//--------------------------------------------------------------------------------------------------------------
// Demoman Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "DemomanIsKillSpeechObject" "DemomanKillSpeechObject" "1" "required" weight 0
Criterion "DemomanIsNotStillonFire" "DemomanOnFire" "!=1" "required" weight 0
Criterion "DemomanIsStillonFire" "DemomanOnFire" "1" "required" weight 0
Criterion "DemomanNotKillSpeech" "DemomanKillSpeech" "!=1" "required" weight 0
Criterion "DemomanNotKillSpeechMelee" "DemomanKillSpeechMelee" "!=1" "required" weight 0
Criterion "DemomanNotSaidHealThanks" "DemomanSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapDemoman" "DemomanHelpCap" "1" "required" weight 0


Response PlayerCloakedSpyDemomanDemoman
{
	scene "scenes/Player/Demoman/low/CloakedSpyIdentify04.vcd" 
}
Rule PlayerCloakedSpyDemomanDemoman
{
	criteria ConceptPlayerCloakedSpy IsDemoman IsOnDemoman
	Response PlayerCloakedSpyDemomanDemoman
}

Response PlayerCloakedSpyEngineerDemoman
{
	scene "scenes/Player/Demoman/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpyEngineerDemoman
{
	criteria ConceptPlayerCloakedSpy IsDemoman IsOnEngineer
	Response PlayerCloakedSpyEngineerDemoman
}

Response PlayerCloakedSpyHeavyDemoman
{
	scene "scenes/Player/Demoman/low/CloakedSpyIdentify03.vcd" 
}
Rule PlayerCloakedSpyHeavyDemoman
{
	criteria ConceptPlayerCloakedSpy IsDemoman IsOnHeavy
	Response PlayerCloakedSpyHeavyDemoman
}

Response PlayerCloakedSpyMedicDemoman
{
	scene "scenes/Player/Demoman/low/CloakedSpyIdentify06.vcd" 
}
Rule PlayerCloakedSpyMedicDemoman
{
	criteria ConceptPlayerCloakedSpy IsDemoman IsOnMedic
	Response PlayerCloakedSpyMedicDemoman
}

Response PlayerCloakedSpyPyroDemoman
{
	scene "scenes/Player/Demoman/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpyPyroDemoman
{
	criteria ConceptPlayerCloakedSpy IsDemoman IsOnPyro
	Response PlayerCloakedSpyPyroDemoman
}

Response PlayerCloakedSpySniperDemoman
{
	scene "scenes/Player/Demoman/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpySniperDemoman
{
	criteria ConceptPlayerCloakedSpy IsDemoman IsOnSniper
	Response PlayerCloakedSpySniperDemoman
}

Response PlayerCloakedSpySoldierDemoman
{
	scene "scenes/Player/Demoman/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpySoldierDemoman
{
	criteria ConceptPlayerCloakedSpy IsDemoman IsOnSoldier
	Response PlayerCloakedSpySoldierDemoman
}

Response PlayerCloakedSpySpyDemoman
{
	scene "scenes/Player/Demoman/low/CloakedSpyIdentify05.vcd" 
}
Rule PlayerCloakedSpySpyDemoman
{
	criteria ConceptPlayerCloakedSpy IsDemoman IsOnSpy
	Response PlayerCloakedSpySpyDemoman
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksDemoman
{
	scene "scenes/Player/Demoman/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Demoman/low/ThanksForTheHeal02.vcd" 
	scene "scenes/Player/Demoman/low/ThanksForTheHeal03.vcd" 
}
Rule HealThanksDemoman
{
	criteria ConceptMedicChargeStopped IsDemoman SuperHighHealthContext DemomanNotSaidHealThanks 50PercentChance
	ApplyContext "DemomanSaidHealThanks:1:20"
	Response HealThanksDemoman
}

Response PlayerRoundStartDemoman
{
	scene "scenes/Player/Demoman/low/BattleCry01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Demoman/low/BattleCry02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Demoman/low/BattleCry03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Demoman/low/BattleCry04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Demoman/low/BattleCry05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Demoman/low/BattleCry06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Demoman/low/BattleCry07.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartDemoman
{
	criteria ConceptPlayerRoundStart IsDemoman
	Response PlayerRoundStartDemoman
}

Response PlayerCappedIntelligenceDemoman
{
	scene "scenes/Player/Demoman/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Demoman/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Demoman/low/AutoCappedIntelligence03.vcd" 
}
Rule PlayerCappedIntelligenceDemoman
{
	criteria ConceptPlayerCapturedIntelligence IsDemoman
	Response PlayerCappedIntelligenceDemoman
}

Response PlayerCapturedPointDemoman
{
	scene "scenes/Player/Demoman/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Demoman/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Demoman/low/AutoCappedControlPoint03.vcd" 
}
Rule PlayerCapturedPointDemoman
{
	criteria ConceptPlayerCapturedPoint IsDemoman
	Response PlayerCapturedPointDemoman
}

Response PlayerSuddenDeathDemoman
{
	scene "scenes/Player/Demoman/low/Jeers01.vcd" 
	scene "scenes/Player/Demoman/low/Jeers02.vcd" 
	scene "scenes/Player/Demoman/low/Jeers03.vcd" 
	scene "scenes/Player/Demoman/low/Jeers04.vcd" 
	scene "scenes/Player/Demoman/low/Jeers05.vcd" 
	scene "scenes/Player/Demoman/low/Jeers06.vcd" 
	scene "scenes/Player/Demoman/low/Jeers07.vcd" 
	scene "scenes/Player/Demoman/low/Jeers08.vcd" 
	scene "scenes/Player/Demoman/low/Jeers09.vcd" 
	scene "scenes/Player/Demoman/low/Jeers10.vcd" 
	scene "scenes/Player/Demoman/low/Jeers11.vcd" 
}
Rule PlayerSuddenDeathDemoman
{
	criteria ConceptPlayerSuddenDeathStart IsDemoman
	Response PlayerSuddenDeathDemoman
}

Response PlayerStalemateDemoman
{
	scene "scenes/Player/Demoman/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Demoman/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Demoman/low/AutoDejectedTie03.vcd" 
	scene "scenes/Player/Demoman/low/AutoDejectedTie04.vcd" 
}
Rule PlayerStalemateDemoman
{
	criteria ConceptPlayerStalemate IsDemoman
	Response PlayerStalemateDemoman
}

Response PlayerTeleporterThanksDemoman
{
	scene "scenes/Player/Demoman/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Demoman/low/ThanksForTheTeleporter02.vcd" 
}
Rule PlayerTeleporterThanksDemoman
{
	criteria ConceptTeleported IsNotEngineer IsDemoman 30PercentChance
	Response PlayerTeleporterThanksDemoman
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response KilledPlayerManyDemoman
{
	scene "scenes/Player/Demoman/low/SpecialCompleted04.vcd" 
	scene "scenes/Player/Demoman/low/Taunts02.vcd" 
	scene "scenes/Player/Demoman/low/Taunts04.vcd" 
	scene "scenes/Player/Demoman/low/Taunts08.vcd" 
}
Rule KilledPlayerManyDemoman
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay DemomanNotKillSpeech IsDemoman
	ApplyContext "DemomanKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyDemoman
}

Response KilledPlayerMeleeDemoman
{
	scene "scenes/Player/Demoman/low/SpecialCompleted02.vcd" 
}
Rule KilledPlayerMeleeDemoman
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee DemomanNotKillSpeechMelee IsDemoman
	ApplyContext "DemomanKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeDemoman
}

Response KilledPlayerVeryManyDemoman
{
	scene "scenes/Player/Demoman/low/SpecialCompleted01.vcd" 
	scene "scenes/Player/Demoman/low/SpecialCompleted03.vcd" 
	scene "scenes/Player/Demoman/low/SpecialCompleted07.vcd" 
	scene "scenes/Player/Demoman/low/SpecialCompleted08.vcd" 
	scene "scenes/Player/Demoman/low/SpecialCompleted10.vcd" 
	scene "scenes/Player/Demoman/low/Taunts12.vcd" 
}
Rule KilledPlayerVeryManyDemoman
{
	criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay DemomanNotKillSpeech IsDemoman
	ApplyContext "DemomanKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerVeryManyDemoman
}

Response PlayerKilledCapperDemoman
{
	scene "scenes/Player/Demoman/low/AutoCappedIntelligence03.vcd" 
	scene "scenes/Player/Demoman/low/Cheers03.vcd" 
	scene "scenes/Player/Demoman/low/Cheers06.vcd" 
	scene "scenes/Player/Demoman/low/LaughHappy02.vcd" 
	scene "scenes/Player/Demoman/low/LaughShort01.vcd" 
	scene "scenes/Player/Demoman/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Demoman/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Demoman/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Demoman/low/PositiveVocalization05.vcd" 
	scene "scenes/Player/Demoman/low/SpecialCompleted05.vcd" 
	scene "scenes/Player/Demoman/low/SpecialCompleted06.vcd" 
}
Rule PlayerKilledCapperDemoman
{
	criteria ConceptCapBlocked IsDemoman
	ApplyContext "DemomanKillSpeech:1:10"
	Response PlayerKilledCapperDemoman
}

Response PlayerKilledDominatingDemoman
{
	scene "scenes/Player/Demoman/low/Cheers05.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughEvil01.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughEvil03.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughEvil04.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughEvil05.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughLong01.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughLong02.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughShort02.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/LaughShort05.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingDemoman
{
	criteria ConceptKilledPlayer IsDemoman IsDominated
	ApplyContext "DemomanKillSpeech:1:10"
	Response PlayerKilledDominatingDemoman
}

Response PlayerKilledForRevengeDemoman
{
	scene "scenes/Player/Demoman/low/GoodJob01.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/PositiveVocalization02.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/SpecialCompleted09.vcd" predelay "2.5"
	scene "scenes/Player/Demoman/low/Taunts16.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeDemoman
{
	criteria ConceptKilledPlayer IsDemoman IsRevenge
	ApplyContext "DemomanKillSpeech:1:10"
	Response PlayerKilledForRevengeDemoman
}

Response PlayerKilledObjectDemoman
{
	scene "scenes/Player/Demoman/low/SpecialCompleted11.vcd" 
	scene "scenes/Player/Demoman/low/SpecialCompleted12.vcd" 
}
Rule PlayerKilledObjectDemoman
{
	criteria ConceptKilledObject IsDemoman 30PercentChance IsARecentKill
	ApplyContext "DemomanKillSpeechObject:1:30"
	applycontexttoworld
	Response PlayerKilledObjectDemoman
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainDemoman
{
	scene "scenes/Player/Demoman/low/PainSevere01.vcd" 
	scene "scenes/Player/Demoman/low/PainSevere02.vcd" 
	scene "scenes/Player/Demoman/low/PainSevere03.vcd" 
	scene "scenes/Player/Demoman/low/PainSevere04.vcd" 
}
Rule PlayerAttackerPainDemoman
{
	criteria ConceptAttackerPain IsDemoman
	Response PlayerAttackerPainDemoman
}

Response PlayerOnFireDemoman
{
	scene "scenes/Player/Demoman/low/AutoOnFire01.vcd" 
	scene "scenes/Player/Demoman/low/AutoOnFire03.vcd" 
}
Rule PlayerOnFireDemoman
{
	criteria ConceptFire IsDemoman DemomanIsNotStillonFire
	ApplyContext "DemomanOnFire:1:7"
	Response PlayerOnFireDemoman
}

Response PlayerOnFireRareDemoman
{
	scene "scenes/Player/Demoman/low/AutoOnFire02.vcd" 
}
Rule PlayerOnFireRareDemoman
{
	criteria ConceptFire IsDemoman 10PercentChance DemomanIsNotStillonFire
	ApplyContext "DemomanOnFire:1:7"
	Response PlayerOnFireRareDemoman
}

Response PlayerPainDemoman
{
	scene "scenes/Player/Demoman/low/PainSharp01.vcd" 
	scene "scenes/Player/Demoman/low/PainSharp02.vcd" 
	scene "scenes/Player/Demoman/low/PainSharp03.vcd" 
	scene "scenes/Player/Demoman/low/PainSharp04.vcd" 
	scene "scenes/Player/Demoman/low/PainSharp05.vcd" 
	scene "scenes/Player/Demoman/low/PainSharp06.vcd" 
	scene "scenes/Player/Demoman/low/PainSharp07.vcd" 
}
Rule PlayerPainDemoman
{
	criteria ConceptPain IsDemoman
	Response PlayerPainDemoman
}

Response PlayerStillOnFireDemoman
{
	scene "scenes/Player/Demoman/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFireDemoman
{
	criteria ConceptFire IsDemoman  DemomanIsStillonFire
	ApplyContext "DemomanOnFire:1:7"
	Response PlayerStillOnFireDemoman
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoDemoman
{
	scene "scenes/Player/Demoman/low/Go01.vcd" 
	scene "scenes/Player/Demoman/low/Go02.vcd" 
	scene "scenes/Player/Demoman/low/Go03.vcd" 
}
Rule PlayerGoDemoman
{
	criteria ConceptPlayerGo IsDemoman
	Response PlayerGoDemoman
}

Response PlayerHeadLeftDemoman
{
	scene "scenes/Player/Demoman/low/HeadLeft01.vcd" 
	scene "scenes/Player/Demoman/low/HeadLeft02.vcd" 
	scene "scenes/Player/Demoman/low/HeadLeft03.vcd" 
}
Rule PlayerHeadLeftDemoman
{
	criteria ConceptPlayerLeft  IsDemoman
	Response PlayerHeadLeftDemoman
}

Response PlayerHeadRightDemoman
{
	scene "scenes/Player/Demoman/low/HeadRight01.vcd" 
	scene "scenes/Player/Demoman/low/HeadRight02.vcd" 
	scene "scenes/Player/Demoman/low/HeadRight03.vcd" 
}
Rule PlayerHeadRightDemoman
{
	criteria ConceptPlayerRight  IsDemoman
	Response PlayerHeadRightDemoman
}

Response PlayerHelpDemoman
{
	scene "scenes/Player/Demoman/low/HelpMe01.vcd" 
	scene "scenes/Player/Demoman/low/HelpMe02.vcd" 
	scene "scenes/Player/Demoman/low/HelpMe03.vcd" 
}
Rule PlayerHelpDemoman
{
	criteria ConceptPlayerHelp IsDemoman
	Response PlayerHelpDemoman
}

Response PlayerHelpCaptureDemoman
{
	scene "scenes/Player/Demoman/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Demoman/low/HelpMeCapture02.vcd" 
	scene "scenes/Player/Demoman/low/HelpMeCapture03.vcd" 
}
Rule PlayerHelpCaptureDemoman
{
	criteria ConceptPlayerHelp IsDemoman IsOnCappableControlPoint
	ApplyContext "DemomanHelpCap:1:10"
	Response PlayerHelpCaptureDemoman
}

Response PlayerHelpCapture2Demoman
{
	scene "scenes/Player/Demoman/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Demoman/low/StandOnThePoint02.vcd" 
}
Rule PlayerHelpCapture2Demoman
{
	criteria ConceptPlayerHelp IsDemoman IsOnCappableControlPoint IsHelpCapDemoman
	Response PlayerHelpCapture2Demoman
}

Response PlayerHelpDefendDemoman
{
	scene "scenes/Player/Demoman/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Demoman/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Demoman/low/HelpMeDefend03.vcd" 
}
Rule PlayerHelpDefendDemoman
{
	criteria ConceptPlayerHelp IsDemoman IsOnFriendlyControlPoint
	Response PlayerHelpDefendDemoman
}

Response PlayerMedicDemoman
{
	scene "scenes/Player/Demoman/low/Medic01.vcd" 
	scene "scenes/Player/Demoman/low/Medic02.vcd" 
	scene "scenes/Player/Demoman/low/Medic03.vcd" 
}
Rule PlayerMedicDemoman
{
	criteria ConceptPlayerMedic IsDemoman
	Response PlayerMedicDemoman
}

Response PlayerMoveUpDemoman
{
	scene "scenes/Player/Demoman/low/MoveUp01.vcd" 
	scene "scenes/Player/Demoman/low/MoveUp02.vcd" 
	scene "scenes/Player/Demoman/low/MoveUp03.vcd" 
}
Rule PlayerMoveUpDemoman
{
	criteria ConceptPlayerMoveUp  IsDemoman
	Response PlayerMoveUpDemoman
}

Response PlayerNoDemoman
{
	scene "scenes/Player/Demoman/low/No01.vcd" 
	scene "scenes/Player/Demoman/low/No02.vcd" 
	scene "scenes/Player/Demoman/low/No03.vcd" 
}
Rule PlayerNoDemoman
{
	criteria ConceptPlayerNo  IsDemoman
	Response PlayerNoDemoman
}

Response PlayerThanksDemoman
{
	scene "scenes/Player/Demoman/low/Thanks01.vcd" 
	scene "scenes/Player/Demoman/low/Thanks02.vcd" 
}
Rule PlayerThanksDemoman
{
	criteria ConceptPlayerThanks IsDemoman
	Response PlayerThanksDemoman
}

Response PlayerYesDemoman
{
	scene "scenes/Player/Demoman/low/Yes01.vcd" 
	scene "scenes/Player/Demoman/low/Yes02.vcd" 
	scene "scenes/Player/Demoman/low/Yes03.vcd" 
}
Rule PlayerYesDemoman
{
	criteria ConceptPlayerYes  IsDemoman
	Response PlayerYesDemoman
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeDemoman
{
	scene "scenes/Player/Demoman/low/ActivateCharge01.vcd" 
	scene "scenes/Player/Demoman/low/ActivateCharge02.vcd" 
	scene "scenes/Player/Demoman/low/ActivateCharge03.vcd" 
}
Rule PlayerActivateChargeDemoman
{
	criteria ConceptPlayerActivateCharge IsDemoman
	Response PlayerActivateChargeDemoman
}

Response PlayerCloakedSpyDemoman
{
	scene "scenes/Player/Demoman/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Demoman/low/CloakedSpy02.vcd" 
	scene "scenes/Player/Demoman/low/CloakedSpy03.vcd" 
}
Rule PlayerCloakedSpyDemoman
{
	criteria ConceptPlayerCloakedSpy IsDemoman
	Response PlayerCloakedSpyDemoman
}

Response PlayerDispenserHereDemoman
{
	scene "scenes/Player/Demoman/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHereDemoman
{
	criteria ConceptPlayerDispenserHere IsDemoman
	Response PlayerDispenserHereDemoman
}

Response PlayerIncomingDemoman
{
	scene "scenes/Player/Demoman/low/Incoming01.vcd" 
	scene "scenes/Player/Demoman/low/Incoming02.vcd" 
	scene "scenes/Player/Demoman/low/Incoming03.vcd" 
}
Rule PlayerIncomingDemoman
{
	criteria ConceptPlayerIncoming IsDemoman
	Response PlayerIncomingDemoman
}

Response PlayerSentryAheadDemoman
{
	scene "scenes/Player/Demoman/low/SentryAhead01.vcd" 
	scene "scenes/Player/Demoman/low/SentryAhead02.vcd" 
	scene "scenes/Player/Demoman/low/SentryAhead03.vcd" 
}
Rule PlayerSentryAheadDemoman
{
	criteria ConceptPlayerSentryAhead IsDemoman
	Response PlayerSentryAheadDemoman
}

Response PlayerSentryHereDemoman
{
	scene "scenes/Player/Demoman/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHereDemoman
{
	criteria ConceptPlayerSentryHere IsDemoman
	Response PlayerSentryHereDemoman
}

Response PlayerTeleporterHereDemoman
{
	scene "scenes/Player/Demoman/low/NeedTeleporter01.vcd" 
}
Rule PlayerTeleporterHereDemoman
{
	criteria ConceptPlayerTeleporterHere IsDemoman
	Response PlayerTeleporterHereDemoman
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryDemoman
{
	scene "scenes/Player/Demoman/low/BattleCry01.vcd" 
	scene "scenes/Player/Demoman/low/BattleCry02.vcd" 
	scene "scenes/Player/Demoman/low/BattleCry03.vcd" 
	scene "scenes/Player/Demoman/low/BattleCry04.vcd" 
	scene "scenes/Player/Demoman/low/BattleCry05.vcd" 
	scene "scenes/Player/Demoman/low/BattleCry06.vcd" 
	scene "scenes/Player/Demoman/low/BattleCry07.vcd" 
}
Rule PlayerBattleCryDemoman
{
	criteria ConceptPlayerBattleCry IsDemoman
	Response PlayerBattleCryDemoman
}

Response PlayerCheersDemoman
{
	scene "scenes/Player/Demoman/low/Cheers01.vcd" 
	scene "scenes/Player/Demoman/low/Cheers02.vcd" 
	scene "scenes/Player/Demoman/low/Cheers03.vcd" 
	scene "scenes/Player/Demoman/low/Cheers04.vcd" 
	scene "scenes/Player/Demoman/low/Cheers05.vcd" 
	scene "scenes/Player/Demoman/low/Cheers06.vcd" 
	scene "scenes/Player/Demoman/low/Cheers07.vcd" 
	scene "scenes/Player/Demoman/low/Cheers08.vcd" 
}
Rule PlayerCheersDemoman
{
	criteria ConceptPlayerCheers IsDemoman
	Response PlayerCheersDemoman
}

Response PlayerGoodJobDemoman
{
	scene "scenes/Player/Demoman/low/GoodJob01.vcd" 
	scene "scenes/Player/Demoman/low/GoodJob02.vcd" 
}
Rule PlayerGoodJobDemoman
{
	criteria ConceptPlayerGoodJob IsDemoman
	Response PlayerGoodJobDemoman
}

Response PlayerJeersDemoman
{
	scene "scenes/Player/Demoman/low/Jeers01.vcd" 
	scene "scenes/Player/Demoman/low/Jeers02.vcd" 
	scene "scenes/Player/Demoman/low/Jeers03.vcd" 
	scene "scenes/Player/Demoman/low/Jeers04.vcd" 
	scene "scenes/Player/Demoman/low/Jeers05.vcd" 
	scene "scenes/Player/Demoman/low/Jeers06.vcd" 
	scene "scenes/Player/Demoman/low/Jeers07.vcd" 
	scene "scenes/Player/Demoman/low/Jeers08.vcd" 
	scene "scenes/Player/Demoman/low/Jeers09.vcd" 
	scene "scenes/Player/Demoman/low/Jeers10.vcd" 
	scene "scenes/Player/Demoman/low/Jeers11.vcd" 
}
Rule PlayerJeersDemoman
{
	criteria ConceptPlayerJeers IsDemoman
	Response PlayerJeersDemoman
}

Response PlayerLostPointDemoman
{
	scene "scenes/Player/Demoman/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization06.vcd" 
}
Rule PlayerLostPointDemoman
{
	criteria ConceptPlayerLostPoint IsDemoman
	Response PlayerLostPointDemoman
}

Response PlayerNegativeDemoman
{
	scene "scenes/Player/Demoman/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Demoman/low/NegativeVocalization06.vcd" 
}
Rule PlayerNegativeDemoman
{
	criteria ConceptPlayerNegative IsDemoman
	Response PlayerNegativeDemoman
}

Response PlayerNiceShotDemoman
{
	scene "scenes/Player/Demoman/low/NiceShot01.vcd" 
	scene "scenes/Player/Demoman/low/NiceShot02.vcd" 
	scene "scenes/Player/Demoman/low/NiceShot03.vcd" 
}
Rule PlayerNiceShotDemoman
{
	criteria ConceptPlayerNiceShot IsDemoman
	Response PlayerNiceShotDemoman
}

Response PlayerPositiveDemoman
{
	scene "scenes/Player/Demoman/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Demoman/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Demoman/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Demoman/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Demoman/low/PositiveVocalization05.vcd" 
}
Rule PlayerPositiveDemoman
{
	criteria ConceptPlayerPositive IsDemoman
	Response PlayerPositiveDemoman
}

Response PlayerTauntsDemoman
{
	scene "scenes/Player/Demoman/low/LaughShort03.vcd" 
	scene "scenes/Player/Demoman/low/LaughShort04.vcd" 
	scene "scenes/Player/Demoman/low/LaughShort06.vcd" 
}
Rule PlayerTauntsDemoman
{
	criteria ConceptPlayerTaunts IsDemoman
	Response PlayerTauntsDemoman
}

