//--------------------------------------------------------------------------------------------------------------
// Pyro Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "PyroIsNotStillonFire" "PyroOnFire" "!=1" "required" weight 0
Criterion "PyroIsStillonFire" "PyroOnFire" "1" "required" weight 0
Criterion "PyroNotKillSpeech" "PyroKillSpeech" "!=1" "required" weight 0
Criterion "PyroNotKillSpeechMelee" "PyroKillSpeechMelee" "!=1" "required" weight 0
Criterion "PyroNotSaidHealThanks" "PyroSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapPyro" "PyroHelpCap" "1" "required" weight 0


Response PlayerCloakedSpyDemomanPyro
{
	scene "scenes/Player/Pyro/low/CloakedSpyIdentify01.vcd" 
}
Rule PlayerCloakedSpyDemomanPyro
{
	criteria ConceptPlayerCloakedSpy IsPyro IsOnDemoman
	Response PlayerCloakedSpyDemomanPyro
}

Response PlayerCloakedSpyEngineerPyro
{
	scene "scenes/Player/Pyro/low/CloakedSpyIdentify01.vcd" 
}
Rule PlayerCloakedSpyEngineerPyro
{
	criteria ConceptPlayerCloakedSpy IsPyro IsOnEngineer
	Response PlayerCloakedSpyEngineerPyro
}

Response PlayerCloakedSpyHeavyPyro
{
	scene "scenes/Player/Pyro/low/CloakedSpyIdentify01.vcd" 
}
Rule PlayerCloakedSpyHeavyPyro
{
	criteria ConceptPlayerCloakedSpy IsPyro IsOnHeavy
	Response PlayerCloakedSpyHeavyPyro
}

Response PlayerCloakedSpyMedicPyro
{
	scene "scenes/Player/Pyro/low/CloakedSpyIdentify01.vcd" 
}
Rule PlayerCloakedSpyMedicPyro
{
	criteria ConceptPlayerCloakedSpy IsPyro IsOnMedic
	Response PlayerCloakedSpyMedicPyro
}

Response PlayerCloakedSpyPyroPyro
{
	scene "scenes/Player/Pyro/low/CloakedSpyIdentify01.vcd" 
}
Rule PlayerCloakedSpyPyroPyro
{
	criteria ConceptPlayerCloakedSpy IsPyro IsOnPyro
	Response PlayerCloakedSpyPyroPyro
}

Response PlayerCloakedSpySniperPyro
{
	scene "scenes/Player/Pyro/low/CloakedSpyIdentify01.vcd" 
}
Rule PlayerCloakedSpySniperPyro
{
	criteria ConceptPlayerCloakedSpy IsPyro IsOnSniper
	Response PlayerCloakedSpySniperPyro
}

Response PlayerCloakedSpySpyPyro
{
	scene "scenes/Player/Pyro/low/CloakedSpyIdentify01.vcd" 
}
Rule PlayerCloakedSpySpyPyro
{
	criteria ConceptPlayerCloakedSpy IsPyro IsOnSpy
	Response PlayerCloakedSpySpyPyro
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksPyro
{
	scene "scenes/Player/Pyro/low/ThanksForTheHeal01.vcd" 
}
Rule HealThanksPyro
{
	criteria ConceptMedicChargeStopped IsPyro SuperHighHealthContext PyroNotSaidHealThanks 50PercentChance
	ApplyContext "PyroSaidHealThanks:1:20"
	Response HealThanksPyro
}

Response PlayerRoundStartPyro
{
	scene "scenes/Player/Pyro/low/BattleCry01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Pyro/low/BattleCry02.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartPyro
{
	criteria ConceptPlayerRoundStart IsPyro
	Response PlayerRoundStartPyro
}

Response PlayerCappedIntelligencePyro
{
	scene "scenes/Player/Pyro/low/AutoCappedIntelligence01.vcd" 
}
Rule PlayerCappedIntelligencePyro
{
	criteria ConceptPlayerCapturedIntelligence IsPyro
	Response PlayerCappedIntelligencePyro
}

Response PlayerCapturedPointPyro
{
	scene "scenes/Player/Pyro/low/AutoCappedControlPoint01.vcd" 
}
Rule PlayerCapturedPointPyro
{
	criteria ConceptPlayerCapturedPoint IsPyro
	Response PlayerCapturedPointPyro
}

Response PlayerSuddenDeathPyro
{
	scene "scenes/Player/Pyro/low/Jeers01.vcd" 
	scene "scenes/Player/Pyro/low/Jeers02.vcd" 
}
Rule PlayerSuddenDeathPyro
{
	criteria ConceptPlayerSuddenDeathStart IsPyro
	Response PlayerSuddenDeathPyro
}

Response PlayerStalematePyro
{
	scene "scenes/Player/Pyro/low/AutoDejectedTie01.vcd" 
}
Rule PlayerStalematePyro
{
	criteria ConceptPlayerStalemate IsPyro
	Response PlayerStalematePyro
}

Response PlayerTeleporterThanksPyro
{
	scene "scenes/Player/Pyro/low/ThanksForTheTeleporter01.vcd" 
}
Rule PlayerTeleporterThanksPyro
{
	criteria ConceptTeleported IsNotEngineer IsPyro 30PercentChance
	Response PlayerTeleporterThanksPyro
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response KilledPlayerManyPyro
{
	scene "scenes/Player/Pyro/low/Taunts04.vcd" 
}
Rule KilledPlayerManyPyro
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay PyroNotKillSpeech IsPyro
	ApplyContext "PyroKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyPyro
}

Response KilledPlayerMeleePyro
{
	scene "scenes/Player/Pyro/low/Taunts03.vcd" 
}
Rule KilledPlayerMeleePyro
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee PyroNotKillSpeechMelee IsPyro
	ApplyContext "PyroKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleePyro
}

Response PlayerKilledCapperPyro
{
	scene "scenes/Player/Pyro/low/BattleCry02.vcd" 
	scene "scenes/Player/Pyro/low/Cheers01.vcd" 
}
Rule PlayerKilledCapperPyro
{
	criteria ConceptCapBlocked IsPyro
	ApplyContext "PyroKillSpeech:1:10"
	Response PlayerKilledCapperPyro
}

Response PlayerKilledDominatingPyro
{
	scene "scenes/Player/Pyro/low/LaughEvil01.vcd" predelay "2.5"
	scene "scenes/Player/Pyro/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Pyro/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Pyro/low/LaughLong01.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingPyro
{
	criteria ConceptKilledPlayer IsPyro IsDominated
	ApplyContext "PyroKillSpeech:1:10"
	Response PlayerKilledDominatingPyro
}

Response PlayerKilledForRevengePyro
{
	scene "scenes/Player/Pyro/low/ActivateCharge01.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengePyro
{
	criteria ConceptKilledPlayer IsPyro IsRevenge
	ApplyContext "PyroKillSpeech:1:10"
	Response PlayerKilledForRevengePyro
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainPyro
{
	scene "scenes/Player/Pyro/low/PainSevere01.vcd" 
	scene "scenes/Player/Pyro/low/PainSevere02.vcd" 
	scene "scenes/Player/Pyro/low/PainSevere03.vcd" 
	scene "scenes/Player/Pyro/low/PainSevere04.vcd" 
	scene "scenes/Player/Pyro/low/PainSevere05.vcd" 
	scene "scenes/Player/Pyro/low/PainSevere06.vcd" 
}
Rule PlayerAttackerPainPyro
{
	criteria ConceptAttackerPain IsPyro
	Response PlayerAttackerPainPyro
}

Response PlayerOnFirePyro
{
	scene "scenes/Player/Pyro/low/AutoOnFire01.vcd" 
	scene "scenes/Player/Pyro/low/AutoOnFire02.vcd" 
}
Rule PlayerOnFirePyro
{
	criteria ConceptFire IsPyro PyroIsNotStillonFire
	ApplyContext "PyroOnFire:1:7"
	Response PlayerOnFirePyro
}

Response PlayerPainPyro
{
	scene "scenes/Player/Pyro/low/PainSharp01.vcd" 
	scene "scenes/Player/Pyro/low/PainSharp02.vcd" 
	scene "scenes/Player/Pyro/low/PainSharp03.vcd" 
	scene "scenes/Player/Pyro/low/PainSharp04.vcd" 
	scene "scenes/Player/Pyro/low/PainSharp05.vcd" 
	scene "scenes/Player/Pyro/low/PainSharp06.vcd" 
	scene "scenes/Player/Pyro/low/PainSharp07.vcd" 
}
Rule PlayerPainPyro
{
	criteria ConceptPain IsPyro
	Response PlayerPainPyro
}

Response PlayerStillOnFirePyro
{
	scene "scenes/Player/Pyro/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFirePyro
{
	criteria ConceptFire IsPyro  PyroIsStillonFire
	ApplyContext "PyroOnFire:1:7"
	Response PlayerStillOnFirePyro
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoPyro
{
	scene "scenes/Player/Pyro/low/Go01.vcd" 
}
Rule PlayerGoPyro
{
	criteria ConceptPlayerGo IsPyro
	Response PlayerGoPyro
}

Response PlayerHeadLeftPyro
{
	scene "scenes/Player/Pyro/low/HeadLeft01.vcd" 
}
Rule PlayerHeadLeftPyro
{
	criteria ConceptPlayerLeft  IsPyro
	Response PlayerHeadLeftPyro
}

Response PlayerHeadRightPyro
{
	scene "scenes/Player/Pyro/low/HeadRight01.vcd" 
}
Rule PlayerHeadRightPyro
{
	criteria ConceptPlayerRight  IsPyro
	Response PlayerHeadRightPyro
}

Response PlayerHelpPyro
{
	scene "scenes/Player/Pyro/low/HelpMe01.vcd" 
}
Rule PlayerHelpPyro
{
	criteria ConceptPlayerHelp IsPyro
	Response PlayerHelpPyro
}

Response PlayerHelpCapturePyro
{
	scene "scenes/Player/Pyro/low/HelpMeCapture01.vcd" 
}
Rule PlayerHelpCapturePyro
{
	criteria ConceptPlayerHelp IsPyro IsOnCappableControlPoint
	ApplyContext "PyroHelpCap:1:10"
	Response PlayerHelpCapturePyro
}

Response PlayerHelpCapture2Pyro
{
	scene "scenes/Player/Pyro/low/StandOnThePoint01.vcd" 
}
Rule PlayerHelpCapture2Pyro
{
	criteria ConceptPlayerHelp IsPyro IsOnCappableControlPoint IsHelpCapPyro
	Response PlayerHelpCapture2Pyro
}

Response PlayerHelpDefendPyro
{
	scene "scenes/Player/Pyro/low/HelpMeDefend01.vcd" 
}
Rule PlayerHelpDefendPyro
{
	criteria ConceptPlayerHelp IsPyro IsOnFriendlyControlPoint
	Response PlayerHelpDefendPyro
}

Response PlayerMedicPyro
{
	scene "scenes/Player/Pyro/low/Medic01.vcd" 
}
Rule PlayerMedicPyro
{
	criteria ConceptPlayerMedic IsPyro
	Response PlayerMedicPyro
}

Response PlayerMoveUpPyro
{
	scene "scenes/Player/Pyro/low/MoveUp01.vcd" 
}
Rule PlayerMoveUpPyro
{
	criteria ConceptPlayerMoveUp  IsPyro
	Response PlayerMoveUpPyro
}

Response PlayerNoPyro
{
	scene "scenes/Player/Pyro/low/No01.vcd" 
}
Rule PlayerNoPyro
{
	criteria ConceptPlayerNo  IsPyro
	Response PlayerNoPyro
}

Response PlayerThanksPyro
{
	scene "scenes/Player/Pyro/low/Thanks01.vcd" 
}
Rule PlayerThanksPyro
{
	criteria ConceptPlayerThanks IsPyro
	Response PlayerThanksPyro
}

Response PlayerYesPyro
{
	scene "scenes/Player/Pyro/low/Yes01.vcd" 
}
Rule PlayerYesPyro
{
	criteria ConceptPlayerYes  IsPyro
	Response PlayerYesPyro
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargePyro
{
	scene "scenes/Player/Pyro/low/ActivateCharge01.vcd" 
}
Rule PlayerActivateChargePyro
{
	criteria ConceptPlayerActivateCharge IsPyro
	Response PlayerActivateChargePyro
}

Response PlayerCloakedSpyPyro
{
	scene "scenes/Player/Pyro/low/CloakedSpy01.vcd" 
}
Rule PlayerCloakedSpyPyro
{
	criteria ConceptPlayerCloakedSpy IsPyro
	Response PlayerCloakedSpyPyro
}

Response PlayerDispenserHerePyro
{
	scene "scenes/Player/Pyro/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHerePyro
{
	criteria ConceptPlayerDispenserHere IsPyro
	Response PlayerDispenserHerePyro
}

Response PlayerIncomingPyro
{
	scene "scenes/Player/Pyro/low/Incoming01.vcd" 
}
Rule PlayerIncomingPyro
{
	criteria ConceptPlayerIncoming IsPyro
	Response PlayerIncomingPyro
}

Response PlayerSentryAheadPyro
{
	scene "scenes/Player/Pyro/low/SentryAhead01.vcd" 
}
Rule PlayerSentryAheadPyro
{
	criteria ConceptPlayerSentryAhead IsPyro
	Response PlayerSentryAheadPyro
}

Response PlayerSentryHerePyro
{
	scene "scenes/Player/Pyro/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHerePyro
{
	criteria ConceptPlayerSentryHere IsPyro
	Response PlayerSentryHerePyro
}

Response PlayerTeleporterHerePyro
{
	scene "scenes/Player/Pyro/low/NeedTeleporter01.vcd" 
}
Rule PlayerTeleporterHerePyro
{
	criteria ConceptPlayerTeleporterHere IsPyro
	Response PlayerTeleporterHerePyro
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryPyro
{
	scene "scenes/Player/Pyro/low/BattleCry01.vcd" 
	scene "scenes/Player/Pyro/low/BattleCry02.vcd" 
}
Rule PlayerBattleCryPyro
{
	criteria ConceptPlayerBattleCry IsPyro
	Response PlayerBattleCryPyro
}

Response PlayerCheersPyro
{
	scene "scenes/Player/Pyro/low/Cheers01.vcd" 
}
Rule PlayerCheersPyro
{
	criteria ConceptPlayerCheers IsPyro
	Response PlayerCheersPyro
}

Response PlayerGoodJobPyro
{
	scene "scenes/Player/Pyro/low/GoodJob01.vcd" 
}
Rule PlayerGoodJobPyro
{
	criteria ConceptPlayerGoodJob IsPyro
	Response PlayerGoodJobPyro
}

Response PlayerJeersPyro
{
	scene "scenes/Player/Pyro/low/Jeers01.vcd" 
	scene "scenes/Player/Pyro/low/Jeers02.vcd" 
}
Rule PlayerJeersPyro
{
	criteria ConceptPlayerJeers IsPyro
	Response PlayerJeersPyro
}

Response PlayerLostPointPyro
{
	scene "scenes/Player/Pyro/low/NegativeVocalization01.vcd" 
}
Rule PlayerLostPointPyro
{
	criteria ConceptPlayerLostPoint IsPyro
	Response PlayerLostPointPyro
}

Response PlayerNegativePyro
{
	scene "scenes/Player/Pyro/low/NegativeVocalization01.vcd" 
}
Rule PlayerNegativePyro
{
	criteria ConceptPlayerNegative IsPyro
	Response PlayerNegativePyro
}

Response PlayerNiceShotPyro
{
	scene "scenes/Player/Pyro/low/NiceShot01.vcd" 
}
Rule PlayerNiceShotPyro
{
	criteria ConceptPlayerNiceShot IsPyro
	Response PlayerNiceShotPyro
}

Response PlayerPositivePyro
{
	scene "scenes/Player/Pyro/low/PositiveVocalization01.vcd" 
}
Rule PlayerPositivePyro
{
	criteria ConceptPlayerPositive IsPyro
	Response PlayerPositivePyro
}

Response PlayerTauntsPyro
{
	scene "scenes/Player/Pyro/low/LaughEvil03.vcd" 
	scene "scenes/Player/Pyro/low/LaughEvil04.vcd" 
	scene "scenes/Player/Pyro/low/LaughShort01.vcd" 
}
Rule PlayerTauntsPyro
{
	criteria ConceptPlayerTaunts IsPyro
	Response PlayerTauntsPyro
}

