//--------------------------------------------------------------------------------------------------------------
// Soldier Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "SoldierIsKillSpeechObject" "SoldierKillSpeechObject" "1" "required" weight 0
Criterion "SoldierIsNotStillonFire" "SoldierOnFire" "!=1" "required" weight 0
Criterion "SoldierIsStillonFire" "SoldierOnFire" "1" "required" weight 0
Criterion "SoldierNotKillSpeech" "SoldierKillSpeech" "!=1" "required" weight 0
Criterion "SoldierNotKillSpeechMelee" "SoldierKillSpeechMelee" "!=1" "required" weight 0
Criterion "SoldierNotSaidHealThanks" "SoldierSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapSoldier" "SoldierHelpCap" "1" "required" weight 0


Response PlayerCloakedSpyDemomanSoldier
{
	scene "scenes/Player/Soldier/low/CloakedSpyIdentify05.vcd" 
}
Rule PlayerCloakedSpyDemomanSoldier
{
	criteria ConceptPlayerCloakedSpy IsSoldier IsOnDemoman
	Response PlayerCloakedSpyDemomanSoldier
}

Response PlayerCloakedSpyEngineerSoldier
{
	scene "scenes/Player/Soldier/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpyEngineerSoldier
{
	criteria ConceptPlayerCloakedSpy IsSoldier IsOnEngineer
	Response PlayerCloakedSpyEngineerSoldier
}

Response PlayerCloakedSpyHeavySoldier
{
	scene "scenes/Player/Soldier/low/CloakedSpyIdentify03.vcd" 
}
Rule PlayerCloakedSpyHeavySoldier
{
	criteria ConceptPlayerCloakedSpy IsSoldier IsOnHeavy
	Response PlayerCloakedSpyHeavySoldier
}

Response PlayerCloakedSpyMedicSoldier
{
	scene "scenes/Player/Soldier/low/CloakedSpyIdentify06.vcd" 
}
Rule PlayerCloakedSpyMedicSoldier
{
	criteria ConceptPlayerCloakedSpy IsSoldier IsOnMedic
	Response PlayerCloakedSpyMedicSoldier
}

Response PlayerCloakedSpyPyroSoldier
{
	scene "scenes/Player/Soldier/low/CloakedSpyIdentify04.vcd" 
}
Rule PlayerCloakedSpyPyroSoldier
{
	criteria ConceptPlayerCloakedSpy IsSoldier IsOnPyro
	Response PlayerCloakedSpyPyroSoldier
}

Response PlayerCloakedSpySniperSoldier
{
	scene "scenes/Player/Soldier/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpySniperSoldier
{
	criteria ConceptPlayerCloakedSpy IsSoldier IsOnSniper
	Response PlayerCloakedSpySniperSoldier
}

Response PlayerCloakedSpySoldierSoldier
{
	scene "scenes/Player/Soldier/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpySoldierSoldier
{
	criteria ConceptPlayerCloakedSpy IsSoldier IsOnSoldier
	Response PlayerCloakedSpySoldierSoldier
}

Response PlayerCloakedSpySpySoldier
{
	scene "scenes/Player/Soldier/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpySpySoldier
{
	criteria ConceptPlayerCloakedSpy IsSoldier IsOnSpy
	Response PlayerCloakedSpySpySoldier
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksSoldier
{
	scene "scenes/Player/Soldier/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Soldier/low/ThanksForTheHeal02.vcd" 
	scene "scenes/Player/Soldier/low/ThanksForTheHeal03.vcd" 
}
Rule HealThanksSoldier
{
	criteria ConceptMedicChargeStopped IsSoldier SuperHighHealthContext SoldierNotSaidHealThanks 50PercentChance
	ApplyContext "SoldierSaidHealThanks:1:20"
	Response HealThanksSoldier
}

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

Response PlayerCappedIntelligenceSoldier
{
	scene "scenes/Player/Soldier/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Soldier/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Soldier/low/AutoCappedIntelligence03.vcd" 
}
Rule PlayerCappedIntelligenceSoldier
{
	criteria ConceptPlayerCapturedIntelligence IsSoldier
	Response PlayerCappedIntelligenceSoldier
}

Response PlayerCapturedPointSoldier
{
	scene "scenes/Player/Soldier/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Soldier/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Soldier/low/AutoCappedControlPoint03.vcd" 
}
Rule PlayerCapturedPointSoldier
{
	criteria ConceptPlayerCapturedPoint IsSoldier
	Response PlayerCapturedPointSoldier
}

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

Response PlayerStalemateSoldier
{
	scene "scenes/Player/Soldier/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Soldier/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Soldier/low/AutoDejectedTie03.vcd" 
}
Rule PlayerStalemateSoldier
{
	criteria ConceptPlayerStalemate IsSoldier
	Response PlayerStalemateSoldier
}

Response PlayerTeleporterThanksSoldier
{
	scene "scenes/Player/Soldier/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Soldier/low/ThanksForTheTeleporter02.vcd" 
	scene "scenes/Player/Soldier/low/ThanksForTheTeleporter03.vcd" 
}
Rule PlayerTeleporterThanksSoldier
{
	criteria ConceptTeleported IsNotEngineer IsSoldier 30PercentChance
	Response PlayerTeleporterThanksSoldier
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response KilledPlayerManySoldier
{
	scene "scenes/Player/Soldier/low/SpecialCompleted03.vcd" 
	scene "scenes/Player/Soldier/low/Taunts01.vcd" 
	scene "scenes/Player/Soldier/low/Taunts02.vcd" 
	scene "scenes/Player/Soldier/low/Taunts09.vcd" 
	scene "scenes/Player/Soldier/low/Taunts10.vcd" 
}
Rule KilledPlayerManySoldier
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier
	ApplyContext "SoldierKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManySoldier
}

Response KilledPlayerMeleeSoldier
{
	scene "scenes/Player/Soldier/low/SpecialCompleted05.vcd" 
}
Rule KilledPlayerMeleeSoldier
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee SoldierNotKillSpeechMelee IsSoldier
	ApplyContext "SoldierKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeSoldier
}

Response KilledPlayerVeryManySoldier
{
	scene "scenes/Player/Soldier/low/Taunts17.vcd" 
}
Rule KilledPlayerVeryManySoldier
{
	criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier
	ApplyContext "SoldierKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerVeryManySoldier
}

Response PlayerKilledCapperSoldier
{
	scene "scenes/Player/Soldier/low/Cheers04.vcd" 
	scene "scenes/Player/Soldier/low/Cheers05.vcd" 
	scene "scenes/Player/Soldier/low/Cheers06.vcd" 
}
Rule PlayerKilledCapperSoldier
{
	criteria ConceptCapBlocked IsSoldier
	ApplyContext "SoldierKillSpeech:1:10"
	Response PlayerKilledCapperSoldier
}

Response PlayerKilledDominatingSoldier
{
	scene "scenes/Player/Soldier/low/LaughEvil01.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/LaughEvil03.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/LaughHappy02.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/LaughHappy03.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/LaughLong01.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/LaughLong03.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/Taunts07.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/Taunts13.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSoldier
{
	criteria ConceptKilledPlayer IsSoldier IsDominated
	ApplyContext "SoldierKillSpeech:1:10"
	Response PlayerKilledDominatingSoldier
}

Response PlayerKilledForRevengeSoldier
{
	scene "scenes/Player/Soldier/low/BattleCry06.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/Cheers01.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/GoodJob02.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSoldier
{
	criteria ConceptKilledPlayer IsSoldier IsRevenge
	ApplyContext "SoldierKillSpeech:1:10"
	Response PlayerKilledForRevengeSoldier
}

Response PlayerKilledObjectSoldier
{
	scene "scenes/Player/Soldier/low/BattleCry01.vcd" 
	scene "scenes/Player/Soldier/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Soldier/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Soldier/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Soldier/low/SpecialCompleted04.vcd" 
}
Rule PlayerKilledObjectSoldier
{
	criteria ConceptKilledObject IsSoldier 30PercentChance IsARecentKill
	ApplyContext "SoldierKillSpeechObject:1:30"
	applycontexttoworld
	Response PlayerKilledObjectSoldier
}


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

Response PlayerOnFireSoldier
{
	scene "scenes/Player/Soldier/low/AutoOnFire01.vcd" 
}
Rule PlayerOnFireSoldier
{
	criteria ConceptFire IsSoldier SoldierIsNotStillonFire
	ApplyContext "SoldierOnFire:1:7"
	Response PlayerOnFireSoldier
}

Response PlayerOnFireRareSoldier
{
	scene "scenes/Player/Soldier/low/AutoOnFire02.vcd" 
	scene "scenes/Player/Soldier/low/AutoOnFire03.vcd" 
}
Rule PlayerOnFireRareSoldier
{
	criteria ConceptFire IsSoldier 10PercentChance SoldierIsNotStillonFire
	ApplyContext "SoldierOnFire:1:7"
	Response PlayerOnFireRareSoldier
}

Response PlayerPainSoldier
{
	scene "scenes/Player/Soldier/low/PainSharp01.vcd" 
	scene "scenes/Player/Soldier/low/PainSharp02.vcd" 
	scene "scenes/Player/Soldier/low/PainSharp03.vcd" 
	scene "scenes/Player/Soldier/low/PainSharp04.vcd" 
	scene "scenes/Player/Soldier/low/PainSharp05.vcd" 
	scene "scenes/Player/Soldier/low/PainSharp06.vcd" 
	scene "scenes/Player/Soldier/low/PainSharp07.vcd" 
	scene "scenes/Player/Soldier/low/PainSharp08.vcd" 
}
Rule PlayerPainSoldier
{
	criteria ConceptPain IsSoldier
	Response PlayerPainSoldier
}

Response PlayerStillOnFireSoldier
{
	scene "scenes/Player/Soldier/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFireSoldier
{
	criteria ConceptFire IsSoldier  SoldierIsStillonFire
	ApplyContext "SoldierOnFire:1:7"
	Response PlayerStillOnFireSoldier
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoSoldier
{
	scene "scenes/Player/Soldier/low/Go01.vcd" 
	scene "scenes/Player/Soldier/low/Go02.vcd" 
	scene "scenes/Player/Soldier/low/Go03.vcd" 
}
Rule PlayerGoSoldier
{
	criteria ConceptPlayerGo IsSoldier
	Response PlayerGoSoldier
}

Response PlayerHeadLeftSoldier
{
	scene "scenes/Player/Soldier/low/HeadLeft01.vcd" 
	scene "scenes/Player/Soldier/low/HeadLeft02.vcd" 
	scene "scenes/Player/Soldier/low/HeadLeft03.vcd" 
}
Rule PlayerHeadLeftSoldier
{
	criteria ConceptPlayerLeft  IsSoldier
	Response PlayerHeadLeftSoldier
}

Response PlayerHeadRightSoldier
{
	scene "scenes/Player/Soldier/low/HeadRight01.vcd" 
	scene "scenes/Player/Soldier/low/HeadRight02.vcd" 
	scene "scenes/Player/Soldier/low/HeadRight03.vcd" 
}
Rule PlayerHeadRightSoldier
{
	criteria ConceptPlayerRight  IsSoldier
	Response PlayerHeadRightSoldier
}

Response PlayerHelpSoldier
{
	scene "scenes/Player/Soldier/low/HelpMe01.vcd" 
	scene "scenes/Player/Soldier/low/HelpMe02.vcd" 
	scene "scenes/Player/Soldier/low/HelpMe03.vcd" 
}
Rule PlayerHelpSoldier
{
	criteria ConceptPlayerHelp IsSoldier
	Response PlayerHelpSoldier
}

Response PlayerHelpCaptureSoldier
{
	scene "scenes/Player/Soldier/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Soldier/low/HelpMeCapture02.vcd" 
	scene "scenes/Player/Soldier/low/HelpMeCapture03.vcd" 
}
Rule PlayerHelpCaptureSoldier
{
	criteria ConceptPlayerHelp IsSoldier IsOnCappableControlPoint
	ApplyContext "SoldierHelpCap:1:10"
	Response PlayerHelpCaptureSoldier
}

Response PlayerHelpCapture2Soldier
{
	scene "scenes/Player/Soldier/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Soldier/low/StandOnThePoint02.vcd" 
	scene "scenes/Player/Soldier/low/StandOnThePoint03.vcd" 
}
Rule PlayerHelpCapture2Soldier
{
	criteria ConceptPlayerHelp IsSoldier IsOnCappableControlPoint IsHelpCapSoldier
	Response PlayerHelpCapture2Soldier
}

Response PlayerHelpDefendSoldier
{
	scene "scenes/Player/Soldier/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Soldier/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Soldier/low/HelpMeDefend03.vcd" 
	scene "scenes/Player/Soldier/low/HelpMeDefend04.vcd" 
}
Rule PlayerHelpDefendSoldier
{
	criteria ConceptPlayerHelp IsSoldier IsOnFriendlyControlPoint
	Response PlayerHelpDefendSoldier
}

Response PlayerMedicSoldier
{
	scene "scenes/Player/Soldier/low/Medic01.vcd" 
	scene "scenes/Player/Soldier/low/Medic02.vcd" 
	scene "scenes/Player/Soldier/low/Medic03.vcd" 
}
Rule PlayerMedicSoldier
{
	criteria ConceptPlayerMedic IsSoldier
	Response PlayerMedicSoldier
}

Response PlayerMoveUpSoldier
{
	scene "scenes/Player/Soldier/low/MoveUp01.vcd" 
	scene "scenes/Player/Soldier/low/MoveUp02.vcd" 
	scene "scenes/Player/Soldier/low/MoveUp03.vcd" 
}
Rule PlayerMoveUpSoldier
{
	criteria ConceptPlayerMoveUp  IsSoldier
	Response PlayerMoveUpSoldier
}

Response PlayerNoSoldier
{
	scene "scenes/Player/Soldier/low/No01.vcd" 
	scene "scenes/Player/Soldier/low/No02.vcd" 
	scene "scenes/Player/Soldier/low/No03.vcd" 
}
Rule PlayerNoSoldier
{
	criteria ConceptPlayerNo  IsSoldier
	Response PlayerNoSoldier
}

Response PlayerThanksSoldier
{
	scene "scenes/Player/Soldier/low/Thanks01.vcd" 
	scene "scenes/Player/Soldier/low/Thanks02.vcd" 
}
Rule PlayerThanksSoldier
{
	criteria ConceptPlayerThanks IsSoldier
	Response PlayerThanksSoldier
}

Response PlayerYesSoldier
{
	scene "scenes/Player/Soldier/low/Yes01.vcd" 
	scene "scenes/Player/Soldier/low/Yes02.vcd" 
	scene "scenes/Player/Soldier/low/Yes03.vcd" 
	scene "scenes/Player/Soldier/low/Yes04.vcd" 
}
Rule PlayerYesSoldier
{
	criteria ConceptPlayerYes  IsSoldier
	Response PlayerYesSoldier
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeSoldier
{
	scene "scenes/Player/Soldier/low/ActivateCharge01.vcd" 
	scene "scenes/Player/Soldier/low/ActivateCharge02.vcd" 
	scene "scenes/Player/Soldier/low/ActivateCharge03.vcd" 
}
Rule PlayerActivateChargeSoldier
{
	criteria ConceptPlayerActivateCharge IsSoldier
	Response PlayerActivateChargeSoldier
}

Response PlayerCloakedSpySoldier
{
	scene "scenes/Player/Soldier/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Soldier/low/CloakedSpy02.vcd" 
	scene "scenes/Player/Soldier/low/CloakedSpy03.vcd" 
}
Rule PlayerCloakedSpySoldier
{
	criteria ConceptPlayerCloakedSpy IsSoldier
	Response PlayerCloakedSpySoldier
}

Response PlayerDispenserHereSoldier
{
	scene "scenes/Player/Soldier/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHereSoldier
{
	criteria ConceptPlayerDispenserHere IsSoldier
	Response PlayerDispenserHereSoldier
}

Response PlayerIncomingSoldier
{
	scene "scenes/Player/Soldier/low/Incoming01.vcd" 
}
Rule PlayerIncomingSoldier
{
	criteria ConceptPlayerIncoming IsSoldier
	Response PlayerIncomingSoldier
}

Response PlayerSentryAheadSoldier
{
	scene "scenes/Player/Soldier/low/SentryAhead01.vcd" 
	scene "scenes/Player/Soldier/low/SentryAhead02.vcd" 
	scene "scenes/Player/Soldier/low/SentryAhead03.vcd" 
}
Rule PlayerSentryAheadSoldier
{
	criteria ConceptPlayerSentryAhead IsSoldier
	Response PlayerSentryAheadSoldier
}

Response PlayerSentryHereSoldier
{
	scene "scenes/Player/Soldier/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHereSoldier
{
	criteria ConceptPlayerSentryHere IsSoldier
	Response PlayerSentryHereSoldier
}

Response PlayerTeleporterHereSoldier
{
	scene "scenes/Player/Soldier/low/NeedTeleporter01.vcd" 
}
Rule PlayerTeleporterHereSoldier
{
	criteria ConceptPlayerTeleporterHere IsSoldier
	Response PlayerTeleporterHereSoldier
}


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

Response PlayerCheersSoldier
{
	scene "scenes/Player/Soldier/low/Cheers01.vcd" 
	scene "scenes/Player/Soldier/low/Cheers02.vcd" 
	scene "scenes/Player/Soldier/low/Cheers03.vcd" 
	scene "scenes/Player/Soldier/low/Cheers04.vcd" 
	scene "scenes/Player/Soldier/low/Cheers05.vcd" 
	scene "scenes/Player/Soldier/low/Cheers06.vcd" 
}
Rule PlayerCheersSoldier
{
	criteria ConceptPlayerCheers IsSoldier
	Response PlayerCheersSoldier
}

Response PlayerGoodJobSoldier
{
	scene "scenes/Player/Soldier/low/GoodJob01.vcd" 
	scene "scenes/Player/Soldier/low/GoodJob02.vcd" 
	scene "scenes/Player/Soldier/low/GoodJob03.vcd" 
}
Rule PlayerGoodJobSoldier
{
	criteria ConceptPlayerGoodJob IsSoldier
	Response PlayerGoodJobSoldier
}

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

Response PlayerLostPointSoldier
{
	scene "scenes/Player/Soldier/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization06.vcd" 
}
Rule PlayerLostPointSoldier
{
	criteria ConceptPlayerLostPoint IsSoldier
	Response PlayerLostPointSoldier
}

Response PlayerNegativeSoldier
{
	scene "scenes/Player/Soldier/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Soldier/low/NegativeVocalization06.vcd" 
}
Rule PlayerNegativeSoldier
{
	criteria ConceptPlayerNegative IsSoldier
	Response PlayerNegativeSoldier
}

Response PlayerNiceShotSoldier
{
	scene "scenes/Player/Soldier/low/NiceShot01.vcd" 
	scene "scenes/Player/Soldier/low/NiceShot02.vcd" 
	scene "scenes/Player/Soldier/low/NiceShot03.vcd" 
}
Rule PlayerNiceShotSoldier
{
	criteria ConceptPlayerNiceShot IsSoldier
	Response PlayerNiceShotSoldier
}

Response PlayerPositiveSoldier
{
	scene "scenes/Player/Soldier/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Soldier/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Soldier/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Soldier/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Soldier/low/PositiveVocalization05.vcd" 
}
Rule PlayerPositiveSoldier
{
	criteria ConceptPlayerPositive IsSoldier
	Response PlayerPositiveSoldier
}

Response PlayerTauntsSoldier
{
	scene "scenes/Player/Soldier/low/LaughLong02.vcd" 
	scene "scenes/Player/Soldier/low/LaughShort01.vcd" 
	scene "scenes/Player/Soldier/low/LaughShort02.vcd" 
	scene "scenes/Player/Soldier/low/LaughShort03.vcd" 
	scene "scenes/Player/Soldier/low/LaughShort04.vcd" 
}
Rule PlayerTauntsSoldier
{
	criteria ConceptPlayerTaunts IsSoldier
	Response PlayerTauntsSoldier
}

