//--------------------------------------------------------------------------------------------------------------
// Civilian Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "CivilianIsNotStillonFire" "CivilianOnFire" "!=1" "required" weight 0
Criterion "CivilianIsStillonFire" "CivilianOnFire" "1" "required" weight 0
Criterion "NotCivilianGrabbedIntelligence" "CivilianGrabbedIntelligence" "!=1" "required"
Criterion "CivilianNotKillSpeechMelee" "CivilianKillSpeechMelee" "!=1" "required" weight 0


Response PlayerCloakedSpyDemomanCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify05.vcd"
}
Rule PlayerCloakedSpyDemomanCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnDemoman
	Response PlayerCloakedSpyDemomanCivilian
}

Response PlayerCloakedSpyEngineerCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify08.vcd"
}
Rule PlayerCloakedSpyEngineerCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnEngineer
	Response PlayerCloakedSpyEngineerCivilian
}

Response PlayerCloakedSpyHeavyCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify03.vcd"
}
Rule PlayerCloakedSpyHeavyCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnHeavy
	Response PlayerCloakedSpyHeavyCivilian
}

Response PlayerCloakedSpyMedicCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify07.vcd"
}
Rule PlayerCloakedSpyMedicCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnMedic
	Response PlayerCloakedSpyMedicCivilian
}

Response PlayerCloakedSpyPyroCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify04.vcd"
}
Rule PlayerCloakedSpyPyroCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnPyro
	Response PlayerCloakedSpyPyroCivilian
}

Response PlayerCloakedSpyScoutCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify01.vcd"
}
Rule PlayerCloakedSpyScoutCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnScout
	Response PlayerCloakedSpyScoutCivilian
}

Response PlayerCloakedSpySniperCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify09.vcd"
}
Rule PlayerCloakedSpySniperCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnSniper
	Response PlayerCloakedSpySniperCivilian
}

Response PlayerCloakedSpySoldierCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify02.vcd"
}
Rule PlayerCloakedSpySoldierCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnSoldier
	Response PlayerCloakedSpySoldierCivilian
}

Response PlayerCloakedSpySpyCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify06.vcd"
}
Rule PlayerCloakedSpySpyCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnSpy
	Response PlayerCloakedSpySpyCivilian
}

Response PlayerCloakedSpyCivilianCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify10.vcd"
}
Rule PlayerCloakedSpyCivilianCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnCivilian
	Response PlayerCloakedSpyCivilianCivilian
}
Response PlayerCloakedSpyMercenaryCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify11.vcd"
}
Rule PlayerCloakedSpyMercenaryCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian IsOnMercenary
	Response PlayerCloakedSpyMercenaryCivilian
}

//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response PlayerRoundStartCivilian
{
	scene "scenes/Player/Civilian/low/BattleCry01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry08.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartCivilian
{
	criteria ConceptPlayerRoundStart IsCivilian
	Response PlayerRoundStartCivilian
}

Response PlayerCappedIntelligenceCivilian
{
	scene "scenes/Player/Civilian/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Civilian/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Civilian/low/AutoCappedIntelligence03.vcd" 
	scene "scenes/Player/Civilian/low/AutoCappedIntelligence04.vcd" 
}
Rule PlayerCappedIntelligenceCivilian
{
	criteria ConceptPlayerCapturedIntelligence IsCivilian
	Response PlayerCappedIntelligenceCivilian
}

Response PlayerCapturedPointCivilian
{
	scene "scenes/Player/Civilian/low/AutoCappedControlPoint01.vcd"
	scene "scenes/Player/Civilian/low/AutoCappedControlPoint02.vcd"
	scene "scenes/Player/Civilian/low/AutoCappedControlPoint03.vcd"
	scene "scenes/Player/Civilian/low/AutoCappedControlPoint04.vcd" 
	scene "scenes/Player/Civilian/low/AutoCappedControlPoint05.vcd" 
}
Rule PlayerCapturedPointCivilian
{
	criteria ConceptPlayerCapturedPoint IsCivilian
	Response PlayerCapturedPointCivilian
}

Response PlayerGrabbedIntelligenceCivilian
{
	scene "scenes/Player/Civilian/low/SpecialCompleted01.vcd"
	scene "scenes/Player/Civilian/low/SpecialCompleted02.vcd"
	scene "scenes/Player/Civilian/low/SpecialCompleted03.vcd"
	scene "scenes/Player/Civilian/low/SpecialCompleted04.vcd"
}
Rule PlayerGrabbedIntelligenceCivilian
{
	criteria ConceptPlayerGrabbedIntelligence IsCivilian NotCivilianGrabbedIntelligence
	ApplyContext "CivilianGrabbedIntelligence:1:30"
	Response PlayerGrabbedIntelligenceCivilian
}

Response PlayerSuddenDeathCivilian
{
	scene "scenes/Player/Civilian/low/Jeers01.vcd"
	scene "scenes/Player/Civilian/low/Jeers02.vcd"
	scene "scenes/Player/Civilian/low/Jeers03.vcd"
	scene "scenes/Player/Civilian/low/Jeers04.vcd"
	scene "scenes/Player/Civilian/low/Jeers05.vcd"
}
Rule PlayerSuddenDeathCivilian
{
	criteria ConceptPlayerSuddenDeathStart IsCivilian
	Response PlayerSuddenDeathCivilian
}

Response PlayerStalemateCivilian
{
	scene "scenes/Player/Civilian/low/AutoDejectedTie01.vcd"
	scene "scenes/Player/Civilian/low/AutoDejectedTie02.vcd"
}
Rule PlayerStalemateCivilian
{
	criteria ConceptPlayerStalemate IsCivilian
	Response PlayerStalemateCivilian
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainCivilian
{
	scene "scenes/Player/Civilian/low/PainSevere01.vcd"
	scene "scenes/Player/Civilian/low/PainSevere02.vcd"
	scene "scenes/Player/Civilian/low/PainSevere03.vcd"
	scene "scenes/Player/Civilian/low/PainSevere04.vcd"
}
Rule PlayerAttackerPainCivilian
{
	criteria ConceptAttackerPain IsCivilian
	Response PlayerAttackerPainCivilian
}

Response PlayerOnFireCivilian
{
	scene "scenes/Player/Civilian/low/AutoOnFire04.vcd"
	scene "scenes/Player/Civilian/low/AutoOnFire05.vcd"
	scene "scenes/Player/Civilian/low/AutoOnFire06.vcd"
}
Rule PlayerOnFireCivilian
{
	criteria ConceptFire IsCivilian CivilianIsNotStillonFire
	ApplyContext "CivilianOnFire:1:7"
	Response PlayerOnFireCivilian
}

Response PlayerOnFireRareCivilian
{
	scene "scenes/Player/Civilian/low/AutoOnFire01.vcd"
	scene "scenes/Player/Civilian/low/AutoOnFire02.vcd"
	scene "scenes/Player/Civilian/low/AutoOnFire03.vcd"
	scene "scenes/Player/Civilian/low/AutoOnFire07.vcd"
}
Rule PlayerOnFireRareCivilian
{
	criteria ConceptFire IsCivilian 10PercentChance CivilianIsNotStillonFire
	ApplyContext "CivilianOnFire:1:7"
	Response PlayerOnFireRareCivilian
}

Response PlayerPainCivilian
{
	scene "scenes/Player/Civilian/low/PainSharp01.vcd"
	scene "scenes/Player/Civilian/low/PainSharp02.vcd"
	scene "scenes/Player/Civilian/low/PainSharp03.vcd"
	scene "scenes/Player/Civilian/low/PainSharp04.vcd"
}
Rule PlayerPainCivilian
{
	criteria ConceptPain IsCivilian
	Response PlayerPainCivilian
}

Response PlayerStillOnFireCivilian
{
	scene "scenes/Player/Civilian/low/autoonfiresecondary01.vcd"
}
Rule PlayerStillOnFireCivilian
{
	criteria ConceptFire IsCivilian  CivilianIsStillonFire
	ApplyContext "CivilianOnFire:1:7"
	Response PlayerStillOnFireCivilian
}

Response KilledPlayerMeleeCivilian
{
	scene "scenes/Player/Civilian/low/Domination01.vcd"
	scene "scenes/Player/Civilian/low/Domination04.vcd"
	scene "scenes/Player/Civilian/low/Domination07.vcd"
}
Rule KilledPlayerMeleeCivilian
{
	criteria ConceptKilledPlayer KilledPlayerDelay 50PercentChance IsWeaponMelee CivilianNotKillSpeechMelee IsCivilian
	ApplyContext "CivilianKillSpeechMelee:1:10"
	Response KilledPlayerMeleeCivilian
}

Response PlayerKilledDominatingCivilian
{
	scene "scenes/Player/Civilian/low/Domination01.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/Domination02.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/Domination03.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/Domination04.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/Domination05.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/Domination06.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/Domination07.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingCivilian
{
	criteria ConceptKilledPlayer IsCivilian IsDominated
	ApplyContext "CivilianKillSpeech:1:7"
	ApplyContext "IsDominating:1:7"
	Response PlayerKilledDominatingCivilian
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoCivilian
{
	scene "scenes/Player/Civilian/low/Go01.vcd"
	scene "scenes/Player/Civilian/low/Go02.vcd"
	scene "scenes/Player/Civilian/low/Go03.vcd"
	scene "scenes/Player/Civilian/low/Go04.vcd"
}
Rule PlayerGoCivilian
{
	criteria ConceptPlayerGo IsCivilian
	Response PlayerGoCivilian
}

Response PlayerHeadLeftCivilian
{
	scene "scenes/Player/Civilian/low/HeadLeft01.vcd"
	scene "scenes/Player/Civilian/low/HeadLeft02.vcd"
	scene "scenes/Player/Civilian/low/HeadLeft03.vcd"
}
Rule PlayerHeadLeftCivilian
{
	criteria ConceptPlayerLeft  IsCivilian
	Response PlayerHeadLeftCivilian
}

Response PlayerHeadRightCivilian
{
	scene "scenes/Player/Civilian/low/HeadRight01.vcd"
	scene "scenes/Player/Civilian/low/HeadRight02.vcd"
	scene "scenes/Player/Civilian/low/HeadRight03.vcd"
}
Rule PlayerHeadRightCivilian
{
	criteria ConceptPlayerRight  IsCivilian
	Response PlayerHeadRightCivilian
}

Response PlayerHelpCivilian
{
	scene "scenes/Player/Civilian/low/HelpMe01.vcd"
	scene "scenes/Player/Civilian/low/HelpMe02.vcd"
	scene "scenes/Player/Civilian/low/HelpMe03.vcd"
}
Rule PlayerHelpCivilian
{
	criteria ConceptPlayerHelp IsCivilian
	Response PlayerHelpCivilian
}

Response PlayerHelpCaptureCivilian
{
	scene "scenes/Player/Civilian/low/HelpMeCapture01.vcd"
	scene "scenes/Player/Civilian/low/HelpMeCapture02.vcd"
	scene "scenes/Player/Civilian/low/HelpMeCapture03.vcd"
	scene "scenes/Player/Civilian/low/HelpMeCapture04.vcd"
}
Rule PlayerHelpCaptureCivilian
{
	criteria ConceptPlayerHelp IsCivilian IsOnCappableControlPoint
	ApplyContext "CivilianHelpCap:1:7"
	Response PlayerHelpCaptureCivilian
}

Response PlayerMedicCivilian
{
	scene "scenes/Player/Civilian/low/Medic01.vcd"
	scene "scenes/Player/Civilian/low/Medic02.vcd"
	scene "scenes/Player/Civilian/low/Medic03.vcd"
}
Rule PlayerMedicCivilian
{
	criteria ConceptPlayerMedic IsCivilian
	Response PlayerMedicCivilian
}

// Custom Medic follow
Response MedicFollowCivilian
{
	scene "scenes/Player/Civilian/low/MedicFollow01.vcd" predelay ".25"
	scene "scenes/Player/Civilian/low/MedicFollow02.vcd" predelay ".25"
	scene "scenes/Player/Civilian/low/MedicFollow03.vcd" predelay ".25"
	scene "scenes/Player/Civilian/low/MedicFollow04.vcd" predelay ".25"
	scene "scenes/Player/Civilian/low/MedicFollow05.vcd" predelay ".25"
}
Rule MedicFollowCivilian
{
	criteria ConceptPlayerMedic IsOnMedic IsCivilian IsNotCrossHairEnemy NotLowHealth CivilianIsNotStillonFire
	Response MedicFollowCivilian
}

Response PlayerMoveUpCivilian
{
	scene "scenes/Player/Civilian/low/MoveUp01.vcd"
	scene "scenes/Player/Civilian/low/MoveUp02.vcd"
	scene "scenes/Player/Civilian/low/MoveUp03.vcd"
}
Rule PlayerMoveUpCivilian
{
	criteria ConceptPlayerMoveUp  IsCivilian
	Response PlayerMoveUpCivilian
}

Response PlayerNoCivilian
{
	scene "scenes/Player/Civilian/low/No01.vcd"
	scene "scenes/Player/Civilian/low/No02.vcd"
	scene "scenes/Player/Civilian/low/No03.vcd"
	scene "scenes/Player/Civilian/low/No04.vcd"
}
Rule PlayerNoCivilian
{
	criteria ConceptPlayerNo  IsCivilian
	Response PlayerNoCivilian
}

Response PlayerThanksCivilian
{
	scene "scenes/Player/Civilian/low/Thanks01.vcd"
	scene "scenes/Player/Civilian/low/Thanks02.vcd"
	scene "scenes/Player/Civilian/low/Thanks03.vcd"
	scene "scenes/Player/Civilian/low/Thanks04.vcd"
}
Rule PlayerThanksCivilian
{
	criteria ConceptPlayerThanks IsCivilian
	Response PlayerThanksCivilian
}

Response PlayerYesCivilian
{
	scene "scenes/Player/Civilian/low/Yes01.vcd"
	scene "scenes/Player/Civilian/low/Yes02.vcd"
	scene "scenes/Player/Civilian/low/Yes03.vcd"
	scene "scenes/Player/Civilian/low/Yes04.vcd"
	scene "scenes/Player/Civilian/low/Yes05.vcd"
}
Rule PlayerYesCivilian
{
	criteria ConceptPlayerYes  IsCivilian
	Response PlayerYesCivilian
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeCivilian
{
	scene "scenes/Player/Civilian/low/ActivateCharge01.vcd"
	scene "scenes/Player/Civilian/low/ActivateCharge02.vcd"
	scene "scenes/Player/Civilian/low/ActivateCharge03.vcd"
	scene "scenes/Player/Civilian/low/ActivateCharge04.vcd"
	scene "scenes/Player/Civilian/low/ActivateCharge05.vcd"
}
Rule PlayerActivateChargeCivilian
{
	criteria ConceptPlayerActivateCharge IsCivilian
	Response PlayerActivateChargeCivilian
}

Response PlayerCloakedSpyCivilian
{
	scene "scenes/Player/Civilian/low/CloakedSpy01.vcd"
	scene "scenes/Player/Civilian/low/CloakedSpy02.vcd"
}
Rule PlayerCloakedSpyCivilian
{
	criteria ConceptPlayerCloakedSpy IsCivilian
	Response PlayerCloakedSpyCivilian
}

Response PlayerDispenserHereCivilian
{
	scene "scenes/Player/Civilian/low/NeedDispenser01.vcd"
}
Rule PlayerDispenserHereCivilian
{
	criteria ConceptPlayerDispenserHere IsCivilian
	Response PlayerDispenserHereCivilian
}

Response PlayerIncomingCivilian
{
	scene "scenes/Player/Civilian/low/Incoming01.vcd"
	scene "scenes/Player/Civilian/low/Incoming02.vcd"
	scene "scenes/Player/Civilian/low/Incoming03.vcd"
}
Rule PlayerIncomingCivilian
{
	criteria ConceptPlayerIncoming IsCivilian
	Response PlayerIncomingCivilian
}

Response PlayerSentryAheadCivilian
{
	scene "scenes/Player/Civilian/low/SentryAhead01.vcd"
	scene "scenes/Player/Civilian/low/SentryAhead02.vcd"
	scene "scenes/Player/Civilian/low/SentryAhead03.vcd"
}
Rule PlayerSentryAheadCivilian
{
	criteria ConceptPlayerSentryAhead IsCivilian
	Response PlayerSentryAheadCivilian
}

Response PlayerSentryHereCivilian
{
	scene "scenes/Player/Civilian/low/NeedSentry01.vcd"
}
Rule PlayerSentryHereCivilian
{
	criteria ConceptPlayerSentryHere IsCivilian
	Response PlayerSentryHereCivilian
}

Response PlayerTeleporterHereCivilian
{
	scene "scenes/Player/Civilian/low/NeedTeleporter01.vcd"
}
Rule PlayerTeleporterHereCivilian
{
	criteria ConceptPlayerTeleporterHere IsCivilian
	Response PlayerTeleporterHereCivilian
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryCivilian
{
	scene "scenes/Player/Civilian/low/BattleCry01.vcd"
	scene "scenes/Player/Civilian/low/BattleCry02.vcd"
	scene "scenes/Player/Civilian/low/BattleCry03.vcd"
	scene "scenes/Player/Civilian/low/BattleCry04.vcd"
	scene "scenes/Player/Civilian/low/BattleCry05.vcd"
	scene "scenes/Player/Civilian/low/BattleCry06.vcd"
	scene "scenes/Player/Civilian/low/BattleCry07.vcd"
	scene "scenes/Player/Civilian/low/BattleCry08.vcd"
}
Rule PlayerBattleCryCivilian
{
	criteria ConceptPlayerBattleCry IsCivilian
	Response PlayerBattleCryCivilian
}

Response PlayerCheersCivilian
{
	scene "scenes/Player/Civilian/low/Cheers01.vcd"
	scene "scenes/Player/Civilian/low/Cheers02.vcd"
	scene "scenes/Player/Civilian/low/Cheers03.vcd"
}
Rule PlayerCheersCivilian
{
	criteria ConceptPlayerCheers IsCivilian
	Response PlayerCheersCivilian
}

Response PlayerGoodJobCivilian
{
	scene "scenes/Player/Civilian/low/GoodJob01.vcd"
	scene "scenes/Player/Civilian/low/GoodJob02.vcd"
	scene "scenes/Player/Civilian/low/GoodJob03.vcd"
	scene "scenes/Player/Civilian/low/GoodJob04.vcd"
}
Rule PlayerGoodJobCivilian
{
	criteria ConceptPlayerGoodJob IsCivilian
	Response PlayerGoodJobCivilian
}

Response PlayerJeersCivilian
{
	scene "scenes/Player/Civilian/low/Jeers01.vcd"
	scene "scenes/Player/Civilian/low/Jeers02.vcd"
	scene "scenes/Player/Civilian/low/Jeers03.vcd"
	scene "scenes/Player/Civilian/low/Jeers04.vcd"
	scene "scenes/Player/Civilian/low/Jeers05.vcd"
}
Rule PlayerJeersCivilian
{
	criteria ConceptPlayerJeers IsCivilian
	Response PlayerJeersCivilian
}

Response PlayerLostPointCivilian
{
	scene "scenes/Player/Civilian/low/NegativeVocalization01.vcd"
	scene "scenes/Player/Civilian/low/NegativeVocalization02.vcd"
	scene "scenes/Player/Civilian/low/NegativeVocalization03.vcd"
	scene "scenes/Player/Civilian/low/NegativeVocalization04.vcd"
	scene "scenes/Player/Civilian/low/NegativeVocalization05.vcd"
}
Rule PlayerLostPointCivilian
{
	criteria ConceptPlayerLostPoint IsCivilian
	Response PlayerLostPointCivilian
}

Response PlayerNegativeCivilian
{
	scene "scenes/Player/Civilian/low/NegativeVocalization01.vcd"
	scene "scenes/Player/Civilian/low/NegativeVocalization02.vcd"
	scene "scenes/Player/Civilian/low/NegativeVocalization03.vcd"
	scene "scenes/Player/Civilian/low/NegativeVocalization04.vcd"
	scene "scenes/Player/Civilian/low/NegativeVocalization05.vcd"
}
Rule PlayerNegativeCivilian
{
	criteria ConceptPlayerNegative IsCivilian
	Response PlayerNegativeCivilian
}

Response PlayerNiceShotCivilian
{
	scene "scenes/Player/Civilian/low/NiceShot01.vcd"
	scene "scenes/Player/Civilian/low/NiceShot02.vcd"
	scene "scenes/Player/Civilian/low/NiceShot03.vcd"
}
Rule PlayerNiceShotCivilian
{
	criteria ConceptPlayerNiceShot IsCivilian
	Response PlayerNiceShotCivilian
}

Response PlayerPositiveCivilian
{
	scene "scenes/Player/Civilian/low/PositiveVocalization01.vcd"
	scene "scenes/Player/Civilian/low/PositiveVocalization02.vcd"
	scene "scenes/Player/Civilian/low/PositiveVocalization03.vcd"
}
Rule PlayerPositiveCivilian
{
	criteria ConceptPlayerPositive IsCivilian
	Response PlayerPositiveCivilian
}

//--------------------------------------------------------------------------------------------------------------
// Round Win Responses
//--------------------------------------------------------------------------------------------------------------
Response PlayerSuccessCivilian
{
	scene "scenes/Player/Civilian/low/success01.vcd"
	scene "scenes/Player/Civilian/low/success02.vcd"
	scene "scenes/Player/Civilian/low/success03.vcd"
	scene "scenes/Player/Civilian/low/success04.vcd"
	scene "scenes/Player/Civilian/low/success05.vcd"
	scene "scenes/Player/Civilian/low/success06.vcd"
	scene "scenes/Player/Civilian/low/success07.vcd"
	scene "scenes/Player/Civilian/low/success08.vcd"
}
Rule PlayerSuccessCivilian
{
	criteria ConceptPlayerSuccess IsCivilian
	Response PlayerSuccessCivilian
}

//--------------------------------------------------------------------------------------------------------------
// Round Lose Responses
//--------------------------------------------------------------------------------------------------------------
Response PlayerFailureCivilian
{
	scene "scenes/Player/Civilian/low/failure01.vcd" predelay "6.0"
	scene "scenes/Player/Civilian/low/failure02.vcd" predelay "6.0"
	scene "scenes/Player/Civilian/low/failure03.vcd" predelay "6.0"
	scene "scenes/Player/Civilian/low/failure04.vcd" predelay "6.0"
	scene "scenes/Player/Civilian/low/failure05.vcd" predelay "6.0"
}
Rule PlayerVictoryCivilian
{
	criteria ConceptPlayerFailure IsCivilian
	Response PlayerFailureCivilian
}

//--------------------------------------------------------------------------------------------------------------
// Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------
Criterion "CivilianNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0
Criterion "CivilianNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0
Criterion "CivilianNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0
Criterion "CivilianNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0
Response CartMovingForwardOffenseCivilian                                                       
{
	scene "scenes/Player/Civilian/low/cartmovingforwardoffense01.vcd"
	scene "scenes/Player/Civilian/low/cartmovingforwardoffense02.vcd"
	scene "scenes/Player/Civilian/low/cartmovingforwardoffense03.vcd"
	scene "scenes/Player/Civilian/low/cartmovingforwardoffense04.vcd"
	scene "scenes/Player/Civilian/low/cartstaycloseoffense01.vcd"
	scene "scenes/Player/Civilian/low/cartstaycloseoffense02.vcd"
	scene "scenes/Player/Civilian/low/cartstaycloseoffense03.vcd"
}
Rule CartMovingForwardOffenseCivilian                                                      
{
	criteria ConceptCartMovingForward IsOnOffense IsCivilian CivilianNotSaidCartMovingForwardO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseCivilian                                                       
}
Response CartMovingStoppedOffenseCivilian                                                       
{
	scene "scenes/Player/Civilian/low/cartstoppedoffense01.vcd"
	scene "scenes/Player/Civilian/low/cartstoppedoffense02.vcd"
}
Rule CartMovingStoppedOffenseCivilian                                                       
{
	criteria ConceptCartMovingStopped IsOnOffense IsCivilian CivilianNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseCivilian                                                       
}
//--------------------------------------------------------------------------------------------------------------
// END OF Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------