Behaviour switches between hipPitchForward and hipPitchBack</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineBend</name>
					<type>float</type>
					<init>0.70</init>
					<min value="0.0"/>
					<max value="1.0"/>
					<description>Bend/Twist the spine amount</description>
				</Item>
				<Item type="rage__NMParam">
					<name>footFriction</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Foot friction when standing/stepping.  0.5 gives a good slide sometimes</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnThresholdMin</name>
					<type>float</type>
					<init>0.60</init>
					<min value="-0.10"/>
					<max value="1.00"/>
					<description>min angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>turnThresholdMax</name>
					<type>float</type>
					<init>0.60</init>
					<min value="-0.10"/>
					<max value="1.00"/>
					<description>max angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.</description>
				</Item>
				<Item type="rage__NMParam">
					<name>useHeadLook</name>
					<type>bool</type>
					<init>false</init>
					<description>enable and provide a look-at target to make the character's head turn to face it while balancing</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookPos</name>
					<type>vector3</type>
					<init>0, 0, 0</init>
					<description>position of thing to look at</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookInstanceIndex</name>
					<type>int</type>
					<init>-1</init>
					<min value="-1"/>
					<description>level index of thing to look at</description>
				</Item>
				<Item type="rage__NMParam">
					<name>headLookAtVelProb</name>
					<type>float</type>
					<init>-1.0</init>
					<min value="-1.0"/>
					<max value="1.0"/>
					<description>Probability [0-1] that headLook will be looking in the direction of velocity when stepping</description>
				</Item>
				<Item type="rage__NMParam">
					<name>comVelRDSThresh</name>
					<type>float</type>
					<init>2.0</init>
					<min value="0.0"/>
					<max value="20.0"/>
					<description>for handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hulaPeriod</name>
					<type>float</type>
					<init>0.25</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>0.25 A complete wiggle will take 4*hulaPeriod</description>
				</Item>
				<Item type="rage__NMParam">
					<name>hipAmplitude</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>Amount of hip movement</description>
				</Item>
				<Item type="rage__NMParam">
					<name>spineAmplitude</name>
					<type>float</type>
					<init>1.0</init>
					<min value="0.0"/>
					<max value="4.0"/>
					<description>Amount of spine movement</description>
				</Item>
				<Item type="rage__NMParam">
					<name>minRelaxPeriod</name>
					<type>float</type>
					<init>0.3</init>
					<min value="-5.0"/>
					<max value="5.0"/>
					<description>wriggle relaxes for a minimum of minRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>maxRelaxPeriod</name>
					<type>float</type>
					<init>1.5</init>
					<min value="-5.0"/>
					<max value="5.0"/>
					<description>wriggle relaxes for a maximum of maxRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling)</description>
				</Item>
				<Item type="rage__NMParam">
					<name>rollHelp</name>
					<type>float</type>
					<init>0.5</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Amount of cheat torque applied to turn the character over</description>
				</Item>
				<Item type="rage__NMParam">
					<name>groundLegStiffness</name>
					<type>float</type>
					<init>11</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>Leg Stiffness when on the ground</description>
				</Item>
				<Item type="rage__NMParam">
					<name>groundArmStiffness</name>
					<type>float</type>
					<init>11</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>Arm Stiffness when on the ground</description>
				</Item>
				<Item type="rage__NMParam">
					<name>groundSpineStiffness</name>
					<type>float</type>
					<init>14</init>
					<min value="0.0"/>
					<max value="16.0"/>
					<description>Spine Stiffness when on the ground</description>
				</Item>
				<Item type="rage__NMParam">
					<name>groundLegDamping</name>
					<type>float</type>
					<init>0.5</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Leg Damping when on the ground</description>
				</Item>
				<Item type="rage__NMParam">
					<name>groundArmDamping</name>
					<type>float</type>
					<init>0.5</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Arm Damping when on the ground</description>
				</Item>
				<Item type="rage__NMParam">
					<name>groundSpineDamping</name>
					<type>float</type>
					<init>0.5</init>
					<min value="0.0"/>
					<max value="2.0"/>
					<description>Spine Damping when on the ground</description>
				</Item>
				<Item type="rage__NMParam">
					<name>groundFriction</name>
					<type>float</type>
					<init>8.0</init>
					<min value="0.0"/>
					<max value="10.0"/>
					<description>Friction multiplier on bodyParts when on ground.  Character can look too slidy with groundFriction = 1.  Higher values give a more jerky reation but this seems timestep dependent especially for dragged by the feet.</description>
				</Item>
			</params>
		</Item>
	</behaviors>
</rage__NMBehaviorPool>
