//--------------------------------------------------------------------------------------------------------------
// Heavy Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "HeavyIsKillSpeechObject" "HeavyKillSpeechObject" "1" "required" weight 0
Criterion "HeavyIsNotStillonFire" "HeavyOnFire" "!=1" "required" weight 0
Criterion "HeavyIsStillonFire" "HeavyOnFire" "1" "required" weight 0
Criterion "HeavyNotInvulnerableSpeech" "HeavyInvulnerableSpeech" "!=1" "required" weight 0
Criterion "HeavyNotKillSpeech" "HeavyKillSpeech" "!=1" "required" weight 0
Criterion "HeavyNotKillSpeechMelee" "HeavyKillSpeechMelee" "!=1" "required" weight 0
Criterion "HeavyNotSaidHealThanks" "HeavySaidHealThanks" "!=1" "required"
Criterion "IsHelpCapHeavy" "HeavyHelpCap" "1" "required" weight 0


Response PlayerCloakedSpyDemomanHeavy
{
	scene "scenes/Player/Heavy/low/CloakedSpyIdentify05.vcd" 
}
Rule PlayerCloakedSpyDemomanHeavy
{
	criteria ConceptPlayerCloakedSpy IsHeavy IsOnDemoman
	Response PlayerCloakedSpyDemomanHeavy
}

Response PlayerCloakedSpyEngineerHeavy
{
	scene "scenes/Player/Heavy/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpyEngineerHeavy
{
	criteria ConceptPlayerCloakedSpy IsHeavy IsOnEngineer
	Response PlayerCloakedSpyEngineerHeavy
}

Response PlayerCloakedSpyHeavyHeavy
{
	scene "scenes/Player/Heavy/low/CloakedSpyIdentify03.vcd" 
}
Rule PlayerCloakedSpyHeavyHeavy
{
	criteria ConceptPlayerCloakedSpy IsHeavy IsOnHeavy
	Response PlayerCloakedSpyHeavyHeavy
}

Response PlayerCloakedSpyMedicHeavy
{
	scene "scenes/Player/Heavy/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpyMedicHeavy
{
	criteria ConceptPlayerCloakedSpy IsHeavy IsOnMedic
	Response PlayerCloakedSpyMedicHeavy
}

Response PlayerCloakedSpyPyroHeavy
{
	scene "scenes/Player/Heavy/low/CloakedSpyIdentify04.vcd" 
}
Rule PlayerCloakedSpyPyroHeavy
{
	criteria ConceptPlayerCloakedSpy IsHeavy IsOnPyro
	Response PlayerCloakedSpyPyroHeavy
}

Response PlayerCloakedSpySniperHeavy
{
	scene "scenes/Player/Heavy/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpySniperHeavy
{
	criteria ConceptPlayerCloakedSpy IsHeavy IsOnSniper
	Response PlayerCloakedSpySniperHeavy
}

Response PlayerCloakedSpySoldierHeavy
{
	scene "scenes/Player/Heavy/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpySoldierHeavy
{
	criteria ConceptPlayerCloakedSpy IsHeavy IsOnSoldier
	Response PlayerCloakedSpySoldierHeavy
}

Response PlayerCloakedSpySpyHeavy
{
	scene "scenes/Player/Heavy/low/CloakedSpyIdentify06.vcd" 
}
Rule PlayerCloakedSpySpyHeavy
{
	criteria ConceptPlayerCloakedSpy IsHeavy IsOnSpy
	Response PlayerCloakedSpySpyHeavy
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksHeavy
{
	scene "scenes/Player/Heavy/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Heavy/low/ThanksForTheHeal02.vcd" 
	scene "scenes/Player/Heavy/low/ThanksForTheHeal03.vcd" 
}
Rule HealThanksHeavy
{
	criteria ConceptMedicChargeStopped IsHeavy SuperHighHealthContext HeavyNotSaidHealThanks 50PercentChance
	ApplyContext "HeavySaidHealThanks:1:20"
	Response HealThanksHeavy
}

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

Response PlayerCappedIntelligenceHeavy
{
	scene "scenes/Player/Heavy/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Heavy/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Heavy/low/AutoCappedIntelligence03.vcd" 
}
Rule PlayerCappedIntelligenceHeavy
{
	criteria ConceptPlayerCapturedIntelligence IsHeavy
	Response PlayerCappedIntelligenceHeavy
}

Response PlayerCapturedPointHeavy
{
	scene "scenes/Player/Heavy/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Heavy/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Heavy/low/AutoCappedControlPoint03.vcd" 
}
Rule PlayerCapturedPointHeavy
{
	criteria ConceptPlayerCapturedPoint IsHeavy
	Response PlayerCapturedPointHeavy
}

Response PlayerSuddenDeathHeavy
{
	scene "scenes/Player/Heavy/low/Jeers01.vcd" 
	scene "scenes/Player/Heavy/low/Jeers02.vcd" 
	scene "scenes/Player/Heavy/low/Jeers03.vcd" 
	scene "scenes/Player/Heavy/low/Jeers04.vcd" 
	scene "scenes/Player/Heavy/low/Jeers05.vcd" 
	scene "scenes/Player/Heavy/low/Jeers06.vcd" 
	scene "scenes/Player/Heavy/low/Jeers07.vcd" 
	scene "scenes/Player/Heavy/low/Jeers08.vcd" 
	scene "scenes/Player/Heavy/low/Jeers09.vcd" 
}
Rule PlayerSuddenDeathHeavy
{
	criteria ConceptPlayerSuddenDeathStart IsHeavy
	Response PlayerSuddenDeathHeavy
}

Response PlayerStalemateHeavy
{
	scene "scenes/Player/Heavy/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Heavy/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Heavy/low/AutoDejectedTie03.vcd" 
}
Rule PlayerStalemateHeavy
{
	criteria ConceptPlayerStalemate IsHeavy
	Response PlayerStalemateHeavy
}

Response PlayerTeleporterThanksHeavy
{
	scene "scenes/Player/Heavy/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Heavy/low/ThanksForTheTeleporter02.vcd" 
	scene "scenes/Player/Heavy/low/ThanksForTheTeleporter03.vcd" 
}
Rule PlayerTeleporterThanksHeavy
{
	criteria ConceptTeleported IsNotEngineer IsHeavy 30PercentChance
	Response PlayerTeleporterThanksHeavy
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response InvulnerableSpeechHeavy
{
	scene "scenes/Player/Heavy/low/SpecialCompleted04.vcd" 
	scene "scenes/Player/Heavy/low/SpecialCompleted05.vcd" 
	scene "scenes/Player/Heavy/low/SpecialCompleted06.vcd" 
	scene "scenes/Player/Heavy/low/Taunts03.vcd" 
	scene "scenes/Player/Heavy/low/Taunts16.vcd" 
}
Rule InvulnerableSpeechHeavy
{
	criteria ConceptFireMinigun IsHeavy WeaponIsMinigun IsInvulnerable HeavyNotInvulnerableSpeech
	ApplyContext "HeavyInvulnerableSpeech:1:30"
	Response InvulnerableSpeechHeavy
}

Response KilledPlayerManyHeavy
{
	scene "scenes/Player/Heavy/low/SpecialCompleted09.vcd" 
	scene "scenes/Player/Heavy/low/SpecialCompleted10.vcd" 
	scene "scenes/Player/Heavy/low/SpecialCompleted11.vcd" 
	scene "scenes/Player/Heavy/low/Taunts04.vcd" 
	scene "scenes/Player/Heavy/low/Taunts05.vcd" 
}
Rule KilledPlayerManyHeavy
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay HeavyNotKillSpeech IsHeavy
	ApplyContext "HeavyKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyHeavy
}

Response KilledPlayerMeleeHeavy
{
	scene "scenes/Player/Heavy/low/LaughShort01.vcd" 
	scene "scenes/Player/Heavy/low/LaughShort02.vcd" 
}
Rule KilledPlayerMeleeHeavy
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee HeavyNotKillSpeechMelee IsHeavy
	ApplyContext "HeavyKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeHeavy
}

Response KilledPlayerVeryManyHeavy
{
	scene "scenes/Player/Heavy/low/SpecialCompleted07.vcd" 
	scene "scenes/Player/Heavy/low/SpecialCompleted08.vcd" 
	scene "scenes/Player/Heavy/low/Taunts01.vcd" 
	scene "scenes/Player/Heavy/low/Taunts14.vcd" 
	scene "scenes/Player/Heavy/low/Taunts19.vcd" 
}
Rule KilledPlayerVeryManyHeavy
{
	criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay HeavyNotKillSpeech IsHeavy
	ApplyContext "HeavyKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerVeryManyHeavy
}

Response PlayerKilledCapperHeavy
{
	scene "scenes/Player/Heavy/low/GoodJob04.vcd" 
	scene "scenes/Player/Heavy/low/NiceShot02.vcd" 
	scene "scenes/Player/Heavy/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Heavy/low/Taunts08.vcd" 
	scene "scenes/Player/Heavy/low/Taunts09.vcd" 
	scene "scenes/Player/Heavy/low/Taunts15.vcd" 
	scene "scenes/Player/Heavy/low/Taunts18.vcd" 
}
Rule PlayerKilledCapperHeavy
{
	criteria ConceptCapBlocked IsHeavy
	ApplyContext "HeavyKillSpeech:1:10"
	Response PlayerKilledCapperHeavy
}

Response PlayerKilledDominatingHeavy
{
	scene "scenes/Player/Heavy/low/GoodJob02.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/Jeers06.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/LaughEvil01.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/LaughHappy02.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/LaughHappy03.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/LaughHappy04.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/LaughHappy05.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/LaughLong01.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/LaughLong02.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/PositiveVocalization01.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/PositiveVocalization02.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/Taunts12.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingHeavy
{
	criteria ConceptKilledPlayer IsHeavy IsDominated
	ApplyContext "HeavyKillSpeech:1:10"
	Response PlayerKilledDominatingHeavy
}

Response PlayerKilledForRevengeHeavy
{
	scene "scenes/Player/Heavy/low/Cheers03.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/Cheers06.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/PositiveVocalization03.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeHeavy
{
	criteria ConceptKilledPlayer IsHeavy IsRevenge
	ApplyContext "HeavyKillSpeech:1:10"
	Response PlayerKilledForRevengeHeavy
}

Response PlayerKilledObjectHeavy
{
	scene "scenes/Player/Heavy/low/SpecialCompleted01.vcd" 
	scene "scenes/Player/Heavy/low/SpecialCompleted02.vcd" 
	scene "scenes/Player/Heavy/low/SpecialCompleted03.vcd" 
}
Rule PlayerKilledObjectHeavy
{
	criteria ConceptKilledObject IsHeavy 30PercentChance IsARecentKill
	ApplyContext "HeavyKillSpeechObject:1:30"
	applycontexttoworld
	Response PlayerKilledObjectHeavy
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainHeavy
{
	scene "scenes/Player/Heavy/low/PainSevere01.vcd" 
	scene "scenes/Player/Heavy/low/PainSevere02.vcd" 
	scene "scenes/Player/Heavy/low/PainSevere03.vcd" 
}
Rule PlayerAttackerPainHeavy
{
	criteria ConceptAttackerPain IsHeavy
	Response PlayerAttackerPainHeavy
}

Response PlayerOnFireHeavy
{
	scene "scenes/Player/Heavy/low/AutoOnFire01.vcd" 
	scene "scenes/Player/Heavy/low/AutoOnFire02.vcd" 
	scene "scenes/Player/Heavy/low/AutoOnFire05.vcd" 
}
Rule PlayerOnFireHeavy
{
	criteria ConceptFire IsHeavy HeavyIsNotStillonFire
	ApplyContext "HeavyOnFire:1:7"
	Response PlayerOnFireHeavy
}

Response PlayerOnFireRareHeavy
{
	scene "scenes/Player/Heavy/low/AutoOnFire03.vcd" 
	scene "scenes/Player/Heavy/low/AutoOnFire04.vcd" 
}
Rule PlayerOnFireRareHeavy
{
	criteria ConceptFire IsHeavy 10PercentChance HeavyIsNotStillonFire
	ApplyContext "HeavyOnFire:1:7"
	Response PlayerOnFireRareHeavy
}

Response PlayerPainHeavy
{
	scene "scenes/Player/Heavy/low/PainSharp01.vcd" 
	scene "scenes/Player/Heavy/low/PainSharp02.vcd" 
	scene "scenes/Player/Heavy/low/PainSharp03.vcd" 
	scene "scenes/Player/Heavy/low/PainSharp04.vcd" 
	scene "scenes/Player/Heavy/low/PainSharp05.vcd" 
}
Rule PlayerPainHeavy
{
	criteria ConceptPain IsHeavy
	Response PlayerPainHeavy
}

Response PlayerStillOnFireHeavy
{
	scene "scenes/Player/Heavy/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFireHeavy
{
	criteria ConceptFire IsHeavy  HeavyIsStillonFire
	ApplyContext "HeavyOnFire:1:7"
	Response PlayerStillOnFireHeavy
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoHeavy
{
	scene "scenes/Player/Heavy/low/Go01.vcd" 
	scene "scenes/Player/Heavy/low/Go02.vcd" 
	scene "scenes/Player/Heavy/low/Go03.vcd" 
}
Rule PlayerGoHeavy
{
	criteria ConceptPlayerGo IsHeavy
	Response PlayerGoHeavy
}

Response PlayerHeadLeftHeavy
{
	scene "scenes/Player/Heavy/low/HeadLeft01.vcd" 
	scene "scenes/Player/Heavy/low/HeadLeft02.vcd" 
	scene "scenes/Player/Heavy/low/HeadLeft03.vcd" 
}
Rule PlayerHeadLeftHeavy
{
	criteria ConceptPlayerLeft  IsHeavy
	Response PlayerHeadLeftHeavy
}

Response PlayerHeadRightHeavy
{
	scene "scenes/Player/Heavy/low/HeadRight01.vcd" 
	scene "scenes/Player/Heavy/low/HeadRight02.vcd" 
	scene "scenes/Player/Heavy/low/HeadRight03.vcd" 
}
Rule PlayerHeadRightHeavy
{
	criteria ConceptPlayerRight  IsHeavy
	Response PlayerHeadRightHeavy
}

Response PlayerHelpHeavy
{
	scene "scenes/Player/Heavy/low/HelpMe01.vcd" 
	scene "scenes/Player/Heavy/low/HelpMe02.vcd" 
	scene "scenes/Player/Heavy/low/HelpMe03.vcd" 
}
Rule PlayerHelpHeavy
{
	criteria ConceptPlayerHelp IsHeavy
	Response PlayerHelpHeavy
}

Response PlayerHelpCaptureHeavy
{
	scene "scenes/Player/Heavy/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Heavy/low/HelpMeCapture02.vcd" 
	scene "scenes/Player/Heavy/low/HelpMeCapture03.vcd" 
}
Rule PlayerHelpCaptureHeavy
{
	criteria ConceptPlayerHelp IsHeavy IsOnCappableControlPoint
	ApplyContext "HeavyHelpCap:1:10"
	Response PlayerHelpCaptureHeavy
}

Response PlayerHelpCapture2Heavy
{
	scene "scenes/Player/Heavy/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Heavy/low/StandOnThePoint02.vcd" 
	scene "scenes/Player/Heavy/low/StandOnThePoint03.vcd" 
	scene "scenes/Player/Heavy/low/StandOnThePoint04.vcd" 
}
Rule PlayerHelpCapture2Heavy
{
	criteria ConceptPlayerHelp IsHeavy IsOnCappableControlPoint IsHelpCapHeavy
	Response PlayerHelpCapture2Heavy
}

Response PlayerHelpDefendHeavy
{
	scene "scenes/Player/Heavy/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Heavy/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Heavy/low/HelpMeDefend03.vcd" 
}
Rule PlayerHelpDefendHeavy
{
	criteria ConceptPlayerHelp IsHeavy IsOnFriendlyControlPoint
	Response PlayerHelpDefendHeavy
}

Response PlayerMedicHeavy
{
	scene "scenes/Player/Heavy/low/Medic01.vcd" 
	scene "scenes/Player/Heavy/low/Medic02.vcd" 
	scene "scenes/Player/Heavy/low/Medic03.vcd" 
}
Rule PlayerMedicHeavy
{
	criteria ConceptPlayerMedic IsHeavy
	Response PlayerMedicHeavy
}

Response PlayerMoveUpHeavy
{
	scene "scenes/Player/Heavy/low/MoveUp01.vcd" 
	scene "scenes/Player/Heavy/low/MoveUp02.vcd" 
	scene "scenes/Player/Heavy/low/MoveUp03.vcd" 
}
Rule PlayerMoveUpHeavy
{
	criteria ConceptPlayerMoveUp  IsHeavy
	Response PlayerMoveUpHeavy
}

Response PlayerNoHeavy
{
	scene "scenes/Player/Heavy/low/No01.vcd" 
	scene "scenes/Player/Heavy/low/No02.vcd" 
	scene "scenes/Player/Heavy/low/No03.vcd" 
}
Rule PlayerNoHeavy
{
	criteria ConceptPlayerNo  IsHeavy
	Response PlayerNoHeavy
}

Response PlayerThanksHeavy
{
	scene "scenes/Player/Heavy/low/Thanks01.vcd" 
	scene "scenes/Player/Heavy/low/Thanks02.vcd" 
	scene "scenes/Player/Heavy/low/Thanks03.vcd" 
}
Rule PlayerThanksHeavy
{
	criteria ConceptPlayerThanks IsHeavy
	Response PlayerThanksHeavy
}

Response PlayerYesHeavy
{
	scene "scenes/Player/Heavy/low/Yes01.vcd" 
	scene "scenes/Player/Heavy/low/Yes02.vcd" 
	scene "scenes/Player/Heavy/low/Yes03.vcd" 
}
Rule PlayerYesHeavy
{
	criteria ConceptPlayerYes  IsHeavy
	Response PlayerYesHeavy
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeHeavy
{
	scene "scenes/Player/Heavy/low/ActivateCharge01.vcd" 
	scene "scenes/Player/Heavy/low/ActivateCharge02.vcd" 
	scene "scenes/Player/Heavy/low/ActivateCharge03.vcd" 
	scene "scenes/Player/Heavy/low/ActivateCharge04.vcd" 
}
Rule PlayerActivateChargeHeavy
{
	criteria ConceptPlayerActivateCharge IsHeavy
	Response PlayerActivateChargeHeavy
}

Response PlayerCloakedSpyHeavy
{
	scene "scenes/Player/Heavy/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Heavy/low/CloakedSpy02.vcd" 
	scene "scenes/Player/Heavy/low/CloakedSpy03.vcd" 
	scene "scenes/Player/Heavy/low/CloakedSpy04.vcd" 
}
Rule PlayerCloakedSpyHeavy
{
	criteria ConceptPlayerCloakedSpy IsHeavy
	Response PlayerCloakedSpyHeavy
}

Response PlayerDispenserHereHeavy
{
	scene "scenes/Player/Heavy/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHereHeavy
{
	criteria ConceptPlayerDispenserHere IsHeavy
	Response PlayerDispenserHereHeavy
}

Response PlayerIncomingHeavy
{
	scene "scenes/Player/Heavy/low/Incoming01.vcd" 
	scene "scenes/Player/Heavy/low/Incoming02.vcd" 
	scene "scenes/Player/Heavy/low/Incoming03.vcd" 
}
Rule PlayerIncomingHeavy
{
	criteria ConceptPlayerIncoming IsHeavy
	Response PlayerIncomingHeavy
}

Response PlayerSentryAheadHeavy
{
	scene "scenes/Player/Heavy/low/SentryAhead01.vcd" 
	scene "scenes/Player/Heavy/low/SentryAhead02.vcd" 
}
Rule PlayerSentryAheadHeavy
{
	criteria ConceptPlayerSentryAhead IsHeavy
	Response PlayerSentryAheadHeavy
}

Response PlayerSentryHereHeavy
{
	scene "scenes/Player/Heavy/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHereHeavy
{
	criteria ConceptPlayerSentryHere IsHeavy
	Response PlayerSentryHereHeavy
}

Response PlayerTeleporterHereHeavy
{
	scene "scenes/Player/Heavy/low/NeedTeleporter01.vcd" 
}
Rule PlayerTeleporterHereHeavy
{
	criteria ConceptPlayerTeleporterHere IsHeavy
	Response PlayerTeleporterHereHeavy
}


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

Response PlayerCheersHeavy
{
	scene "scenes/Player/Heavy/low/Cheers01.vcd" 
	scene "scenes/Player/Heavy/low/Cheers02.vcd" 
	scene "scenes/Player/Heavy/low/Cheers03.vcd" 
	scene "scenes/Player/Heavy/low/Cheers04.vcd" 
	scene "scenes/Player/Heavy/low/Cheers05.vcd" 
	scene "scenes/Player/Heavy/low/Cheers06.vcd" 
	scene "scenes/Player/Heavy/low/Cheers07.vcd" 
	scene "scenes/Player/Heavy/low/Cheers08.vcd" 
}
Rule PlayerCheersHeavy
{
	criteria ConceptPlayerCheers IsHeavy
	Response PlayerCheersHeavy
}

Response PlayerGoodJobHeavy
{
	scene "scenes/Player/Heavy/low/GoodJob01.vcd" 
	scene "scenes/Player/Heavy/low/GoodJob02.vcd" 
	scene "scenes/Player/Heavy/low/GoodJob03.vcd" 
	scene "scenes/Player/Heavy/low/GoodJob04.vcd" 
}
Rule PlayerGoodJobHeavy
{
	criteria ConceptPlayerGoodJob IsHeavy
	Response PlayerGoodJobHeavy
}

Response PlayerJeersHeavy
{
	scene "scenes/Player/Heavy/low/Jeers01.vcd" 
	scene "scenes/Player/Heavy/low/Jeers02.vcd" 
	scene "scenes/Player/Heavy/low/Jeers03.vcd" 
	scene "scenes/Player/Heavy/low/Jeers04.vcd" 
	scene "scenes/Player/Heavy/low/Jeers05.vcd" 
	scene "scenes/Player/Heavy/low/Jeers06.vcd" 
	scene "scenes/Player/Heavy/low/Jeers07.vcd" 
	scene "scenes/Player/Heavy/low/Jeers08.vcd" 
	scene "scenes/Player/Heavy/low/Jeers09.vcd" 
}
Rule PlayerJeersHeavy
{
	criteria ConceptPlayerJeers IsHeavy
	Response PlayerJeersHeavy
}

Response PlayerLostPointHeavy
{
	scene "scenes/Player/Heavy/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization06.vcd" 
}
Rule PlayerLostPointHeavy
{
	criteria ConceptPlayerLostPoint IsHeavy
	Response PlayerLostPointHeavy
}

Response PlayerNegativeHeavy
{
	scene "scenes/Player/Heavy/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Heavy/low/NegativeVocalization06.vcd" 
}
Rule PlayerNegativeHeavy
{
	criteria ConceptPlayerNegative IsHeavy
	Response PlayerNegativeHeavy
}

Response PlayerNiceShotHeavy
{
	scene "scenes/Player/Heavy/low/NiceShot01.vcd" 
	scene "scenes/Player/Heavy/low/NiceShot02.vcd" 
	scene "scenes/Player/Heavy/low/NiceShot03.vcd" 
}
Rule PlayerNiceShotHeavy
{
	criteria ConceptPlayerNiceShot IsHeavy
	Response PlayerNiceShotHeavy
}

Response PlayerPositiveHeavy
{
	scene "scenes/Player/Heavy/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Heavy/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Heavy/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Heavy/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Heavy/low/PositiveVocalization05.vcd" 
}
Rule PlayerPositiveHeavy
{
	criteria ConceptPlayerPositive IsHeavy
	Response PlayerPositiveHeavy
}

Response PlayerTauntsHeavy
{
	scene "scenes/Player/Heavy/low/LaughEvil02.vcd" 
	scene "scenes/Player/Heavy/low/LaughEvil03.vcd" 
	scene "scenes/Player/Heavy/low/LaughEvil04.vcd" 
	scene "scenes/Player/Heavy/low/LaughShort03.vcd" 
}
Rule PlayerTauntsHeavy
{
	criteria ConceptPlayerTaunts IsHeavy
	Response PlayerTauntsHeavy
}

