//--------------------------------------------------------------------------------------------------------------
// Sniper Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "SniperIsNotStillonFire" "SniperOnFire" "!=1" "required" weight 0
Criterion "SniperIsStillonFire" "SniperOnFire" "1" "required" weight 0
Criterion "SniperNotKillSpeech" "SniperKillSpeech" "!=1" "required" weight 0
Criterion "SniperNotKillSpeechMelee" "SniperKillSpeechMelee" "!=1" "required" weight 0
Criterion "SniperNotSaidHealThanks" "SniperSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapSniper" "SniperHelpCap" "1" "required" weight 0


Response PlayerCloakedSpyDemomanSniper
{
	scene "scenes/Player/Sniper/low/CloakedSpyIdentify05.vcd" 
}
Rule PlayerCloakedSpyDemomanSniper
{
	criteria ConceptPlayerCloakedSpy IsSniper IsOnDemoman
	Response PlayerCloakedSpyDemomanSniper
}

Response PlayerCloakedSpyEngineerSniper
{
	scene "scenes/Player/Sniper/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpyEngineerSniper
{
	criteria ConceptPlayerCloakedSpy IsSniper IsOnEngineer
	Response PlayerCloakedSpyEngineerSniper
}

Response PlayerCloakedSpyHeavySniper
{
	scene "scenes/Player/Sniper/low/CloakedSpyIdentify03.vcd" 
}
Rule PlayerCloakedSpyHeavySniper
{
	criteria ConceptPlayerCloakedSpy IsSniper IsOnHeavy
	Response PlayerCloakedSpyHeavySniper
}

Response PlayerCloakedSpyMedicSniper
{
	scene "scenes/Player/Sniper/low/CloakedSpyIdentify06.vcd" 
}
Rule PlayerCloakedSpyMedicSniper
{
	criteria ConceptPlayerCloakedSpy IsSniper IsOnMedic
	Response PlayerCloakedSpyMedicSniper
}

Response PlayerCloakedSpyPyroSniper
{
	scene "scenes/Player/Sniper/low/CloakedSpyIdentify04.vcd" 
}
Rule PlayerCloakedSpyPyroSniper
{
	criteria ConceptPlayerCloakedSpy IsSniper IsOnPyro
	Response PlayerCloakedSpyPyroSniper
}

Response PlayerCloakedSpySniperSniper
{
	scene "scenes/Player/Sniper/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpySniperSniper
{
	criteria ConceptPlayerCloakedSpy IsSniper IsOnSniper
	Response PlayerCloakedSpySniperSniper
}

Response PlayerCloakedSpySoldierSniper
{
	scene "scenes/Player/Sniper/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpySoldierSniper
{
	criteria ConceptPlayerCloakedSpy IsSniper IsOnSoldier
	Response PlayerCloakedSpySoldierSniper
}

Response PlayerCloakedSpySpySniper
{
	scene "scenes/Player/Sniper/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpySpySniper
{
	criteria ConceptPlayerCloakedSpy IsSniper IsOnSpy
	Response PlayerCloakedSpySpySniper
}

Response SniperHeadShotKillSoldier
{
	scene "scenes/Player/Sniper/low/SpecialCompleted08.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted14.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted16.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted20.vcd" predelay "1.75"
}
Rule SniperHeadShotKillSoldier
{
	criteria ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot 50PercentChance IsVictimSoldier
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperHeadShotKillSoldier
}

Response SniperHeadShotKillSpy
{
	scene "scenes/Player/Sniper/low/SpecialCompleted01.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted12.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted18.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted21.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted40.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted41.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted43.vcd" predelay "1.75"
}
Rule SniperHeadShotKillSpy
{
	criteria ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot 50PercentChance IsVictimSpy
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperHeadShotKillSpy
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksSniper
{
	scene "scenes/Player/Sniper/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Sniper/low/ThanksForTheHeal02.vcd" 
	scene "scenes/Player/Sniper/low/ThanksForTheHeal03.vcd" 
}
Rule HealThanksSniper
{
	criteria ConceptMedicChargeStopped IsSniper SuperHighHealthContext SniperNotSaidHealThanks 50PercentChance
	ApplyContext "SniperSaidHealThanks:1:20"
	Response HealThanksSniper
}

Response PlayerRoundStartSniper
{
	scene "scenes/Player/Sniper/low/BattleCry01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/BattleCry02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/BattleCry03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/BattleCry04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/BattleCry05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/BattleCry06.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartSniper
{
	criteria ConceptPlayerRoundStart IsSniper
	Response PlayerRoundStartSniper
}

Response PlayerCappedIntelligenceSniper
{
	scene "scenes/Player/Sniper/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Sniper/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Sniper/low/AutoCappedIntelligence03.vcd" 
	scene "scenes/Player/Sniper/low/AutoCappedIntelligence04.vcd" 
	scene "scenes/Player/Sniper/low/AutoCappedIntelligence05.vcd" 
}
Rule PlayerCappedIntelligenceSniper
{
	criteria ConceptPlayerCapturedIntelligence IsSniper
	Response PlayerCappedIntelligenceSniper
}

Response PlayerCapturedPointSniper
{
	scene "scenes/Player/Sniper/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Sniper/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Sniper/low/AutoCappedControlPoint03.vcd" 
}
Rule PlayerCapturedPointSniper
{
	criteria ConceptPlayerCapturedPoint IsSniper
	Response PlayerCapturedPointSniper
}

Response PlayerSuddenDeathSniper
{
	scene "scenes/Player/Sniper/low/Jeers01.vcd" 
	scene "scenes/Player/Sniper/low/Jeers02.vcd" 
	scene "scenes/Player/Sniper/low/Jeers03.vcd" 
	scene "scenes/Player/Sniper/low/Jeers04.vcd" 
	scene "scenes/Player/Sniper/low/Jeers05.vcd" 
	scene "scenes/Player/Sniper/low/Jeers06.vcd" 
	scene "scenes/Player/Sniper/low/Jeers07.vcd" 
	scene "scenes/Player/Sniper/low/Jeers08.vcd" 
}
Rule PlayerSuddenDeathSniper
{
	criteria ConceptPlayerSuddenDeathStart IsSniper
	Response PlayerSuddenDeathSniper
}

Response PlayerStalemateSniper
{
	scene "scenes/Player/Sniper/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Sniper/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Sniper/low/AutoDejectedTie03.vcd" 
}
Rule PlayerStalemateSniper
{
	criteria ConceptPlayerStalemate IsSniper
	Response PlayerStalemateSniper
}

Response PlayerTeleporterThanksSniper
{
	scene "scenes/Player/Sniper/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Sniper/low/ThanksForTheTeleporter02.vcd" 
	scene "scenes/Player/Sniper/low/ThanksForTheTeleporter03.vcd" 
}
Rule PlayerTeleporterThanksSniper
{
	criteria ConceptTeleported IsNotEngineer IsSniper 30PercentChance
	Response PlayerTeleporterThanksSniper
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response KilledPlayerManySniper
{
	scene "scenes/Player/Sniper/low/SpecialCompleted04.vcd" 
	scene "scenes/Player/Sniper/low/SpecialCompleted15.vcd" 
	scene "scenes/Player/Sniper/low/SpecialCompleted45.vcd" 
}
Rule KilledPlayerManySniper
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SniperNotKillSpeech IsSniper
	ApplyContext "SniperKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManySniper
}

Response KilledPlayerMeleeSniper
{
	scene "scenes/Player/Sniper/low/SpecialCompleted06.vcd" 
	scene "scenes/Player/Sniper/low/SpecialCompleted09.vcd" 
}
Rule KilledPlayerMeleeSniper
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee SniperNotKillSpeechMelee IsSniper
	ApplyContext "SniperKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeSniper
}

Response KilledPlayerVeryManySniper
{
	scene "scenes/Player/Sniper/low/SpecialCompleted03.vcd" 
	scene "scenes/Player/Sniper/low/SpecialCompleted07.vcd" 
	scene "scenes/Player/Sniper/low/SpecialCompleted10.vcd" 
	scene "scenes/Player/Sniper/low/Taunts05.vcd" 
	scene "scenes/Player/Sniper/low/Taunts06.vcd" 
	scene "scenes/Player/Sniper/low/Taunts07.vcd" 
	scene "scenes/Player/Sniper/low/Taunts11.vcd" 
	scene "scenes/Player/Sniper/low/Taunts18.vcd" 
}
Rule KilledPlayerVeryManySniper
{
	criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay SniperNotKillSpeech IsSniper
	ApplyContext "SniperKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerVeryManySniper
}

Response PlayerKilledCapperSniper
{
	scene "scenes/Player/Sniper/low/BattleCry03.vcd" 
	scene "scenes/Player/Sniper/low/Cheers02.vcd" 
	scene "scenes/Player/Sniper/low/Cheers03.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization05.vcd" 
	scene "scenes/Player/Sniper/low/SpecialCompleted22.vcd" 
}
Rule PlayerKilledCapperSniper
{
	criteria ConceptCapBlocked IsSniper
	ApplyContext "SniperKillSpeech:1:10"
	Response PlayerKilledCapperSniper
}

Response PlayerKilledDominatingSniper
{
	scene "scenes/Player/Sniper/low/LaughEvil01.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/LaughHappy02.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/LaughLong01.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/LaughLong02.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/PositiveVocalization09.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/SpecialCompleted05.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/SpecialCompleted29.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/SpecialCompleted32.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/SpecialCompleted35.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSniper
{
	criteria ConceptKilledPlayer IsSniper IsDominated
	ApplyContext "SniperKillSpeech:1:10"
	Response PlayerKilledDominatingSniper
}

Response PlayerKilledForRevengeSniper
{
	scene "scenes/Player/Sniper/low/Cheers05.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/GoodJob01.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/PositiveVocalization03.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/PositiveVocalization04.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/Taunts04.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSniper
{
	criteria ConceptKilledPlayer IsSniper IsRevenge
	ApplyContext "SniperKillSpeech:1:10"
	Response PlayerKilledForRevengeSniper
}

Response SniperHeadShotKill
{
	scene "scenes/Player/Sniper/low/SpecialCompleted25.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted30.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted36.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/SpecialCompleted37.vcd" predelay "1.75"
}
Rule SniperHeadShotKill
{
	criteria ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot 50PercentChance
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperHeadShotKill
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainSniper
{
	scene "scenes/Player/Sniper/low/PainSevere01.vcd" 
	scene "scenes/Player/Sniper/low/PainSevere02.vcd" 
	scene "scenes/Player/Sniper/low/PainSevere03.vcd" 
	scene "scenes/Player/Sniper/low/PainSevere04.vcd" 
}
Rule PlayerAttackerPainSniper
{
	criteria ConceptAttackerPain IsSniper
	Response PlayerAttackerPainSniper
}

Response PlayerOnFireSniper
{
	scene "scenes/Player/Sniper/low/AutoOnFire01.vcd" 
	scene "scenes/Player/Sniper/low/AutoOnFire02.vcd" 
	scene "scenes/Player/Sniper/low/AutoOnFire03.vcd" 
}
Rule PlayerOnFireSniper
{
	criteria ConceptFire IsSniper SniperIsNotStillonFire
	ApplyContext "SniperOnFire:1:7"
	Response PlayerOnFireSniper
}

Response PlayerPainSniper
{
	scene "scenes/Player/Sniper/low/PainSharp01.vcd" 
	scene "scenes/Player/Sniper/low/PainSharp02.vcd" 
	scene "scenes/Player/Sniper/low/PainSharp03.vcd" 
	scene "scenes/Player/Sniper/low/PainSharp04.vcd" 
}
Rule PlayerPainSniper
{
	criteria ConceptPain IsSniper
	Response PlayerPainSniper
}

Response PlayerStillOnFireSniper
{
	scene "scenes/Player/Sniper/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFireSniper
{
	criteria ConceptFire IsSniper  SniperIsStillonFire
	ApplyContext "SniperOnFire:1:7"
	Response PlayerStillOnFireSniper
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoSniper
{
	scene "scenes/Player/Sniper/low/Go01.vcd" 
	scene "scenes/Player/Sniper/low/Go02.vcd" 
	scene "scenes/Player/Sniper/low/Go03.vcd" 
}
Rule PlayerGoSniper
{
	criteria ConceptPlayerGo IsSniper
	Response PlayerGoSniper
}

Response PlayerHeadLeftSniper
{
	scene "scenes/Player/Sniper/low/HeadLeft01.vcd" 
	scene "scenes/Player/Sniper/low/HeadLeft02.vcd" 
	scene "scenes/Player/Sniper/low/HeadLeft03.vcd" 
}
Rule PlayerHeadLeftSniper
{
	criteria ConceptPlayerLeft  IsSniper
	Response PlayerHeadLeftSniper
}

Response PlayerHeadRightSniper
{
	scene "scenes/Player/Sniper/low/HeadRight01.vcd" 
	scene "scenes/Player/Sniper/low/HeadRight02.vcd" 
	scene "scenes/Player/Sniper/low/HeadRight03.vcd" 
}
Rule PlayerHeadRightSniper
{
	criteria ConceptPlayerRight  IsSniper
	Response PlayerHeadRightSniper
}

Response PlayerHelpSniper
{
	scene "scenes/Player/Sniper/low/HelpMe01.vcd" 
	scene "scenes/Player/Sniper/low/HelpMe02.vcd" 
	scene "scenes/Player/Sniper/low/HelpMe03.vcd" 
}
Rule PlayerHelpSniper
{
	criteria ConceptPlayerHelp IsSniper
	Response PlayerHelpSniper
}

Response PlayerHelpCaptureSniper
{
	scene "scenes/Player/Sniper/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Sniper/low/HelpMeCapture02.vcd" 
	scene "scenes/Player/Sniper/low/HelpMeCapture03.vcd" 
}
Rule PlayerHelpCaptureSniper
{
	criteria ConceptPlayerHelp IsSniper IsOnCappableControlPoint
	ApplyContext "SniperHelpCap:1:10"
	Response PlayerHelpCaptureSniper
}

Response PlayerHelpCapture2Sniper
{
	scene "scenes/Player/Sniper/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Sniper/low/StandOnThePoint02.vcd" 
}
Rule PlayerHelpCapture2Sniper
{
	criteria ConceptPlayerHelp IsSniper IsOnCappableControlPoint IsHelpCapSniper
	Response PlayerHelpCapture2Sniper
}

Response PlayerHelpDefendSniper
{
	scene "scenes/Player/Sniper/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Sniper/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Sniper/low/HelpMeDefend03.vcd" 
}
Rule PlayerHelpDefendSniper
{
	criteria ConceptPlayerHelp IsSniper IsOnFriendlyControlPoint
	Response PlayerHelpDefendSniper
}

Response PlayerMedicSniper
{
	scene "scenes/Player/Sniper/low/Medic01.vcd" 
	scene "scenes/Player/Sniper/low/Medic02.vcd" 
}
Rule PlayerMedicSniper
{
	criteria ConceptPlayerMedic IsSniper
	Response PlayerMedicSniper
}

Response PlayerMoveUpSniper
{
	scene "scenes/Player/Sniper/low/MoveUp01.vcd" 
	scene "scenes/Player/Sniper/low/MoveUp02.vcd" 
}
Rule PlayerMoveUpSniper
{
	criteria ConceptPlayerMoveUp  IsSniper
	Response PlayerMoveUpSniper
}

Response PlayerNoSniper
{
	scene "scenes/Player/Sniper/low/No01.vcd" 
	scene "scenes/Player/Sniper/low/No02.vcd" 
	scene "scenes/Player/Sniper/low/No03.vcd" 
	scene "scenes/Player/Sniper/low/No04.vcd" 
}
Rule PlayerNoSniper
{
	criteria ConceptPlayerNo  IsSniper
	Response PlayerNoSniper
}

Response PlayerThanksSniper
{
	scene "scenes/Player/Sniper/low/Thanks01.vcd" 
	scene "scenes/Player/Sniper/low/Thanks02.vcd" 
}
Rule PlayerThanksSniper
{
	criteria ConceptPlayerThanks IsSniper
	Response PlayerThanksSniper
}

Response PlayerYesSniper
{
	scene "scenes/Player/Sniper/low/Yes01.vcd" 
	scene "scenes/Player/Sniper/low/Yes02.vcd" 
	scene "scenes/Player/Sniper/low/Yes03.vcd" 
}
Rule PlayerYesSniper
{
	criteria ConceptPlayerYes  IsSniper
	Response PlayerYesSniper
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeSniper
{
	scene "scenes/Player/Sniper/low/ActivateCharge01.vcd" 
	scene "scenes/Player/Sniper/low/ActivateCharge02.vcd" 
	scene "scenes/Player/Sniper/low/ActivateCharge03.vcd" 
	scene "scenes/Player/Sniper/low/ActivateCharge04.vcd" 
}
Rule PlayerActivateChargeSniper
{
	criteria ConceptPlayerActivateCharge IsSniper
	Response PlayerActivateChargeSniper
}

Response PlayerCloakedSpySniper
{
	scene "scenes/Player/Sniper/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Sniper/low/CloakedSpy02.vcd" 
	scene "scenes/Player/Sniper/low/CloakedSpy03.vcd" 
}
Rule PlayerCloakedSpySniper
{
	criteria ConceptPlayerCloakedSpy IsSniper
	Response PlayerCloakedSpySniper
}

Response PlayerDispenserHereSniper
{
	scene "scenes/Player/Sniper/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHereSniper
{
	criteria ConceptPlayerDispenserHere IsSniper
	Response PlayerDispenserHereSniper
}

Response PlayerIncomingSniper
{
	scene "scenes/Player/Sniper/low/Incoming01.vcd" 
	scene "scenes/Player/Sniper/low/Incoming02.vcd" 
	scene "scenes/Player/Sniper/low/Incoming03.vcd" 
	scene "scenes/Player/Sniper/low/Incoming04.vcd" 
}
Rule PlayerIncomingSniper
{
	criteria ConceptPlayerIncoming IsSniper
	Response PlayerIncomingSniper
}

Response PlayerSentryAheadSniper
{
	scene "scenes/Player/Sniper/low/SentryAhead01.vcd" 
}
Rule PlayerSentryAheadSniper
{
	criteria ConceptPlayerSentryAhead IsSniper
	Response PlayerSentryAheadSniper
}

Response PlayerSentryHereSniper
{
	scene "scenes/Player/Sniper/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHereSniper
{
	criteria ConceptPlayerSentryHere IsSniper
	Response PlayerSentryHereSniper
}

Response PlayerTeleporterHereSniper
{
	scene "scenes/Player/Sniper/low/NeedTeleporter01.vcd" 
}
Rule PlayerTeleporterHereSniper
{
	criteria ConceptPlayerTeleporterHere IsSniper
	Response PlayerTeleporterHereSniper
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCrySniper
{
	scene "scenes/Player/Sniper/low/BattleCry01.vcd" 
	scene "scenes/Player/Sniper/low/BattleCry02.vcd" 
	scene "scenes/Player/Sniper/low/BattleCry03.vcd" 
	scene "scenes/Player/Sniper/low/BattleCry04.vcd" 
	scene "scenes/Player/Sniper/low/BattleCry05.vcd" 
	scene "scenes/Player/Sniper/low/BattleCry06.vcd" 
}
Rule PlayerBattleCrySniper
{
	criteria ConceptPlayerBattleCry IsSniper
	Response PlayerBattleCrySniper
}

Response PlayerCheersSniper
{
	scene "scenes/Player/Sniper/low/Cheers01.vcd" 
	scene "scenes/Player/Sniper/low/Cheers02.vcd" 
	scene "scenes/Player/Sniper/low/Cheers03.vcd" 
	scene "scenes/Player/Sniper/low/Cheers04.vcd" 
	scene "scenes/Player/Sniper/low/Cheers05.vcd" 
	scene "scenes/Player/Sniper/low/Cheers06.vcd" 
	scene "scenes/Player/Sniper/low/Cheers07.vcd" 
	scene "scenes/Player/Sniper/low/Cheers08.vcd" 
}
Rule PlayerCheersSniper
{
	criteria ConceptPlayerCheers IsSniper
	Response PlayerCheersSniper
}

Response PlayerGoodJobSniper
{
	scene "scenes/Player/Sniper/low/GoodJob01.vcd" 
	scene "scenes/Player/Sniper/low/GoodJob02.vcd" 
	scene "scenes/Player/Sniper/low/GoodJob03.vcd" 
}
Rule PlayerGoodJobSniper
{
	criteria ConceptPlayerGoodJob IsSniper
	Response PlayerGoodJobSniper
}

Response PlayerJeersSniper
{
	scene "scenes/Player/Sniper/low/Jeers01.vcd" 
	scene "scenes/Player/Sniper/low/Jeers02.vcd" 
	scene "scenes/Player/Sniper/low/Jeers03.vcd" 
	scene "scenes/Player/Sniper/low/Jeers04.vcd" 
	scene "scenes/Player/Sniper/low/Jeers05.vcd" 
	scene "scenes/Player/Sniper/low/Jeers06.vcd" 
	scene "scenes/Player/Sniper/low/Jeers07.vcd" 
	scene "scenes/Player/Sniper/low/Jeers08.vcd" 
}
Rule PlayerJeersSniper
{
	criteria ConceptPlayerJeers IsSniper
	Response PlayerJeersSniper
}

Response PlayerLostPointSniper
{
	scene "scenes/Player/Sniper/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization06.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization07.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization08.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization09.vcd" 
}
Rule PlayerLostPointSniper
{
	criteria ConceptPlayerLostPoint IsSniper
	Response PlayerLostPointSniper
}

Response PlayerNegativeSniper
{
	scene "scenes/Player/Sniper/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization06.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization07.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization08.vcd" 
	scene "scenes/Player/Sniper/low/NegativeVocalization09.vcd" 
}
Rule PlayerNegativeSniper
{
	criteria ConceptPlayerNegative IsSniper
	Response PlayerNegativeSniper
}

Response PlayerNiceShotSniper
{
	scene "scenes/Player/Sniper/low/NiceShot01.vcd" 
	scene "scenes/Player/Sniper/low/NiceShot02.vcd" 
	scene "scenes/Player/Sniper/low/NiceShot03.vcd" 
}
Rule PlayerNiceShotSniper
{
	criteria ConceptPlayerNiceShot IsSniper
	Response PlayerNiceShotSniper
}

Response PlayerPositiveSniper
{
	scene "scenes/Player/Sniper/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization05.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization06.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization07.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization08.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization09.vcd" 
	scene "scenes/Player/Sniper/low/PositiveVocalization10.vcd" 
}
Rule PlayerPositiveSniper
{
	criteria ConceptPlayerPositive IsSniper
	Response PlayerPositiveSniper
}

Response PlayerTauntsSniper
{
	scene "scenes/Player/Sniper/low/LaughEvil03.vcd" 
	scene "scenes/Player/Sniper/low/LaughShort01.vcd" 
	scene "scenes/Player/Sniper/low/LaughShort02.vcd" 
	scene "scenes/Player/Sniper/low/LaughShort03.vcd" 
	scene "scenes/Player/Sniper/low/LaughShort04.vcd" 
	scene "scenes/Player/Sniper/low/LaughShort05.vcd" 
}
Rule PlayerTauntsSniper
{
	criteria ConceptPlayerTaunts IsSniper
	Response PlayerTauntsSniper
}

