//--------------------------------------------------------------------------------------------------------------
// Scout Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "ScoutIsKillSpeechObject" "ScoutKillSpeechObject" "1" "required" weight 0
Criterion "ScoutIsNotStillonFire" "ScoutOnFire" "!=1" "required" weight 0
Criterion "ScoutIsStillonFire" "ScoutOnFire" "1" "required" weight 0
Criterion "ScoutNotKillSpeech" "ScoutKillSpeech" "!=1" "required" weight 0
Criterion "ScoutNotKillSpeechMelee" "ScoutKillSpeechMelee" "!=1" "required" weight 0
Criterion "ScoutNotKillSpeechMeleeFat" "ScoutKillSpeechMeleeFat" "!=1" "required" weight 0
Criterion "ScoutNotSaidHealThanks" "ScoutSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapScout" "ScoutHelpCap" "1" "required" weight 0
Criterion "NotScoutGrabbedIntelligence" "ScoutGrabbedIntelligence" "!=1" "required"


Response PlayerCloakedSpyDemomanScout
{
	scene "scenes/Player/Scout/low/CloakedSpyIdentify05.vcd" 
}
Rule PlayerCloakedSpyDemomanScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnDemoman
	Response PlayerCloakedSpyDemomanScout
}

Response PlayerCloakedSpyEngineerScout
{
	scene "scenes/Player/Scout/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpyEngineerScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnEngineer
	Response PlayerCloakedSpyEngineerScout
}

Response PlayerCloakedSpyHeavyScout
{
	scene "scenes/Player/Scout/low/CloakedSpyIdentify03.vcd" 
}
Rule PlayerCloakedSpyHeavyScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnHeavy
	Response PlayerCloakedSpyHeavyScout
}

Response PlayerCloakedSpyMedicScout
{
	scene "scenes/Player/Scout/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpyMedicScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnMedic
	Response PlayerCloakedSpyMedicScout
}

Response PlayerCloakedSpyPyroScout
{
	scene "scenes/Player/Scout/low/CloakedSpyIdentify04.vcd" 
}
Rule PlayerCloakedSpyPyroScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnPyro
	Response PlayerCloakedSpyPyroScout
}

Response PlayerCloakedSpySniperScout
{
	scene "scenes/Player/Scout/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpySniperScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnSniper
	Response PlayerCloakedSpySniperScout
}

Response PlayerCloakedSpySoldierScout
{
	scene "scenes/Player/Scout/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpySoldierScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnSoldier
	Response PlayerCloakedSpySoldierScout
}

Response PlayerCloakedSpySpyScout
{
	scene "scenes/Player/Scout/low/CloakedSpyIdentify06.vcd" 
}
Rule PlayerCloakedSpySpyScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnSpy
	Response PlayerCloakedSpySpyScout
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksScout
{
	scene "scenes/Player/Scout/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Scout/low/ThanksForTheHeal02.vcd" 
	scene "scenes/Player/Scout/low/ThanksForTheHeal03.vcd" 
}
Rule HealThanksScout
{
	criteria ConceptMedicChargeStopped IsScout SuperHighHealthContext ScoutNotSaidHealThanks 50PercentChance
	ApplyContext "ScoutSaidHealThanks:1:20"
	Response HealThanksScout
}

Response PlayerRoundStartScout
{
	scene "scenes/Player/Scout/low/BattleCry01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/BattleCry02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/BattleCry03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/BattleCry04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/BattleCry05.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartScout
{
	criteria ConceptPlayerRoundStart IsScout
	Response PlayerRoundStartScout
}

Response PlayerCappedIntelligenceScout
{
	scene "scenes/Player/Scout/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Scout/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Scout/low/AutoCappedIntelligence03.vcd" 
	scene "scenes/Player/Scout/low/Generic01.vcd" 
}
Rule PlayerCappedIntelligenceScout
{
	criteria ConceptPlayerCapturedIntelligence IsScout
	Response PlayerCappedIntelligenceScout
}

Response PlayerCapturedPointScout
{
	scene "scenes/Player/Scout/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Scout/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Scout/low/AutoCappedControlPoint03.vcd" 
	scene "scenes/Player/Scout/low/AutoCappedControlPoint04.vcd" 
}
Rule PlayerCapturedPointScout
{
	criteria ConceptPlayerCapturedPoint IsScout
	Response PlayerCapturedPointScout
}

Response PlayerGrabbedIntelligenceScout
{
	scene "scenes/Player/Scout/low/SpecialCompleted05.vcd" 
}
Rule PlayerGrabbedIntelligenceScout
{
	criteria ConceptPlayerGrabbedIntelligence IsScout NotScoutGrabbedIntelligence 10PercentChance
	ApplyContext "ScoutGrabbedIntelligence:1:30"
	Response PlayerGrabbedIntelligenceScout
}

Response PlayerSuddenDeathScout
{
	scene "scenes/Player/Scout/low/Jeers02.vcd" 
	scene "scenes/Player/Scout/low/Jeers03.vcd" 
	scene "scenes/Player/Scout/low/Jeers04.vcd" 
	scene "scenes/Player/Scout/low/Jeers05.vcd" 
	scene "scenes/Player/Scout/low/Jeers06.vcd" 
	scene "scenes/Player/Scout/low/Jeers07.vcd" 
	scene "scenes/Player/Scout/low/Jeers08.vcd" 
	scene "scenes/Player/Scout/low/Jeers09.vcd" 
	scene "scenes/Player/Scout/low/Jeers10.vcd" 
	scene "scenes/Player/Scout/low/Jeers11.vcd" 
	scene "scenes/Player/Scout/low/Jeers12.vcd" 
}
Rule PlayerSuddenDeathScout
{
	criteria ConceptPlayerSuddenDeathStart IsScout
	Response PlayerSuddenDeathScout
}

Response PlayerStalemateScout
{
	scene "scenes/Player/Scout/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Scout/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Scout/low/AutoDejectedTie03.vcd" 
	scene "scenes/Player/Scout/low/AutoDejectedTie04.vcd" 
}
Rule PlayerStalemateScout
{
	criteria ConceptPlayerStalemate IsScout
	Response PlayerStalemateScout
}

Response PlayerTeleporterThanksScout
{
	scene "scenes/Player/Scout/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Scout/low/ThanksForTheTeleporter02.vcd" 
	scene "scenes/Player/Scout/low/ThanksForTheTeleporter03.vcd" 
}
Rule PlayerTeleporterThanksScout
{
	criteria ConceptTeleported IsNotEngineer IsScout 30PercentChance
	Response PlayerTeleporterThanksScout
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response KilledPlayerManyScout
{
	scene "scenes/Player/Scout/low/Taunts04.vcd" 
}
Rule KilledPlayerManyScout
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay ScoutNotKillSpeech IsScout
	ApplyContext "ScoutKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyScout
}

Response KilledPlayerMeleeScout
{
	scene "scenes/Player/Scout/low/SpecialCompleted02.vcd" 
	scene "scenes/Player/Scout/low/SpecialCompleted03.vcd" 
	scene "scenes/Player/Scout/low/SpecialCompleted04.vcd" 
	scene "scenes/Player/Scout/low/SpecialCompleted06.vcd" 
	scene "scenes/Player/Scout/low/SpecialCompleted07.vcd" 
	scene "scenes/Player/Scout/low/SpecialCompleted09.vcd" 
	scene "scenes/Player/Scout/low/SpecialCompleted11.vcd" 
	scene "scenes/Player/Scout/low/Taunts08.vcd" 
	scene "scenes/Player/Scout/low/Taunts11.vcd" 
}
Rule KilledPlayerMeleeScout
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeScout
}

Response KilledPlayerMeleeScoutFatScout
{
	scene "scenes/Player/Scout/low/SpecialCompleted01.vcd" 
}
Rule KilledPlayerMeleeScoutFatScout
{
	criteria ConceptKilledPlayer KilledPlayerDelay 75PercentChance  IsWeaponMelee ScoutNotKillSpeechMeleeFat IsScout IsVictimHeavy
	ApplyContext "ScoutKillSpeechMeleeFat:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeScoutFatScout
}

Response PlayerKilledCapperScout
{
	scene "scenes/Player/Scout/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Scout/low/Cheers01.vcd" 
	scene "scenes/Player/Scout/low/Cheers06.vcd" 
	scene "scenes/Player/Scout/low/NiceShot03.vcd" 
	scene "scenes/Player/Scout/low/SpecialCompleted-AssistedKill02.vcd" 
	scene "scenes/Player/Scout/low/Taunts02.vcd" 
	scene "scenes/Player/Scout/low/Taunts09.vcd" 
	scene "scenes/Player/Scout/low/Taunts18.vcd" 
}
Rule PlayerKilledCapperScout
{
	criteria ConceptCapBlocked IsScout
	ApplyContext "ScoutKillSpeech:1:10"
	Response PlayerKilledCapperScout
}

Response PlayerKilledDominatingScout
{
	scene "scenes/Player/Scout/low/GoodJob02.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/LaughHappy02.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/LaughHappy03.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/LaughHappy04.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/LaughLong01.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/LaughLong02.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/Taunts16.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingScout
{
	criteria ConceptKilledPlayer IsScout IsDominated
	ApplyContext "ScoutKillSpeech:1:10"
	Response PlayerKilledDominatingScout
}

Response PlayerKilledForRevengeScout
{
	scene "scenes/Player/Scout/low/Cheers02.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/NiceShot02.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/SpecialCompleted12.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeScout
{
	criteria ConceptKilledPlayer IsScout IsRevenge
	ApplyContext "ScoutKillSpeech:1:10"
	Response PlayerKilledForRevengeScout
}

Response PlayerKilledObjectScout
{
	scene "scenes/Player/Scout/low/SpecialCompleted10.vcd" 
}
Rule PlayerKilledObjectScout
{
	criteria ConceptKilledObject IsScout 30PercentChance IsARecentKill
	ApplyContext "ScoutKillSpeechObject:1:30"
	applycontexttoworld
	Response PlayerKilledObjectScout
}


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

Response PlayerOnFireScout
{
	scene "scenes/Player/Scout/low/AutoOnFire01.vcd" 
}
Rule PlayerOnFireScout
{
	criteria ConceptFire IsScout ScoutIsNotStillonFire
	ApplyContext "ScoutOnFire:1:7"
	Response PlayerOnFireScout
}

Response PlayerOnFireRareScout
{
	scene "scenes/Player/Scout/low/AutoOnFire02.vcd" 
}
Rule PlayerOnFireRareScout
{
	criteria ConceptFire IsScout 10PercentChance ScoutIsNotStillonFire
	ApplyContext "ScoutOnFire:1:7"
	Response PlayerOnFireRareScout
}

Response PlayerPainScout
{
	scene "scenes/Player/Scout/low/PainSharp01.vcd" 
	scene "scenes/Player/Scout/low/PainSharp02.vcd" 
	scene "scenes/Player/Scout/low/PainSharp03.vcd" 
	scene "scenes/Player/Scout/low/PainSharp04.vcd" 
	scene "scenes/Player/Scout/low/PainSharp05.vcd" 
	scene "scenes/Player/Scout/low/PainSharp06.vcd" 
	scene "scenes/Player/Scout/low/PainSharp07.vcd" 
	scene "scenes/Player/Scout/low/PainSharp08.vcd" 
}
Rule PlayerPainScout
{
	criteria ConceptPain IsScout
	Response PlayerPainScout
}

Response PlayerStillOnFireScout
{
	scene "scenes/Player/Scout/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFireScout
{
	criteria ConceptFire IsScout  ScoutIsStillonFire
	ApplyContext "ScoutOnFire:1:7"
	Response PlayerStillOnFireScout
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoScout
{
	scene "scenes/Player/Scout/low/Go01.vcd" 
	scene "scenes/Player/Scout/low/Go02.vcd" 
	scene "scenes/Player/Scout/low/Go03.vcd" 
	scene "scenes/Player/Scout/low/Go04.vcd" 
}
Rule PlayerGoScout
{
	criteria ConceptPlayerGo IsScout
	Response PlayerGoScout
}

Response PlayerHeadLeftScout
{
	scene "scenes/Player/Scout/low/HeadLeft01.vcd" 
	scene "scenes/Player/Scout/low/HeadLeft02.vcd" 
	scene "scenes/Player/Scout/low/HeadLeft03.vcd" 
}
Rule PlayerHeadLeftScout
{
	criteria ConceptPlayerLeft  IsScout
	Response PlayerHeadLeftScout
}

Response PlayerHeadRightScout
{
	scene "scenes/Player/Scout/low/HeadRight01.vcd" 
	scene "scenes/Player/Scout/low/HeadRight02.vcd" 
	scene "scenes/Player/Scout/low/HeadRight03.vcd" 
}
Rule PlayerHeadRightScout
{
	criteria ConceptPlayerRight  IsScout
	Response PlayerHeadRightScout
}

Response PlayerHelpScout
{
	scene "scenes/Player/Scout/low/HelpMe01.vcd" 
	scene "scenes/Player/Scout/low/HelpMe02.vcd" 
	scene "scenes/Player/Scout/low/HelpMe03.vcd" 
	scene "scenes/Player/Scout/low/HelpMe04.vcd" 
}
Rule PlayerHelpScout
{
	criteria ConceptPlayerHelp IsScout
	Response PlayerHelpScout
}

Response PlayerHelpCaptureScout
{
	scene "scenes/Player/Scout/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Scout/low/HelpMeCapture02.vcd" 
	scene "scenes/Player/Scout/low/HelpMeCapture03.vcd" 
}
Rule PlayerHelpCaptureScout
{
	criteria ConceptPlayerHelp IsScout IsOnCappableControlPoint
	ApplyContext "ScoutHelpCap:1:10"
	Response PlayerHelpCaptureScout
}

Response PlayerHelpCapture2Scout
{
	scene "scenes/Player/Scout/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Scout/low/StandOnThePoint02.vcd" 
	scene "scenes/Player/Scout/low/StandOnThePoint03.vcd" 
	scene "scenes/Player/Scout/low/StandOnThePoint04.vcd" 
	scene "scenes/Player/Scout/low/StandOnThePoint05.vcd" 
}
Rule PlayerHelpCapture2Scout
{
	criteria ConceptPlayerHelp IsScout IsOnCappableControlPoint IsHelpCapScout
	Response PlayerHelpCapture2Scout
}

Response PlayerHelpDefendScout
{
	scene "scenes/Player/Scout/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Scout/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Scout/low/HelpMeDefend03.vcd" 
}
Rule PlayerHelpDefendScout
{
	criteria ConceptPlayerHelp IsScout IsOnFriendlyControlPoint
	Response PlayerHelpDefendScout
}

Response PlayerMedicScout
{
	scene "scenes/Player/Scout/low/Medic01.vcd" 
	scene "scenes/Player/Scout/low/Medic02.vcd" 
	scene "scenes/Player/Scout/low/Medic03.vcd" 
}
Rule PlayerMedicScout
{
	criteria ConceptPlayerMedic IsScout
	Response PlayerMedicScout
}

Response PlayerMoveUpScout
{
	scene "scenes/Player/Scout/low/MoveUp01.vcd" 
	scene "scenes/Player/Scout/low/MoveUp02.vcd" 
	scene "scenes/Player/Scout/low/MoveUp03.vcd" 
}
Rule PlayerMoveUpScout
{
	criteria ConceptPlayerMoveUp  IsScout
	Response PlayerMoveUpScout
}

Response PlayerNoScout
{
	scene "scenes/Player/Scout/low/No01.vcd" 
	scene "scenes/Player/Scout/low/No02.vcd" 
	scene "scenes/Player/Scout/low/No03.vcd" 
}
Rule PlayerNoScout
{
	criteria ConceptPlayerNo  IsScout
	Response PlayerNoScout
}

Response PlayerThanksScout
{
	scene "scenes/Player/Scout/low/Thanks01.vcd" 
	scene "scenes/Player/Scout/low/Thanks02.vcd" 
}
Rule PlayerThanksScout
{
	criteria ConceptPlayerThanks IsScout
	Response PlayerThanksScout
}

Response PlayerYesScout
{
	scene "scenes/Player/Scout/low/Yes01.vcd" 
	scene "scenes/Player/Scout/low/Yes02.vcd" 
	scene "scenes/Player/Scout/low/Yes03.vcd" 
}
Rule PlayerYesScout
{
	criteria ConceptPlayerYes  IsScout
	Response PlayerYesScout
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeScout
{
	scene "scenes/Player/Scout/low/ActivateCharge01.vcd" 
	scene "scenes/Player/Scout/low/ActivateCharge02.vcd" 
	scene "scenes/Player/Scout/low/ActivateCharge03.vcd" 
}
Rule PlayerActivateChargeScout
{
	criteria ConceptPlayerActivateCharge IsScout
	Response PlayerActivateChargeScout
}

Response PlayerCloakedSpyScout
{
	scene "scenes/Player/Scout/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Scout/low/CloakedSpy02.vcd" 
	scene "scenes/Player/Scout/low/CloakedSpy03.vcd" 
	scene "scenes/Player/Scout/low/CloakedSpy04.vcd" 
}
Rule PlayerCloakedSpyScout
{
	criteria ConceptPlayerCloakedSpy IsScout
	Response PlayerCloakedSpyScout
}

Response PlayerDispenserHereScout
{
	scene "scenes/Player/Scout/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHereScout
{
	criteria ConceptPlayerDispenserHere IsScout
	Response PlayerDispenserHereScout
}

Response PlayerIncomingScout
{
	scene "scenes/Player/Scout/low/Incoming01.vcd" 
	scene "scenes/Player/Scout/low/Incoming02.vcd" 
	scene "scenes/Player/Scout/low/Incoming03.vcd" 
}
Rule PlayerIncomingScout
{
	criteria ConceptPlayerIncoming IsScout
	Response PlayerIncomingScout
}

Response PlayerSentryAheadScout
{
	scene "scenes/Player/Scout/low/SentryAhead01.vcd" 
	scene "scenes/Player/Scout/low/SentryAhead02.vcd" 
	scene "scenes/Player/Scout/low/SentryAhead03.vcd" 
}
Rule PlayerSentryAheadScout
{
	criteria ConceptPlayerSentryAhead IsScout
	Response PlayerSentryAheadScout
}

Response PlayerSentryHereScout
{
	scene "scenes/Player/Scout/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHereScout
{
	criteria ConceptPlayerSentryHere IsScout
	Response PlayerSentryHereScout
}

Response PlayerTeleporterHereScout
{
	scene "scenes/Player/Scout/low/NeedTeleporter01.vcd" 
}
Rule PlayerTeleporterHereScout
{
	criteria ConceptPlayerTeleporterHere IsScout
	Response PlayerTeleporterHereScout
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryScout
{
	scene "scenes/Player/Scout/low/BattleCry01.vcd" 
	scene "scenes/Player/Scout/low/BattleCry02.vcd" 
	scene "scenes/Player/Scout/low/BattleCry03.vcd" 
	scene "scenes/Player/Scout/low/BattleCry04.vcd" 
	scene "scenes/Player/Scout/low/BattleCry05.vcd" 
}
Rule PlayerBattleCryScout
{
	criteria ConceptPlayerBattleCry IsScout
	Response PlayerBattleCryScout
}

Response PlayerCheersScout
{
	scene "scenes/Player/Scout/low/Cheers01.vcd" 
	scene "scenes/Player/Scout/low/Cheers02.vcd" 
	scene "scenes/Player/Scout/low/Cheers03.vcd" 
	scene "scenes/Player/Scout/low/Cheers04.vcd" 
	scene "scenes/Player/Scout/low/Cheers05.vcd" 
	scene "scenes/Player/Scout/low/Cheers06.vcd" 
}
Rule PlayerCheersScout
{
	criteria ConceptPlayerCheers IsScout
	Response PlayerCheersScout
}

Response PlayerGoodJobScout
{
	scene "scenes/Player/Scout/low/GoodJob01.vcd" 
	scene "scenes/Player/Scout/low/GoodJob02.vcd" 
	scene "scenes/Player/Scout/low/GoodJob03.vcd" 
	scene "scenes/Player/Scout/low/GoodJob04.vcd" 
}
Rule PlayerGoodJobScout
{
	criteria ConceptPlayerGoodJob IsScout
	Response PlayerGoodJobScout
}

Response PlayerJeersScout
{
	scene "scenes/Player/Scout/low/Jeers02.vcd" 
	scene "scenes/Player/Scout/low/Jeers03.vcd" 
	scene "scenes/Player/Scout/low/Jeers04.vcd" 
	scene "scenes/Player/Scout/low/Jeers05.vcd" 
	scene "scenes/Player/Scout/low/Jeers06.vcd" 
	scene "scenes/Player/Scout/low/Jeers07.vcd" 
	scene "scenes/Player/Scout/low/Jeers08.vcd" 
	scene "scenes/Player/Scout/low/Jeers09.vcd" 
	scene "scenes/Player/Scout/low/Jeers10.vcd" 
	scene "scenes/Player/Scout/low/Jeers11.vcd" 
	scene "scenes/Player/Scout/low/Jeers12.vcd" 
}
Rule PlayerJeersScout
{
	criteria ConceptPlayerJeers IsScout
	Response PlayerJeersScout
}

Response PlayerLostPointScout
{
	scene "scenes/Player/Scout/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Scout/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Scout/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Scout/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Scout/low/NegativeVocalization05.vcd" 
}
Rule PlayerLostPointScout
{
	criteria ConceptPlayerLostPoint IsScout
	Response PlayerLostPointScout
}

Response PlayerNegativeScout
{
	scene "scenes/Player/Scout/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Scout/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Scout/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Scout/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Scout/low/NegativeVocalization05.vcd" 
}
Rule PlayerNegativeScout
{
	criteria ConceptPlayerNegative IsScout
	Response PlayerNegativeScout
}

Response PlayerNiceShotScout
{
	scene "scenes/Player/Scout/low/NiceShot01.vcd" 
	scene "scenes/Player/Scout/low/NiceShot02.vcd" 
	scene "scenes/Player/Scout/low/NiceShot03.vcd" 
}
Rule PlayerNiceShotScout
{
	criteria ConceptPlayerNiceShot IsScout
	Response PlayerNiceShotScout
}

Response PlayerPositiveScout
{
	scene "scenes/Player/Scout/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Scout/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Scout/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Scout/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Scout/low/PositiveVocalization05.vcd" 
}
Rule PlayerPositiveScout
{
	criteria ConceptPlayerPositive IsScout
	Response PlayerPositiveScout
}

Response PlayerTauntsScout
{
	scene "scenes/Player/Scout/low/LaughEvil03.vcd" 
	scene "scenes/Player/Scout/low/LaughShort01.vcd" 
	scene "scenes/Player/Scout/low/LaughShort02.vcd" 
	scene "scenes/Player/Scout/low/LaughShort03.vcd" 
	scene "scenes/Player/Scout/low/LaughShort04.vcd" 
	scene "scenes/Player/Scout/low/LaughShort05.vcd" 
}
Rule PlayerTauntsScout
{
	criteria ConceptPlayerTaunts IsScout
	Response PlayerTauntsScout
}

