//--------------------------------------------------------------------------------------------------------------
// Spy Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "SpyIsNotStillonFire" "SpyOnFire" "!=1" "required" weight 0
Criterion "SpyIsStillonFire" "SpyOnFire" "1" "required" weight 0
Criterion "SpyNotKillSpeech" "SpyKillSpeech" "!=1" "required" weight 0
Criterion "SpyNotKillSpeechMelee" "SpyKillSpeechMelee" "!=1" "required" weight 0
Criterion "SpyNotSaidHealThanks" "SpySaidHealThanks" "!=1" "required"
Criterion "IsHelpCapSpy" "SpyHelpCap" "1" "required" weight 0


Response PlayerCloakedSpyDemomanSpy
{
	scene "scenes/Player/Spy/low/CloakedSpyIdentify05.vcd" 
}
Rule PlayerCloakedSpyDemomanSpy
{
	criteria ConceptPlayerCloakedSpy IsSpy IsOnDemoman
	Response PlayerCloakedSpyDemomanSpy
}

Response PlayerCloakedSpyEngineerSpy
{
	scene "scenes/Player/Spy/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpyEngineerSpy
{
	criteria ConceptPlayerCloakedSpy IsSpy IsOnEngineer
	Response PlayerCloakedSpyEngineerSpy
}

Response PlayerCloakedSpyHeavySpy
{
	scene "scenes/Player/Spy/low/CloakedSpyIdentify03.vcd" 
}
Rule PlayerCloakedSpyHeavySpy
{
	criteria ConceptPlayerCloakedSpy IsSpy IsOnHeavy
	Response PlayerCloakedSpyHeavySpy
}

Response PlayerCloakedSpyMedicSpy
{
	scene "scenes/Player/Spy/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpyMedicSpy
{
	criteria ConceptPlayerCloakedSpy IsSpy IsOnMedic
	Response PlayerCloakedSpyMedicSpy
}

Response PlayerCloakedSpyPyroSpy
{
	scene "scenes/Player/Spy/low/CloakedSpyIdentify04.vcd" 
}
Rule PlayerCloakedSpyPyroSpy
{
	criteria ConceptPlayerCloakedSpy IsSpy IsOnPyro
	Response PlayerCloakedSpyPyroSpy
}

Response PlayerCloakedSpySniperSpy
{
	scene "scenes/Player/Spy/low/CloakedSpyIdentify10.vcd" 
}
Rule PlayerCloakedSpySniperSpy
{
	criteria ConceptPlayerCloakedSpy IsSpy IsOnSniper
	Response PlayerCloakedSpySniperSpy
}

Response PlayerCloakedSpySoldierSpy
{
	scene "scenes/Player/Spy/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpySoldierSpy
{
	criteria ConceptPlayerCloakedSpy IsSpy IsOnSoldier
	Response PlayerCloakedSpySoldierSpy
}

Response PlayerCloakedSpySpySpy
{
	scene "scenes/Player/Spy/low/CloakedSpyIdentify06.vcd" 
	scene "scenes/Player/Spy/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpySpySpy
{
	criteria ConceptPlayerCloakedSpy IsSpy IsOnSpy
	Response PlayerCloakedSpySpySpy
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksSpy
{
	scene "scenes/Player/Spy/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Spy/low/ThanksForTheHeal02.vcd" 
	scene "scenes/Player/Spy/low/ThanksForTheHeal03.vcd" 
}
Rule HealThanksSpy
{
	criteria ConceptMedicChargeStopped IsSpy SuperHighHealthContext SpyNotSaidHealThanks 50PercentChance
	ApplyContext "SpySaidHealThanks:1:20"
	Response HealThanksSpy
}

Response PlayerRoundStartSpy
{
	scene "scenes/Player/Spy/low/BattleCry01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/BattleCry02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/BattleCry03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/BattleCry04.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartSpy
{
	criteria ConceptPlayerRoundStart IsSpy
	Response PlayerRoundStartSpy
}

Response PlayerCappedIntelligenceSpy
{
	scene "scenes/Player/Spy/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Spy/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Spy/low/AutoCappedIntelligence03.vcd" 
}
Rule PlayerCappedIntelligenceSpy
{
	criteria ConceptPlayerCapturedIntelligence IsSpy
	Response PlayerCappedIntelligenceSpy
}

Response PlayerCapturedPointSpy
{
	scene "scenes/Player/Spy/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Spy/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Spy/low/AutoCappedControlPoint03.vcd" 
}
Rule PlayerCapturedPointSpy
{
	criteria ConceptPlayerCapturedPoint IsSpy
	Response PlayerCapturedPointSpy
}

Response PlayerSuddenDeathSpy
{
	scene "scenes/Player/Spy/low/Jeers01.vcd" 
	scene "scenes/Player/Spy/low/Jeers02.vcd" 
	scene "scenes/Player/Spy/low/Jeers03.vcd" 
	scene "scenes/Player/Spy/low/Jeers04.vcd" 
	scene "scenes/Player/Spy/low/Jeers05.vcd" 
	scene "scenes/Player/Spy/low/Jeers06.vcd" 
}
Rule PlayerSuddenDeathSpy
{
	criteria ConceptPlayerSuddenDeathStart IsSpy
	Response PlayerSuddenDeathSpy
}

Response PlayerStalemateSpy
{
	scene "scenes/Player/Spy/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Spy/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Spy/low/AutoDejectedTie03.vcd" 
}
Rule PlayerStalemateSpy
{
	criteria ConceptPlayerStalemate IsSpy
	Response PlayerStalemateSpy
}

Response PlayerTeleporterThanksSpy
{
	scene "scenes/Player/Spy/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Spy/low/ThanksForTheTeleporter02.vcd" 
	scene "scenes/Player/Spy/low/ThanksForTheTeleporter03.vcd" 
}
Rule PlayerTeleporterThanksSpy
{
	criteria ConceptTeleported IsNotEngineer IsSpy 30PercentChance
	Response PlayerTeleporterThanksSpy
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response KilledPlayerManySpy
{
	scene "scenes/Player/Spy/low/SpecialCompleted09.vcd" 
}
Rule KilledPlayerManySpy
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SpyNotKillSpeech IsSpy
	ApplyContext "SpyKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManySpy
}

Response KilledPlayerMeleeSpy
{
	scene "scenes/Player/Spy/low/SpecialCompleted02.vcd" 
	scene "scenes/Player/Spy/low/SpecialCompleted03.vcd" 
	scene "scenes/Player/Spy/low/SpecialCompleted11.vcd" 
}
Rule KilledPlayerMeleeSpy
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee SpyNotKillSpeechMelee IsSpy
	ApplyContext "SpyKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeSpy
}

Response PlayerKilledCapperSpy
{
	scene "scenes/Player/Spy/low/Cheers04.vcd" 
	scene "scenes/Player/Spy/low/Cheers07.vcd" 
	scene "scenes/Player/Spy/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Spy/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Spy/low/PositiveVocalization03.vcd" 
}
Rule PlayerKilledCapperSpy
{
	criteria ConceptCapBlocked IsSpy
	ApplyContext "SpyKillSpeech:1:10"
	Response PlayerKilledCapperSpy
}

Response PlayerKilledDominatingSpy
{
	scene "scenes/Player/Spy/low/LaughEvil01.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/LaughHappy02.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/LaughHappy03.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/LaughLong01.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/LaughShort06.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/SpecialCompleted10.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSpy
{
	criteria ConceptKilledPlayer IsSpy IsDominated
	ApplyContext "SpyKillSpeech:1:10"
	Response PlayerKilledDominatingSpy
}

Response PlayerKilledForRevengeSpy
{
	scene "scenes/Player/Spy/low/Cheers01.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/Cheers06.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/GoodJob01.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/PositiveVocalization04.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/PositiveVocalization05.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSpy
{
	criteria ConceptKilledPlayer IsSpy IsRevenge
	ApplyContext "SpyKillSpeech:1:10"
	Response PlayerKilledForRevengeSpy
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainSpy
{
	scene "scenes/Player/Spy/low/PainSevere01.vcd" 
	scene "scenes/Player/Spy/low/PainSevere02.vcd" 
	scene "scenes/Player/Spy/low/PainSevere03.vcd" 
	scene "scenes/Player/Spy/low/PainSevere04.vcd" 
	scene "scenes/Player/Spy/low/PainSevere05.vcd" 
}
Rule PlayerAttackerPainSpy
{
	criteria ConceptAttackerPain IsSpy
	Response PlayerAttackerPainSpy
}

Response PlayerOnFireSpy
{
	scene "scenes/Player/Spy/low/AutoOnFire02.vcd" 
}
Rule PlayerOnFireSpy
{
	criteria ConceptFire IsSpy SpyIsNotStillonFire
	ApplyContext "SpyOnFire:1:7"
	Response PlayerOnFireSpy
}

Response PlayerOnFireRareSpy
{
	scene "scenes/Player/Spy/low/AutoOnFire01.vcd" 
	scene "scenes/Player/Spy/low/AutoOnFire03.vcd" 
}
Rule PlayerOnFireRareSpy
{
	criteria ConceptFire IsSpy 10PercentChance SpyIsNotStillonFire
	ApplyContext "SpyOnFire:1:7"
	Response PlayerOnFireRareSpy
}

Response PlayerPainSpy
{
	scene "scenes/Player/Spy/low/PainSharp01.vcd" 
	scene "scenes/Player/Spy/low/PainSharp02.vcd" 
	scene "scenes/Player/Spy/low/PainSharp03.vcd" 
	scene "scenes/Player/Spy/low/PainSharp04.vcd" 
}
Rule PlayerPainSpy
{
	criteria ConceptPain IsSpy
	Response PlayerPainSpy
}

Response PlayerStillOnFireSpy
{
	scene "scenes/Player/Spy/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFireSpy
{
	criteria ConceptFire IsSpy  SpyIsStillonFire
	ApplyContext "SpyOnFire:1:7"
	Response PlayerStillOnFireSpy
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoSpy
{
	scene "scenes/Player/Spy/low/Go01.vcd" 
	scene "scenes/Player/Spy/low/Go02.vcd" 
	scene "scenes/Player/Spy/low/Go03.vcd" 
}
Rule PlayerGoSpy
{
	criteria ConceptPlayerGo IsSpy
	Response PlayerGoSpy
}

Response PlayerHeadLeftSpy
{
	scene "scenes/Player/Spy/low/HeadLeft01.vcd" 
	scene "scenes/Player/Spy/low/HeadLeft02.vcd" 
	scene "scenes/Player/Spy/low/HeadLeft03.vcd" 
}
Rule PlayerHeadLeftSpy
{
	criteria ConceptPlayerLeft  IsSpy
	Response PlayerHeadLeftSpy
}

Response PlayerHeadRightSpy
{
	scene "scenes/Player/Spy/low/HeadRight01.vcd" 
	scene "scenes/Player/Spy/low/HeadRight02.vcd" 
	scene "scenes/Player/Spy/low/HeadRight03.vcd" 
}
Rule PlayerHeadRightSpy
{
	criteria ConceptPlayerRight  IsSpy
	Response PlayerHeadRightSpy
}

Response PlayerHelpSpy
{
	scene "scenes/Player/Spy/low/HelpMe01.vcd" 
	scene "scenes/Player/Spy/low/HelpMe02.vcd" 
	scene "scenes/Player/Spy/low/HelpMe03.vcd" 
}
Rule PlayerHelpSpy
{
	criteria ConceptPlayerHelp IsSpy
	Response PlayerHelpSpy
}

Response PlayerHelpCaptureSpy
{
	scene "scenes/Player/Spy/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Spy/low/HelpMeCapture02.vcd" 
	scene "scenes/Player/Spy/low/HelpMeCapture03.vcd" 
}
Rule PlayerHelpCaptureSpy
{
	criteria ConceptPlayerHelp IsSpy IsOnCappableControlPoint
	ApplyContext "SpyHelpCap:1:10"
	Response PlayerHelpCaptureSpy
}

Response PlayerHelpCapture2Spy
{
	scene "scenes/Player/Spy/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Spy/low/StandOnThePoint02.vcd" 
	scene "scenes/Player/Spy/low/StandOnThePoint03.vcd" 
	scene "scenes/Player/Spy/low/StandOnThePoint04.vcd" 
}
Rule PlayerHelpCapture2Spy
{
	criteria ConceptPlayerHelp IsSpy IsOnCappableControlPoint IsHelpCapSpy
	Response PlayerHelpCapture2Spy
}

Response PlayerHelpDefendSpy
{
	scene "scenes/Player/Spy/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Spy/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Spy/low/HelpMeDefend03.vcd" 
}
Rule PlayerHelpDefendSpy
{
	criteria ConceptPlayerHelp IsSpy IsOnFriendlyControlPoint
	Response PlayerHelpDefendSpy
}

Response PlayerMedicSpy
{
	scene "scenes/Player/Spy/low/Medic01.vcd" 
	scene "scenes/Player/Spy/low/Medic02.vcd" 
	scene "scenes/Player/Spy/low/Medic03.vcd" 
}
Rule PlayerMedicSpy
{
	criteria ConceptPlayerMedic IsSpy
	Response PlayerMedicSpy
}

Response PlayerMoveUpSpy
{
	scene "scenes/Player/Spy/low/MoveUp01.vcd" 
	scene "scenes/Player/Spy/low/MoveUp02.vcd" 
}
Rule PlayerMoveUpSpy
{
	criteria ConceptPlayerMoveUp  IsSpy
	Response PlayerMoveUpSpy
}

Response PlayerNoSpy
{
	scene "scenes/Player/Spy/low/No01.vcd" 
	scene "scenes/Player/Spy/low/No02.vcd" 
	scene "scenes/Player/Spy/low/No03.vcd" 
}
Rule PlayerNoSpy
{
	criteria ConceptPlayerNo  IsSpy
	Response PlayerNoSpy
}

Response PlayerThanksSpy
{
	scene "scenes/Player/Spy/low/Thanks01.vcd" 
	scene "scenes/Player/Spy/low/Thanks02.vcd" 
	scene "scenes/Player/Spy/low/Thanks03.vcd" 
}
Rule PlayerThanksSpy
{
	criteria ConceptPlayerThanks IsSpy
	Response PlayerThanksSpy
}

Response PlayerYesSpy
{
	scene "scenes/Player/Spy/low/Yes01.vcd" 
	scene "scenes/Player/Spy/low/Yes02.vcd" 
	scene "scenes/Player/Spy/low/Yes03.vcd" 
}
Rule PlayerYesSpy
{
	criteria ConceptPlayerYes  IsSpy
	Response PlayerYesSpy
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeSpy
{
	scene "scenes/Player/Spy/low/ActivateCharge01.vcd" 
	scene "scenes/Player/Spy/low/ActivateCharge02.vcd" 
	scene "scenes/Player/Spy/low/ActivateCharge03.vcd" 
}
Rule PlayerActivateChargeSpy
{
	criteria ConceptPlayerActivateCharge IsSpy
	Response PlayerActivateChargeSpy
}

Response PlayerCloakedSpySpy
{
	scene "scenes/Player/Spy/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Spy/low/CloakedSpy02.vcd" 
	scene "scenes/Player/Spy/low/CloakedSpy03.vcd" 
	scene "scenes/Player/Spy/low/CloakedSpy04.vcd" 
}
Rule PlayerCloakedSpySpy
{
	criteria ConceptPlayerCloakedSpy IsSpy
	Response PlayerCloakedSpySpy
}

Response PlayerDispenserHereSpy
{
	scene "scenes/Player/Spy/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHereSpy
{
	criteria ConceptPlayerDispenserHere IsSpy
	Response PlayerDispenserHereSpy
}

Response PlayerIncomingSpy
{
	scene "scenes/Player/Spy/low/Incoming01.vcd" 
	scene "scenes/Player/Spy/low/Incoming02.vcd" 
	scene "scenes/Player/Spy/low/Incoming03.vcd" 
}
Rule PlayerIncomingSpy
{
	criteria ConceptPlayerIncoming IsSpy
	Response PlayerIncomingSpy
}

Response PlayerSentryAheadSpy
{
	scene "scenes/Player/Spy/low/SentryAhead01.vcd" 
	scene "scenes/Player/Spy/low/SentryAhead02.vcd" 
}
Rule PlayerSentryAheadSpy
{
	criteria ConceptPlayerSentryAhead IsSpy
	Response PlayerSentryAheadSpy
}

Response PlayerSentryHereSpy
{
	scene "scenes/Player/Spy/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHereSpy
{
	criteria ConceptPlayerSentryHere IsSpy
	Response PlayerSentryHereSpy
}

Response PlayerTeleporterHereSpy
{
	scene "scenes/Player/Spy/low/NeedTeleporter01.vcd" 
}
Rule PlayerTeleporterHereSpy
{
	criteria ConceptPlayerTeleporterHere IsSpy
	Response PlayerTeleporterHereSpy
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCrySpy
{
	scene "scenes/Player/Spy/low/BattleCry01.vcd" 
	scene "scenes/Player/Spy/low/BattleCry02.vcd" 
	scene "scenes/Player/Spy/low/BattleCry03.vcd" 
	scene "scenes/Player/Spy/low/BattleCry04.vcd" 
}
Rule PlayerBattleCrySpy
{
	criteria ConceptPlayerBattleCry IsSpy
	Response PlayerBattleCrySpy
}

Response PlayerCheersSpy
{
	scene "scenes/Player/Spy/low/Cheers01.vcd" 
	scene "scenes/Player/Spy/low/Cheers02.vcd" 
	scene "scenes/Player/Spy/low/Cheers03.vcd" 
	scene "scenes/Player/Spy/low/Cheers04.vcd" 
	scene "scenes/Player/Spy/low/Cheers05.vcd" 
	scene "scenes/Player/Spy/low/Cheers06.vcd" 
	scene "scenes/Player/Spy/low/Cheers07.vcd" 
	scene "scenes/Player/Spy/low/Cheers08.vcd" 
}
Rule PlayerCheersSpy
{
	criteria ConceptPlayerCheers IsSpy
	Response PlayerCheersSpy
}

Response PlayerDisguisedTauntsSpy
{
	scene "scenes/Player/Spy/low/Taunts07.vcd" 
	scene "scenes/Player/Spy/low/Taunts08.vcd" 
}
Rule PlayerDisguisedTauntsSpy
{
	criteria ConceptPlayerTaunts IsDisguised IsSpy
	Response PlayerDisguisedTauntsSpy
}

Response PlayerGoodJobSpy
{
	scene "scenes/Player/Spy/low/GoodJob01.vcd" 
	scene "scenes/Player/Spy/low/GoodJob02.vcd" 
	scene "scenes/Player/Spy/low/GoodJob03.vcd" 
}
Rule PlayerGoodJobSpy
{
	criteria ConceptPlayerGoodJob IsSpy
	Response PlayerGoodJobSpy
}

Response PlayerJeersSpy
{
	scene "scenes/Player/Spy/low/Jeers01.vcd" 
	scene "scenes/Player/Spy/low/Jeers02.vcd" 
	scene "scenes/Player/Spy/low/Jeers03.vcd" 
	scene "scenes/Player/Spy/low/Jeers04.vcd" 
	scene "scenes/Player/Spy/low/Jeers05.vcd" 
	scene "scenes/Player/Spy/low/Jeers06.vcd" 
}
Rule PlayerJeersSpy
{
	criteria ConceptPlayerJeers IsSpy
	Response PlayerJeersSpy
}

Response PlayerLostPointSpy
{
	scene "scenes/Player/Spy/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization06.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization07.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization08.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization09.vcd" 
}
Rule PlayerLostPointSpy
{
	criteria ConceptPlayerLostPoint IsSpy
	Response PlayerLostPointSpy
}

Response PlayerNegativeSpy
{
	scene "scenes/Player/Spy/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization06.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization07.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization08.vcd" 
	scene "scenes/Player/Spy/low/NegativeVocalization09.vcd" 
}
Rule PlayerNegativeSpy
{
	criteria ConceptPlayerNegative IsSpy
	Response PlayerNegativeSpy
}

Response PlayerNiceShotSpy
{
	scene "scenes/Player/Spy/low/NiceShot01.vcd" 
	scene "scenes/Player/Spy/low/NiceShot02.vcd" 
	scene "scenes/Player/Spy/low/NiceShot03.vcd" 
}
Rule PlayerNiceShotSpy
{
	criteria ConceptPlayerNiceShot IsSpy
	Response PlayerNiceShotSpy
}

Response PlayerPositiveSpy
{
	scene "scenes/Player/Spy/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Spy/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Spy/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Spy/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Spy/low/PositiveVocalization05.vcd" 
}
Rule PlayerPositiveSpy
{
	criteria ConceptPlayerPositive IsSpy
	Response PlayerPositiveSpy
}

Response PlayerTauntsSpy
{
	scene "scenes/Player/Spy/low/LaughShort01.vcd" 
	scene "scenes/Player/Spy/low/LaughShort02.vcd" 
	scene "scenes/Player/Spy/low/LaughShort03.vcd" 
	scene "scenes/Player/Spy/low/LaughShort04.vcd" 
	scene "scenes/Player/Spy/low/LaughShort05.vcd" 
}
Rule PlayerTauntsSpy
{
	criteria ConceptPlayerTaunts IsSpy
	Response PlayerTauntsSpy
}

