//--------------------------------------------------------------------------------------------------------------
// Medic Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "MedicIsKillSpeechObject" "MedicKillSpeechObject" "1" "required" weight 0
Criterion "MedicIsNotStillonFire" "MedicOnFire" "!=1" "required" weight 0
Criterion "MedicIsStillonFire" "MedicOnFire" "1" "required" weight 0
Criterion "MedicNotInvulnerableSpeech" "MedicInvulnerableSpeech" "!=1" "required" weight 0
Criterion "MedicNotKillSpeech" "MedicKillSpeech" "!=1" "required" weight 0
Criterion "MedicNotKillSpeechMelee" "MedicKillSpeechMelee" "!=1" "required" weight 0
Criterion "MedicNotSaidHealThanks" "MedicSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapMedic" "MedicHelpCap" "1" "required" weight 0


Response MedicChargeReady
{
	scene "scenes/Player/Medic/low/AutoChargeReady02.vcd" 
	scene "scenes/Player/Medic/low/AutoChargeReady03.vcd" 
}
Rule MedicChargeReady
{
	criteria ConceptMedicChargeReady IsMedic
	Response MedicChargeReady
}

Response PlayerCloakedSpyDemomanMedic
{
	scene "scenes/Player/Medic/low/CloakedSpyIdentify05.vcd" 
}
Rule PlayerCloakedSpyDemomanMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnDemoman
	Response PlayerCloakedSpyDemomanMedic
}

Response PlayerCloakedSpyEngineerMedic
{
	scene "scenes/Player/Medic/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpyEngineerMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnEngineer
	Response PlayerCloakedSpyEngineerMedic
}

Response PlayerCloakedSpyHeavyMedic
{
	scene "scenes/Player/Medic/low/CloakedSpyIdentify03.vcd" 
}
Rule PlayerCloakedSpyHeavyMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnHeavy
	Response PlayerCloakedSpyHeavyMedic
}

Response PlayerCloakedSpyMedicMedic
{
	scene "scenes/Player/Medic/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpyMedicMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnMedic
	Response PlayerCloakedSpyMedicMedic
}

Response PlayerCloakedSpyPyroMedic
{
	scene "scenes/Player/Medic/low/CloakedSpyIdentify04.vcd" 
}
Rule PlayerCloakedSpyPyroMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnPyro
	Response PlayerCloakedSpyPyroMedic
}

Response PlayerCloakedSpySniperMedic
{
	scene "scenes/Player/Medic/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpySniperMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnSniper
	Response PlayerCloakedSpySniperMedic
}

Response PlayerCloakedSpySoldierMedic
{
	scene "scenes/Player/Medic/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpySoldierMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnSoldier
	Response PlayerCloakedSpySoldierMedic
}

Response PlayerCloakedSpySpyMedic
{
	scene "scenes/Player/Medic/low/CloakedSpyIdentify06.vcd" 
}
Rule PlayerCloakedSpySpyMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnSpy
	Response PlayerCloakedSpySpyMedic
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksMedic
{
	scene "scenes/Player/Medic/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Medic/low/ThanksForTheHeal02.vcd" 
}
Rule HealThanksMedic
{
	criteria ConceptMedicChargeStopped IsMedic SuperHighHealthContext MedicNotSaidHealThanks 50PercentChance
	ApplyContext "MedicSaidHealThanks:1:20"
	Response HealThanksMedic
}

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

Response PlayerCappedIntelligenceMedic
{
	scene "scenes/Player/Medic/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Medic/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Medic/low/AutoCappedIntelligence03.vcd" 
}
Rule PlayerCappedIntelligenceMedic
{
	criteria ConceptPlayerCapturedIntelligence IsMedic
	Response PlayerCappedIntelligenceMedic
}

Response PlayerCapturedPointMedic
{
	scene "scenes/Player/Medic/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Medic/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Medic/low/AutoCappedControlPoint03.vcd" 
}
Rule PlayerCapturedPointMedic
{
	criteria ConceptPlayerCapturedPoint IsMedic
	Response PlayerCapturedPointMedic
}

Response PlayerSuddenDeathMedic
{
	scene "scenes/Player/Medic/low/Jeers01.vcd" 
	scene "scenes/Player/Medic/low/Jeers02.vcd" 
	scene "scenes/Player/Medic/low/Jeers03.vcd" 
	scene "scenes/Player/Medic/low/Jeers04.vcd" 
	scene "scenes/Player/Medic/low/Jeers05.vcd" 
	scene "scenes/Player/Medic/low/Jeers06.vcd" 
	scene "scenes/Player/Medic/low/Jeers07.vcd" 
	scene "scenes/Player/Medic/low/Jeers08.vcd" 
	scene "scenes/Player/Medic/low/Jeers09.vcd" 
	scene "scenes/Player/Medic/low/Jeers10.vcd" 
	scene "scenes/Player/Medic/low/Jeers11.vcd" 
	scene "scenes/Player/Medic/low/Jeers12.vcd" 
}
Rule PlayerSuddenDeathMedic
{
	criteria ConceptPlayerSuddenDeathStart IsMedic
	Response PlayerSuddenDeathMedic
}

Response PlayerStalemateMedic
{
	scene "scenes/Player/Medic/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Medic/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Medic/low/AutoDejectedTie03.vcd" 
	scene "scenes/Player/Medic/low/AutoDejectedTie04.vcd" 
	scene "scenes/Player/Medic/low/AutoDejectedTie05.vcd" 
	scene "scenes/Player/Medic/low/AutoDejectedTie06.vcd" 
	scene "scenes/Player/Medic/low/AutoDejectedTie07.vcd" 
}
Rule PlayerStalemateMedic
{
	criteria ConceptPlayerStalemate IsMedic
	Response PlayerStalemateMedic
}

Response PlayerTeleporterThanksMedic
{
	scene "scenes/Player/Medic/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Medic/low/ThanksForTheTeleporter02.vcd" 
	scene "scenes/Player/Medic/low/ThanksForTheTeleporter03.vcd" 
}
Rule PlayerTeleporterThanksMedic
{
	criteria ConceptTeleported IsNotEngineer IsMedic 30PercentChance
	Response PlayerTeleporterThanksMedic
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response InvulnerableSpeechMedic
{
	scene "scenes/Player/Medic/low/SpecialCompleted04.vcd" 
	scene "scenes/Player/Medic/low/SpecialCompleted05.vcd" 
	scene "scenes/Player/Medic/low/SpecialCompleted06.vcd" 
}
Rule InvulnerableSpeechMedic
{
	criteria ConceptMedicChargeDeployed IsMedic  IsInvulnerable MedicNotInvulnerableSpeech
	ApplyContext "MedicInvulnerableSpeech:1:30"
	Response InvulnerableSpeechMedic
}

Response KilledPlayerManyMedic
{
	scene "scenes/Player/Medic/low/SpecialCompleted12.vcd" 
}
Rule KilledPlayerManyMedic
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay MedicNotKillSpeech IsMedic
	ApplyContext "MedicKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyMedic
}

Response KilledPlayerMeleeMedic
{
	scene "scenes/Player/Medic/low/SpecialCompleted01.vcd" 
}
Rule KilledPlayerMeleeMedic
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee MedicNotKillSpeechMelee IsMedic
	ApplyContext "MedicKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeMedic
}

Response KilledPlayerVeryManyMedic
{
	scene "scenes/Player/Medic/low/SpecialCompleted02.vcd" 
	scene "scenes/Player/Medic/low/SpecialCompleted09.vcd" 
	scene "scenes/Player/Medic/low/SpecialCompleted10.vcd" 
	scene "scenes/Player/Medic/low/SpecialCompleted11.vcd" 
}
Rule KilledPlayerVeryManyMedic
{
	criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay MedicNotKillSpeech IsMedic
	ApplyContext "MedicKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerVeryManyMedic
}

Response PlayerKilledCapperMedic
{
	scene "scenes/Player/Medic/low/AutoDejectedTie04.vcd" 
	scene "scenes/Player/Medic/low/Cheers02.vcd" 
	scene "scenes/Player/Medic/low/Cheers05.vcd" 
	scene "scenes/Player/Medic/low/Cheers06.vcd" 
	scene "scenes/Player/Medic/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Medic/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Medic/low/Taunts08.vcd" 
}
Rule PlayerKilledCapperMedic
{
	criteria ConceptCapBlocked IsMedic
	ApplyContext "MedicKillSpeech:1:10"
	Response PlayerKilledCapperMedic
}

Response PlayerKilledDominatingMedic
{
	scene "scenes/Player/Medic/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/LaughEvil05.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/LaughHappy02.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/LaughHappy03.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/LaughLong01.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/LaughLong02.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/LaughShort03.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/Taunts12.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/Taunts14.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingMedic
{
	criteria ConceptKilledPlayer IsMedic IsDominated
	ApplyContext "MedicKillSpeech:1:10"
	Response PlayerKilledDominatingMedic
}

Response PlayerKilledForRevengeMedic
{
	scene "scenes/Player/Medic/low/GoodJob02.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/NegativeVocalization02.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/NegativeVocalization06.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/NegativeVocalization07.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeMedic
{
	criteria ConceptKilledPlayer IsMedic IsRevenge
	ApplyContext "MedicKillSpeech:1:10"
	Response PlayerKilledForRevengeMedic
}

Response PlayerKilledObjectMedic
{
	scene "scenes/Player/Medic/low/SpecialCompleted07.vcd" 
	scene "scenes/Player/Medic/low/SpecialCompleted08.vcd" 
}
Rule PlayerKilledObjectMedic
{
	criteria ConceptKilledObject IsMedic 30PercentChance IsARecentKill
	ApplyContext "MedicKillSpeechObject:1:30"
	applycontexttoworld
	Response PlayerKilledObjectMedic
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainMedic
{
	scene "scenes/Player/Medic/low/PainSevere01.vcd" 
	scene "scenes/Player/Medic/low/PainSevere02.vcd" 
	scene "scenes/Player/Medic/low/PainSevere03.vcd" 
	scene "scenes/Player/Medic/low/PainSevere04.vcd" 
}
Rule PlayerAttackerPainMedic
{
	criteria ConceptAttackerPain IsMedic
	Response PlayerAttackerPainMedic
}

Response PlayerOnFireMedic
{
	scene "scenes/Player/Medic/low/AutoOnFire01.vcd" 
	scene "scenes/Player/Medic/low/AutoOnFire02.vcd" 
	scene "scenes/Player/Medic/low/AutoOnFire03.vcd" 
}
Rule PlayerOnFireMedic
{
	criteria ConceptFire IsMedic MedicIsNotStillonFire
	ApplyContext "MedicOnFire:1:7"
	Response PlayerOnFireMedic
}

Response PlayerOnFireRareMedic
{
	scene "scenes/Player/Medic/low/AutoOnFire04.vcd" 
	scene "scenes/Player/Medic/low/AutoOnFire05.vcd" 
}
Rule PlayerOnFireRareMedic
{
	criteria ConceptFire IsMedic 10PercentChance MedicIsNotStillonFire
	ApplyContext "MedicOnFire:1:7"
	Response PlayerOnFireRareMedic
}

Response PlayerPainMedic
{
	scene "scenes/Player/Medic/low/PainSharp01.vcd" 
	scene "scenes/Player/Medic/low/PainSharp02.vcd" 
	scene "scenes/Player/Medic/low/PainSharp03.vcd" 
	scene "scenes/Player/Medic/low/PainSharp04.vcd" 
	scene "scenes/Player/Medic/low/PainSharp05.vcd" 
	scene "scenes/Player/Medic/low/PainSharp06.vcd" 
	scene "scenes/Player/Medic/low/PainSharp07.vcd" 
	scene "scenes/Player/Medic/low/PainSharp08.vcd" 
}
Rule PlayerPainMedic
{
	criteria ConceptPain IsMedic
	Response PlayerPainMedic
}

Response PlayerStillOnFireMedic
{
	scene "scenes/Player/Medic/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFireMedic
{
	criteria ConceptFire IsMedic  MedicIsStillonFire
	ApplyContext "MedicOnFire:1:7"
	Response PlayerStillOnFireMedic
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoMedic
{
	scene "scenes/Player/Medic/low/Go01.vcd" 
	scene "scenes/Player/Medic/low/Go02.vcd" 
	scene "scenes/Player/Medic/low/Go03.vcd" 
	scene "scenes/Player/Medic/low/Go04.vcd" 
	scene "scenes/Player/Medic/low/Go05.vcd" 
}
Rule PlayerGoMedic
{
	criteria ConceptPlayerGo IsMedic
	Response PlayerGoMedic
}

Response PlayerHeadLeftMedic
{
	scene "scenes/Player/Medic/low/HeadLeft01.vcd" 
	scene "scenes/Player/Medic/low/HeadLeft02.vcd" 
	scene "scenes/Player/Medic/low/HeadLeft03.vcd" 
}
Rule PlayerHeadLeftMedic
{
	criteria ConceptPlayerLeft  IsMedic
	Response PlayerHeadLeftMedic
}

Response PlayerHeadRightMedic
{
	scene "scenes/Player/Medic/low/HeadRight01.vcd" 
	scene "scenes/Player/Medic/low/HeadRight02.vcd" 
	scene "scenes/Player/Medic/low/HeadRight03.vcd" 
}
Rule PlayerHeadRightMedic
{
	criteria ConceptPlayerRight  IsMedic
	Response PlayerHeadRightMedic
}

Response PlayerHelpMedic
{
	scene "scenes/Player/Medic/low/HelpMe01.vcd" 
	scene "scenes/Player/Medic/low/HelpMe02.vcd" 
	scene "scenes/Player/Medic/low/HelpMe03.vcd" 
}
Rule PlayerHelpMedic
{
	criteria ConceptPlayerHelp IsMedic
	Response PlayerHelpMedic
}

Response PlayerHelpCaptureMedic
{
	scene "scenes/Player/Medic/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Medic/low/HelpMeCapture02.vcd" 
}
Rule PlayerHelpCaptureMedic
{
	criteria ConceptPlayerHelp IsMedic IsOnCappableControlPoint
	ApplyContext "MedicHelpCap:1:10"
	Response PlayerHelpCaptureMedic
}

Response PlayerHelpCapture2Medic
{
	scene "scenes/Player/Medic/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Medic/low/StandOnThePoint02.vcd" 
	scene "scenes/Player/Medic/low/StandOnThePoint03.vcd" 
	scene "scenes/Player/Medic/low/StandOnThePoint04.vcd" 
	scene "scenes/Player/Medic/low/StandOnThePoint05.vcd" 
}
Rule PlayerHelpCapture2Medic
{
	criteria ConceptPlayerHelp IsMedic IsOnCappableControlPoint IsHelpCapMedic
	Response PlayerHelpCapture2Medic
}

Response PlayerHelpDefendMedic
{
	scene "scenes/Player/Medic/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Medic/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Medic/low/HelpMeDefend03.vcd" 
}
Rule PlayerHelpDefendMedic
{
	criteria ConceptPlayerHelp IsMedic IsOnFriendlyControlPoint
	Response PlayerHelpDefendMedic
}

Response PlayerMedicMedic
{
	scene "scenes/Player/Medic/low/Medic01.vcd" 
	scene "scenes/Player/Medic/low/Medic02.vcd" 
	scene "scenes/Player/Medic/low/Medic03.vcd" 
}
Rule PlayerMedicMedic
{
	criteria ConceptPlayerMedic IsMedic
	Response PlayerMedicMedic
}

Response PlayerMoveUpMedic
{
	scene "scenes/Player/Medic/low/MoveUp01.vcd" 
	scene "scenes/Player/Medic/low/MoveUp02.vcd" 
}
Rule PlayerMoveUpMedic
{
	criteria ConceptPlayerMoveUp  IsMedic
	Response PlayerMoveUpMedic
}

Response PlayerNoMedic
{
	scene "scenes/Player/Medic/low/No01.vcd" 
	scene "scenes/Player/Medic/low/No02.vcd" 
	scene "scenes/Player/Medic/low/No03.vcd" 
}
Rule PlayerNoMedic
{
	criteria ConceptPlayerNo  IsMedic
	Response PlayerNoMedic
}

Response PlayerThanksMedic
{
	scene "scenes/Player/Medic/low/Thanks01.vcd" 
	scene "scenes/Player/Medic/low/Thanks02.vcd" 
}
Rule PlayerThanksMedic
{
	criteria ConceptPlayerThanks IsMedic
	Response PlayerThanksMedic
}

Response PlayerYesMedic
{
	scene "scenes/Player/Medic/low/Yes01.vcd" 
	scene "scenes/Player/Medic/low/Yes02.vcd" 
	scene "scenes/Player/Medic/low/Yes03.vcd" 
}
Rule PlayerYesMedic
{
	criteria ConceptPlayerYes  IsMedic
	Response PlayerYesMedic
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeMedic
{
	scene "scenes/Player/Medic/low/ActivateCharge01.vcd" 
	scene "scenes/Player/Medic/low/ActivateCharge02.vcd" 
	scene "scenes/Player/Medic/low/ActivateCharge03.vcd" 
}
Rule PlayerActivateChargeMedic
{
	criteria ConceptPlayerActivateCharge IsMedic
	Response PlayerActivateChargeMedic
}

Response PlayerChargeReadyMedic
{
	scene "scenes/Player/Medic/low/AutoChargeReady02.vcd" 
	scene "scenes/Player/Medic/low/AutoChargeReady03.vcd" 
}
Rule PlayerChargeReadyMedic
{
	criteria ConceptPlayerChargeReady IsMedic
	Response PlayerChargeReadyMedic
}

Response PlayerCloakedSpyMedic
{
	scene "scenes/Player/Medic/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Medic/low/CloakedSpy02.vcd" 
}
Rule PlayerCloakedSpyMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic
	Response PlayerCloakedSpyMedic
}

Response PlayerDispenserHereMedic
{
	scene "scenes/Player/Medic/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHereMedic
{
	criteria ConceptPlayerDispenserHere IsMedic
	Response PlayerDispenserHereMedic
}

Response PlayerIncomingMedic
{
	scene "scenes/Player/Medic/low/Incoming01.vcd" 
	scene "scenes/Player/Medic/low/Incoming02.vcd" 
	scene "scenes/Player/Medic/low/Incoming03.vcd" 
}
Rule PlayerIncomingMedic
{
	criteria ConceptPlayerIncoming IsMedic
	Response PlayerIncomingMedic
}

Response PlayerSentryAheadMedic
{
	scene "scenes/Player/Medic/low/SentryAhead01.vcd" 
	scene "scenes/Player/Medic/low/SentryAhead02.vcd" 
}
Rule PlayerSentryAheadMedic
{
	criteria ConceptPlayerSentryAhead IsMedic
	Response PlayerSentryAheadMedic
}

Response PlayerSentryHereMedic
{
	scene "scenes/Player/Medic/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHereMedic
{
	criteria ConceptPlayerSentryHere IsMedic
	Response PlayerSentryHereMedic
}

Response PlayerTeleporterHereMedic
{
	scene "scenes/Player/Medic/low/NeedTeleporter01.vcd" 
}
Rule PlayerTeleporterHereMedic
{
	criteria ConceptPlayerTeleporterHere IsMedic
	Response PlayerTeleporterHereMedic
}


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

Response PlayerCheersMedic
{
	scene "scenes/Player/Medic/low/Cheers01.vcd" 
	scene "scenes/Player/Medic/low/Cheers02.vcd" 
	scene "scenes/Player/Medic/low/Cheers03.vcd" 
	scene "scenes/Player/Medic/low/Cheers04.vcd" 
	scene "scenes/Player/Medic/low/Cheers05.vcd" 
	scene "scenes/Player/Medic/low/Cheers06.vcd" 
}
Rule PlayerCheersMedic
{
	criteria ConceptPlayerCheers IsMedic
	Response PlayerCheersMedic
}

Response PlayerGoodJobMedic
{
	scene "scenes/Player/Medic/low/GoodJob01.vcd" 
	scene "scenes/Player/Medic/low/GoodJob02.vcd" 
	scene "scenes/Player/Medic/low/GoodJob03.vcd" 
}
Rule PlayerGoodJobMedic
{
	criteria ConceptPlayerGoodJob IsMedic
	Response PlayerGoodJobMedic
}

Response PlayerJeersMedic
{
	scene "scenes/Player/Medic/low/Jeers01.vcd" 
	scene "scenes/Player/Medic/low/Jeers02.vcd" 
	scene "scenes/Player/Medic/low/Jeers03.vcd" 
	scene "scenes/Player/Medic/low/Jeers04.vcd" 
	scene "scenes/Player/Medic/low/Jeers05.vcd" 
	scene "scenes/Player/Medic/low/Jeers06.vcd" 
	scene "scenes/Player/Medic/low/Jeers07.vcd" 
	scene "scenes/Player/Medic/low/Jeers08.vcd" 
	scene "scenes/Player/Medic/low/Jeers09.vcd" 
	scene "scenes/Player/Medic/low/Jeers10.vcd" 
	scene "scenes/Player/Medic/low/Jeers11.vcd" 
	scene "scenes/Player/Medic/low/Jeers12.vcd" 
}
Rule PlayerJeersMedic
{
	criteria ConceptPlayerJeers IsMedic
	Response PlayerJeersMedic
}

Response PlayerLostPointMedic
{
	scene "scenes/Player/Medic/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization06.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization07.vcd" 
}
Rule PlayerLostPointMedic
{
	criteria ConceptPlayerLostPoint IsMedic
	Response PlayerLostPointMedic
}

Response PlayerNegativeMedic
{
	scene "scenes/Player/Medic/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization06.vcd" 
	scene "scenes/Player/Medic/low/NegativeVocalization07.vcd" 
}
Rule PlayerNegativeMedic
{
	criteria ConceptPlayerNegative IsMedic
	Response PlayerNegativeMedic
}

Response PlayerNiceShotMedic
{
	scene "scenes/Player/Medic/low/NiceShot01.vcd" 
	scene "scenes/Player/Medic/low/NiceShot02.vcd" 
}
Rule PlayerNiceShotMedic
{
	criteria ConceptPlayerNiceShot IsMedic
	Response PlayerNiceShotMedic
}

Response PlayerPositiveMedic
{
	scene "scenes/Player/Medic/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Medic/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Medic/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Medic/low/PositiveVocalization05.vcd" 
	scene "scenes/Player/Medic/low/PositiveVocalization06.vcd" 
}
Rule PlayerPositiveMedic
{
	criteria ConceptPlayerPositive IsMedic
	Response PlayerPositiveMedic
}

Response PlayerTauntsMedic
{
	scene "scenes/Player/Medic/low/LaughEvil01.vcd" 
	scene "scenes/Player/Medic/low/LaughEvil03.vcd" 
	scene "scenes/Player/Medic/low/LaughEvil04.vcd" 
	scene "scenes/Player/Medic/low/LaughShort01.vcd" 
	scene "scenes/Player/Medic/low/LaughShort02.vcd" 
}
Rule PlayerTauntsMedic
{
	criteria ConceptPlayerTaunts IsMedic
	Response PlayerTauntsMedic
}

