//--------------------------------------------------------------------------------------------------------------
// Engineer Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "EngineerIsNotStillonFire" "EngineerOnFire" "!=1" "required" weight 0
Criterion "EngineerIsStillonFire" "EngineerOnFire" "1" "required" weight 0
Criterion "EngineerNotKillSpeech" "EngineerKillSpeech" "!=1" "required" weight 0
Criterion "EngineerNotKillSpeechMelee" "EngineerKillSpeechMelee" "!=1" "required" weight 0
Criterion "EngineerNotSaidHealThanks" "EngineerSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapEngineer" "EngineerHelpCap" "1" "required" weight 0


Response PlayerCloakedSpyDemomanEngineer
{
	scene "scenes/Player/Engineer/low/CloakedSpyIdentify05.vcd" 
}
Rule PlayerCloakedSpyDemomanEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnDemoman
	Response PlayerCloakedSpyDemomanEngineer
}

Response PlayerCloakedSpyEngineerEngineer
{
	scene "scenes/Player/Engineer/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpyEngineerEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnEngineer
	Response PlayerCloakedSpyEngineerEngineer
}

Response PlayerCloakedSpyHeavyEngineer
{
	scene "scenes/Player/Engineer/low/CloakedSpyIdentify03.vcd" 
}
Rule PlayerCloakedSpyHeavyEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnHeavy
	Response PlayerCloakedSpyHeavyEngineer
}

Response PlayerCloakedSpyMedicEngineer
{
	scene "scenes/Player/Engineer/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpyMedicEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnMedic
	Response PlayerCloakedSpyMedicEngineer
}

Response PlayerCloakedSpyPyroEngineer
{
	scene "scenes/Player/Engineer/low/CloakedSpyIdentify04.vcd" 
}
Rule PlayerCloakedSpyPyroEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnPyro
	Response PlayerCloakedSpyPyroEngineer
}

Response PlayerCloakedSpySniperEngineer
{
	scene "scenes/Player/Engineer/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpySniperEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnSniper
	Response PlayerCloakedSpySniperEngineer
}

Response PlayerCloakedSpySoldierEngineer
{
	scene "scenes/Player/Engineer/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpySoldierEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnSoldier
	Response PlayerCloakedSpySoldierEngineer
}

Response PlayerCloakedSpySpyEngineer
{
	scene "scenes/Player/Engineer/low/CloakedSpyIdentify06.vcd" 
	scene "scenes/Player/Engineer/low/CloakedSpyIdentify10.vcd" 
}
Rule PlayerCloakedSpySpyEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnSpy
	Response PlayerCloakedSpySpyEngineer
}

Response PlayerDispenserDownEngineer
{
	scene "scenes/Player/Engineer/low/AutoDestroyedDispenser01.vcd" 
}
Rule PlayerDispenserDownEngineer
{
	criteria ConceptLostObject IsDispenser IsEngineer
	Response PlayerDispenserDownEngineer
}

Response PlayerSentryDownEngineer
{
	scene "scenes/Player/Engineer/low/AutoDestroyedSentry01.vcd" 
}
Rule PlayerSentryDownEngineer
{
	criteria ConceptLostObject IsSentryGun IsEngineer
	Response PlayerSentryDownEngineer
}

Response PlayerTeleporterDownEngineer
{
	scene "scenes/Player/Engineer/low/AutoDestroyedTeleporter01.vcd" 
}
Rule PlayerTeleporterDownEngineer
{
	criteria ConceptLostObject IsTeleporterEntrance IsEngineer
	Response PlayerTeleporterDownEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksEngineer
{
	scene "scenes/Player/Engineer/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Engineer/low/ThanksForTheHeal02.vcd" 
}
Rule HealThanksEngineer
{
	criteria ConceptMedicChargeStopped IsEngineer SuperHighHealthContext EngineerNotSaidHealThanks 50PercentChance
	ApplyContext "EngineerSaidHealThanks:1:20"
	Response HealThanksEngineer
}

Response PlayerRoundStartEngineer
{
	scene "scenes/Player/Engineer/low/BattleCry01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/BattleCry03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/BattleCry04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/BattleCry05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/BattleCry06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/BattleCry07.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartEngineer
{
	criteria ConceptPlayerRoundStart IsEngineer
	Response PlayerRoundStartEngineer
}

Response PlayerCappedIntelligenceEngineer
{
	scene "scenes/Player/Engineer/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Engineer/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Engineer/low/AutoCappedIntelligence03.vcd" 
}
Rule PlayerCappedIntelligenceEngineer
{
	criteria ConceptPlayerCapturedIntelligence IsEngineer
	Response PlayerCappedIntelligenceEngineer
}

Response PlayerCapturedPointEngineer
{
	scene "scenes/Player/Engineer/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Engineer/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Engineer/low/AutoCappedControlPoint03.vcd" 
}
Rule PlayerCapturedPointEngineer
{
	criteria ConceptPlayerCapturedPoint IsEngineer
	Response PlayerCapturedPointEngineer
}

Response PlayerSuddenDeathEngineer
{
	scene "scenes/Player/Engineer/low/Jeers01.vcd" 
	scene "scenes/Player/Engineer/low/Jeers02.vcd" 
	scene "scenes/Player/Engineer/low/Jeers03.vcd" 
	scene "scenes/Player/Engineer/low/Jeers04.vcd" 
}
Rule PlayerSuddenDeathEngineer
{
	criteria ConceptPlayerSuddenDeathStart IsEngineer
	Response PlayerSuddenDeathEngineer
}

Response PlayerStalemateEngineer
{
	scene "scenes/Player/Engineer/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Engineer/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Engineer/low/AutoDejectedTie03.vcd" 
}
Rule PlayerStalemateEngineer
{
	criteria ConceptPlayerStalemate IsEngineer
	Response PlayerStalemateEngineer
}

Response PlayerTeleporterThanksEngineer
{
	scene "scenes/Player/Engineer/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Engineer/low/ThanksForTheTeleporter02.vcd" 
}
Rule PlayerTeleporterThanksEngineer
{
	criteria ConceptTeleported IsNotEngineer IsEngineer 30PercentChance
	Response PlayerTeleporterThanksEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response KillTauntsEngineerSpecial
{
	scene "scenes/Player/Engineer/low/SpecialCompleted02.vcd" 
	scene "scenes/Player/Engineer/low/SpecialCompleted06.vcd" 
	scene "scenes/Player/Engineer/low/SpecialCompleted08.vcd" 
	scene "scenes/Player/Engineer/low/SpecialCompleted09.vcd" 
}
Rule KillTauntsEngineerSpecial
{
	criteria ConceptKilledPlayer IsManyRecentKills WeaponIsSentrygun KilledPlayerDelay EngineerNotKillSpeech IsEngineer 30PercentChance
	ApplyContext "EngineerKillSpeech:1:10"
	applycontexttoworld
	Response KillTauntsEngineerSpecial
}

Response KilledPlayerManyEngineer
{
	scene "scenes/Player/Engineer/low/SpecialCompleted05.vcd" 
	scene "scenes/Player/Engineer/low/SpecialCompleted10.vcd" 
	scene "scenes/Player/Engineer/low/SpecialCompleted11.vcd" 
}
Rule KilledPlayerManyEngineer
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay EngineerNotKillSpeech IsEngineer
	ApplyContext "EngineerKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyEngineer
}

Response KilledPlayerMeleeEngineerEngineer
{
	scene "scenes/Player/Engineer/low/SpecialCompleted07.vcd" 
}
Rule KilledPlayerMeleeEngineerEngineer
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee EngineerNotKillSpeechMelee IsEngineer WeaponIsNotSentrygun
	ApplyContext "EngineerKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeEngineerEngineer
}

Response KilledPlayerVeryManyEngineer
{
	scene "scenes/Player/Engineer/low/SpecialCompleted01.vcd" 
}
Rule KilledPlayerVeryManyEngineer
{
	criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay EngineerNotKillSpeech IsEngineer
	ApplyContext "EngineerKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerVeryManyEngineer
}

Response PlayerKilledCapperEngineer
{
	scene "scenes/Player/Engineer/low/BattleCry06.vcd" 
	scene "scenes/Player/Engineer/low/Cheers02.vcd" 
	scene "scenes/Player/Engineer/low/Cheers03.vcd" 
	scene "scenes/Player/Engineer/low/Cheers04.vcd" 
	scene "scenes/Player/Engineer/low/Cheers05.vcd" 
}
Rule PlayerKilledCapperEngineer
{
	criteria ConceptCapBlocked IsEngineer
	ApplyContext "EngineerKillSpeech:1:10"
	Response PlayerKilledCapperEngineer
}

Response PlayerKilledDominatingEngineer
{
	scene "scenes/Player/Engineer/low/Cheers01.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/Cheers06.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/Jeers04.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/LaughEvil01.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/LaughEvil05.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/LaughEvil06.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/LaughHappy02.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/LaughHappy03.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/LaughLong01.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/SpecialCompleted03.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/Taunts02.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/Taunts04.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingEngineer
{
	criteria ConceptKilledPlayer IsEngineer IsDominated
	ApplyContext "EngineerKillSpeech:1:10"
	Response PlayerKilledDominatingEngineer
}

Response PlayerKilledForRevengeEngineer
{
	scene "scenes/Player/Engineer/low/BattleCry07.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/Cheers07.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeEngineer
{
	criteria ConceptKilledPlayer IsEngineer IsRevenge
	ApplyContext "EngineerKillSpeech:1:10"
	Response PlayerKilledForRevengeEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Engineer
//--------------------------------------------------------------------------------------------------------------
Response PlayerBuildingDispenserEngineer
{
	scene "scenes/Player/Engineer/low/AutoBuildingDispenser01.vcd" 
	scene "scenes/Player/Engineer/low/AutoBuildingDispenser02.vcd" 
}
Rule PlayerBuildingDispenserEngineer
{
	criteria ConceptPlayerBuildingObject IsDispenser IsEngineer
	Response PlayerBuildingDispenserEngineer
}

Response PlayerBuildingSentryEngineer
{
	scene "scenes/Player/Engineer/low/AutoBuildingSentry01.vcd" 
	scene "scenes/Player/Engineer/low/AutoBuildingSentry02.vcd" 
}
Rule PlayerBuildingSentryEngineer
{
	criteria ConceptPlayerBuildingObject IsSentryGun IsEngineer
	Response PlayerBuildingSentryEngineer
}

Response PlayerBuildingTeleporterEngineer
{
	scene "scenes/Player/Engineer/low/AutoBuildingTeleporter01.vcd" 
	scene "scenes/Player/Engineer/low/AutoBuildingTeleporter02.vcd" 
}
Rule PlayerBuildingTeleporterEngineer
{
	criteria ConceptPlayerBuildingObject IsTeleporterEntrance IsEngineer
	Response PlayerBuildingTeleporterEngineer
}

Response PlayerDispenserSappedEngineer
{
	scene "scenes/Player/Engineer/low/AutoAttackedBySpy02.vcd" 
}
Rule PlayerDispenserSappedEngineer
{
	criteria ConceptSpySapping IsEngineer IsDispenser
	Response PlayerDispenserSappedEngineer
}

Response PlayerSentrySappedEngineer
{
	scene "scenes/Player/Engineer/low/AutoAttackedBySpy03.vcd" 
}
Rule PlayerSentrySappedEngineer
{
	criteria ConceptSpySapping IsEngineer IsSentryGun
	Response PlayerSentrySappedEngineer
}

Response PlayerTeleporterEntranceSappedEngineer
{
	scene "scenes/Player/Engineer/low/AutoAttackedBySpy01.vcd" 
}
Rule PlayerTeleporterEntranceSappedEngineer
{
	criteria ConceptSpySapping IsEngineer IsTeleporterEntrance
	Response PlayerTeleporterEntranceSappedEngineer
}

Response PlayerTeleporterExitSappedEngineer
{
	scene "scenes/Player/Engineer/low/AutoAttackedBySpy01.vcd" 
}
Rule PlayerTeleporterExitSappedEngineer
{
	criteria ConceptSpySapping IsEngineer IsTeleporterExit
	Response PlayerTeleporterExitSappedEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainEngineer
{
	scene "scenes/Player/Engineer/low/PainSevere01.vcd" 
	scene "scenes/Player/Engineer/low/PainSevere02.vcd" 
	scene "scenes/Player/Engineer/low/PainSevere03.vcd" 
	scene "scenes/Player/Engineer/low/PainSevere04.vcd" 
	scene "scenes/Player/Engineer/low/PainSevere05.vcd" 
	scene "scenes/Player/Engineer/low/PainSevere06.vcd" 
	scene "scenes/Player/Engineer/low/PainSevere07.vcd" 
}
Rule PlayerAttackerPainEngineer
{
	criteria ConceptAttackerPain IsEngineer
	Response PlayerAttackerPainEngineer
}

Response PlayerOnFireEngineer
{
	scene "scenes/Player/Engineer/low/AutoOnFire01.vcd" 
	scene "scenes/Player/Engineer/low/AutoOnFire02.vcd" 
	scene "scenes/Player/Engineer/low/AutoOnFire03.vcd" 
}
Rule PlayerOnFireEngineer
{
	criteria ConceptFire IsEngineer EngineerIsNotStillonFire
	ApplyContext "EngineerOnFire:1:7"
	Response PlayerOnFireEngineer
}

Response PlayerPainEngineer
{
	scene "scenes/Player/Engineer/low/PainSharp01.vcd" 
	scene "scenes/Player/Engineer/low/PainSharp02.vcd" 
	scene "scenes/Player/Engineer/low/PainSharp03.vcd" 
	scene "scenes/Player/Engineer/low/PainSharp04.vcd" 
	scene "scenes/Player/Engineer/low/PainSharp05.vcd" 
	scene "scenes/Player/Engineer/low/PainSharp06.vcd" 
	scene "scenes/Player/Engineer/low/PainSharp07.vcd" 
	scene "scenes/Player/Engineer/low/PainSharp08.vcd" 
}
Rule PlayerPainEngineer
{
	criteria ConceptPain IsEngineer
	Response PlayerPainEngineer
}

Response PlayerStillOnFireEngineer
{
	scene "scenes/Player/Engineer/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFireEngineer
{
	criteria ConceptFire IsEngineer  EngineerIsStillonFire
	ApplyContext "EngineerOnFire:1:7"
	Response PlayerStillOnFireEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoEngineer
{
	scene "scenes/Player/Engineer/low/Go01.vcd" 
	scene "scenes/Player/Engineer/low/Go02.vcd" 
	scene "scenes/Player/Engineer/low/Go03.vcd" 
}
Rule PlayerGoEngineer
{
	criteria ConceptPlayerGo IsEngineer
	Response PlayerGoEngineer
}

Response PlayerHeadLeftEngineer
{
	scene "scenes/Player/Engineer/low/HeadLeft01.vcd" 
	scene "scenes/Player/Engineer/low/HeadLeft02.vcd" 
}
Rule PlayerHeadLeftEngineer
{
	criteria ConceptPlayerLeft  IsEngineer
	Response PlayerHeadLeftEngineer
}

Response PlayerHeadRightEngineer
{
	scene "scenes/Player/Engineer/low/HeadRight01.vcd" 
	scene "scenes/Player/Engineer/low/HeadRight02.vcd" 
	scene "scenes/Player/Engineer/low/HeadRight03.vcd" 
}
Rule PlayerHeadRightEngineer
{
	criteria ConceptPlayerRight  IsEngineer
	Response PlayerHeadRightEngineer
}

Response PlayerHelpEngineer
{
	scene "scenes/Player/Engineer/low/HelpMe01.vcd" 
	scene "scenes/Player/Engineer/low/HelpMe02.vcd" 
	scene "scenes/Player/Engineer/low/HelpMe03.vcd" 
}
Rule PlayerHelpEngineer
{
	criteria ConceptPlayerHelp IsEngineer
	Response PlayerHelpEngineer
}

Response PlayerHelpCaptureEngineer
{
	scene "scenes/Player/Engineer/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Engineer/low/HelpMeCapture02.vcd" 
	scene "scenes/Player/Engineer/low/HelpMeCapture03.vcd" 
}
Rule PlayerHelpCaptureEngineer
{
	criteria ConceptPlayerHelp IsEngineer IsOnCappableControlPoint
	ApplyContext "EngineerHelpCap:1:10"
	Response PlayerHelpCaptureEngineer
}

Response PlayerHelpCapture2Engineer
{
	scene "scenes/Player/Engineer/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Engineer/low/StandOnThePoint02.vcd" 
}
Rule PlayerHelpCapture2Engineer
{
	criteria ConceptPlayerHelp IsEngineer IsOnCappableControlPoint IsHelpCapEngineer
	Response PlayerHelpCapture2Engineer
}

Response PlayerHelpDefendEngineer
{
	scene "scenes/Player/Engineer/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Engineer/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Engineer/low/HelpMeDefend03.vcd" 
}
Rule PlayerHelpDefendEngineer
{
	criteria ConceptPlayerHelp IsEngineer IsOnFriendlyControlPoint
	Response PlayerHelpDefendEngineer
}

Response PlayerMedicEngineer
{
	scene "scenes/Player/Engineer/low/Medic01.vcd" 
	scene "scenes/Player/Engineer/low/Medic02.vcd" 
	scene "scenes/Player/Engineer/low/Medic03.vcd" 
}
Rule PlayerMedicEngineer
{
	criteria ConceptPlayerMedic IsEngineer
	Response PlayerMedicEngineer
}

Response PlayerMoveUpEngineer
{
	scene "scenes/Player/Engineer/low/MoveUp01.vcd" 
}
Rule PlayerMoveUpEngineer
{
	criteria ConceptPlayerMoveUp  IsEngineer
	Response PlayerMoveUpEngineer
}

Response PlayerNoEngineer
{
	scene "scenes/Player/Engineer/low/No01.vcd" 
	scene "scenes/Player/Engineer/low/No02.vcd" 
	scene "scenes/Player/Engineer/low/No03.vcd" 
}
Rule PlayerNoEngineer
{
	criteria ConceptPlayerNo  IsEngineer
	Response PlayerNoEngineer
}

Response PlayerThanksEngineer
{
	scene "scenes/Player/Engineer/low/Thanks01.vcd" 
}
Rule PlayerThanksEngineer
{
	criteria ConceptPlayerThanks IsEngineer
	Response PlayerThanksEngineer
}

Response PlayerYesEngineer
{
	scene "scenes/Player/Engineer/low/Yes01.vcd" 
	scene "scenes/Player/Engineer/low/Yes02.vcd" 
	scene "scenes/Player/Engineer/low/Yes03.vcd" 
}
Rule PlayerYesEngineer
{
	criteria ConceptPlayerYes  IsEngineer
	Response PlayerYesEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeEngineer
{
	scene "scenes/Player/Engineer/low/ActivateCharge01.vcd" 
	scene "scenes/Player/Engineer/low/ActivateCharge02.vcd" 
	scene "scenes/Player/Engineer/low/ActivateCharge03.vcd" 
}
Rule PlayerActivateChargeEngineer
{
	criteria ConceptPlayerActivateCharge IsEngineer
	Response PlayerActivateChargeEngineer
}

Response PlayerCloakedSpyEngineer
{
	scene "scenes/Player/Engineer/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Engineer/low/CloakedSpy02.vcd" 
	scene "scenes/Player/Engineer/low/CloakedSpy03.vcd" 
}
Rule PlayerCloakedSpyEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer
	Response PlayerCloakedSpyEngineer
}

Response PlayerDispenserHereEngineer
{
	scene "scenes/Player/Engineer/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHereEngineer
{
	criteria ConceptPlayerDispenserHere IsEngineer
	Response PlayerDispenserHereEngineer
}

Response PlayerIncomingEngineer
{
	scene "scenes/Player/Engineer/low/Incoming01.vcd" 
	scene "scenes/Player/Engineer/low/Incoming02.vcd" 
	scene "scenes/Player/Engineer/low/Incoming03.vcd" 
}
Rule PlayerIncomingEngineer
{
	criteria ConceptPlayerIncoming IsEngineer
	Response PlayerIncomingEngineer
}

Response PlayerSentryAheadEngineer
{
	scene "scenes/Player/Engineer/low/SentryAhead01.vcd" 
	scene "scenes/Player/Engineer/low/SentryAhead02.vcd" 
}
Rule PlayerSentryAheadEngineer
{
	criteria ConceptPlayerSentryAhead IsEngineer
	Response PlayerSentryAheadEngineer
}

Response PlayerSentryHereEngineer
{
	scene "scenes/Player/Engineer/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHereEngineer
{
	criteria ConceptPlayerSentryHere IsEngineer
	Response PlayerSentryHereEngineer
}

Response PlayerTeleporterHereEngineer
{
	scene "scenes/Player/Engineer/low/NeedTeleporter01.vcd" 
	scene "scenes/Player/Engineer/low/NeedTeleporter02.vcd" 
}
Rule PlayerTeleporterHereEngineer
{
	criteria ConceptPlayerTeleporterHere IsEngineer
	Response PlayerTeleporterHereEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryEngineer
{
	scene "scenes/Player/Engineer/low/BattleCry01.vcd" 
	scene "scenes/Player/Engineer/low/BattleCry03.vcd" 
	scene "scenes/Player/Engineer/low/BattleCry04.vcd" 
	scene "scenes/Player/Engineer/low/BattleCry05.vcd" 
	scene "scenes/Player/Engineer/low/BattleCry06.vcd" 
	scene "scenes/Player/Engineer/low/BattleCry07.vcd" 
}
Rule PlayerBattleCryEngineer
{
	criteria ConceptPlayerBattleCry IsEngineer
	Response PlayerBattleCryEngineer
}

Response PlayerCheersEngineer
{
	scene "scenes/Player/Engineer/low/Cheers01.vcd" 
	scene "scenes/Player/Engineer/low/Cheers02.vcd" 
	scene "scenes/Player/Engineer/low/Cheers03.vcd" 
	scene "scenes/Player/Engineer/low/Cheers04.vcd" 
	scene "scenes/Player/Engineer/low/Cheers05.vcd" 
	scene "scenes/Player/Engineer/low/Cheers06.vcd" 
	scene "scenes/Player/Engineer/low/Cheers07.vcd" 
}
Rule PlayerCheersEngineer
{
	criteria ConceptPlayerCheers IsEngineer
	Response PlayerCheersEngineer
}

Response PlayerGoodJobEngineer
{
	scene "scenes/Player/Engineer/low/GoodJob01.vcd" 
	scene "scenes/Player/Engineer/low/GoodJob02.vcd" 
	scene "scenes/Player/Engineer/low/GoodJob03.vcd" 
}
Rule PlayerGoodJobEngineer
{
	criteria ConceptPlayerGoodJob IsEngineer
	Response PlayerGoodJobEngineer
}

Response PlayerJeersEngineer
{
	scene "scenes/Player/Engineer/low/Jeers01.vcd" 
	scene "scenes/Player/Engineer/low/Jeers02.vcd" 
	scene "scenes/Player/Engineer/low/Jeers03.vcd" 
	scene "scenes/Player/Engineer/low/Jeers04.vcd" 
}
Rule PlayerJeersEngineer
{
	criteria ConceptPlayerJeers IsEngineer
	Response PlayerJeersEngineer
}

Response PlayerLostPointEngineer
{
	scene "scenes/Player/Engineer/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization06.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization07.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization08.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization09.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization10.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization11.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization12.vcd" 
}
Rule PlayerLostPointEngineer
{
	criteria ConceptPlayerLostPoint IsEngineer
	Response PlayerLostPointEngineer
}

Response PlayerNegativeEngineer
{
	scene "scenes/Player/Engineer/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization06.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization07.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization08.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization09.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization10.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization11.vcd" 
	scene "scenes/Player/Engineer/low/NegativeVocalization12.vcd" 
}
Rule PlayerNegativeEngineer
{
	criteria ConceptPlayerNegative IsEngineer
	Response PlayerNegativeEngineer
}

Response PlayerNiceShotEngineer
{
	scene "scenes/Player/Engineer/low/NiceShot01.vcd" 
	scene "scenes/Player/Engineer/low/NiceShot02.vcd" 
	scene "scenes/Player/Engineer/low/NiceShot03.vcd" 
}
Rule PlayerNiceShotEngineer
{
	criteria ConceptPlayerNiceShot IsEngineer
	Response PlayerNiceShotEngineer
}

Response PlayerPositiveEngineer
{
	scene "scenes/Player/Engineer/low/PositiveVocalization01.vcd" 
}
Rule PlayerPositiveEngineer
{
	criteria ConceptPlayerPositive IsEngineer
	Response PlayerPositiveEngineer
}

Response PlayerTauntsEngineer
{
	scene "scenes/Player/Engineer/low/LaughEvil03.vcd" 
	scene "scenes/Player/Engineer/low/LaughEvil04.vcd" 
	scene "scenes/Player/Engineer/low/LaughShort01.vcd" 
	scene "scenes/Player/Engineer/low/LaughShort02.vcd" 
	scene "scenes/Player/Engineer/low/LaughShort03.vcd" 
	scene "scenes/Player/Engineer/low/LaughShort04.vcd" 
}
Rule PlayerTauntsEngineer
{
	criteria ConceptPlayerTaunts IsEngineer
	Response PlayerTauntsEngineer
}

