//--------------------------------------------------------------------------------------------------------------
// Saxton Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "SaxtonIsKillSpeechObject" "SaxtonKillSpeechObject" "1" "required" weight 0
Criterion "SaxtonIsNotStillonFire" "SaxtonOnFire" "!=1" "required" weight 0
Criterion "SaxtonIsStillonFire" "SaxtonOnFire" "1" "required" weight 0
Criterion "SaxtonNotKillSpeech" "SaxtonKillSpeech" "!=1" "required" weight 0
Criterion "SaxtonNotKillSpeechMelee" "SaxtonKillSpeechMelee" "!=1" "required" weight 0
Criterion "SaxtonNotSaidHealThanks" "SaxtonSaidHealThanks" "!=1" "required"
Criterion "SaxtonNotRobotNoises" "SaxtonRobotNoises" "!=1" "required" weight 0
Criterion "IsHelpCapSaxton" "SaxtonHelpCap" "1" "required" weight 0
// Custom criterion
Criterion "SaxtonNotAssistSpeech" "SaxtonAssistSpeech" "!=1" "required" weight 0
Criterion "SaxtonNotInvulnerableSpeech" "SaxtonInvulnerableSpeech" "!=1" "required" weight 0
Criterion "SaxtonNotAwardSpeech" "SaxtonAwardSpeech" "!=1" "required" weight 0

Response PlayerCloakedSpyDemomanSaxton
{
	scene "scenes/Player/Saxton/low/1082.vcd" 
}
Rule PlayerCloakedSpyDemomanSaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton IsOnDemoman
	Response PlayerCloakedSpyDemomanSaxton
}

Response PlayerCloakedSpyEngineerSaxton
{
	scene "scenes/Player/Saxton/low/1087.vcd" 
}
Rule PlayerCloakedSpyEngineerSaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton IsOnEngineer
	Response PlayerCloakedSpyEngineerSaxton
}

Response PlayerCloakedSpyHeavySaxton
{
	scene "scenes/Player/Saxton/low/1077.vcd" 
}
Rule PlayerCloakedSpyHeavySaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton IsOnHeavy
	Response PlayerCloakedSpyHeavySaxton
}

Response PlayerCloakedSpyMedicSaxton
{
	scene "scenes/Player/Saxton/low/1085.vcd" 
}
Rule PlayerCloakedSpyMedicSaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton IsOnMedic
	Response PlayerCloakedSpyMedicSaxton
}

Response PlayerCloakedSpyPyroSaxton
{
	scene "scenes/Player/Saxton/low/1080.vcd" 
}
Rule PlayerCloakedSpyPyroSaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton IsOnPyro
	Response PlayerCloakedSpyPyroSaxton
}

Response PlayerCloakedSpyScoutSaxton
{
	scene "scenes/Player/Saxton/low/1074.vcd" 
}
Rule PlayerCloakedSpyScoutSaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton IsOnScout
	Response PlayerCloakedSpyScoutSaxton
}

Response PlayerCloakedSpySniperSaxton
{
	scene "scenes/Player/Saxton/low/1090.vcd" 
}
Rule PlayerCloakedSpySniperSaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton IsOnSniper
	Response PlayerCloakedSpySniperSaxton
}

Response PlayerCloakedSpySaxtonSaxton
{
	scene "scenes/Player/Saxton/low/1075.vcd" 
}
Rule PlayerCloakedSpySaxtonSaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton IsOnSaxton
	Response PlayerCloakedSpySaxtonSaxton
}

Response PlayerCloakedSpySpySaxton
{
	scene "scenes/Player/Saxton/low/1083.vcd" 
}
Rule PlayerCloakedSpySpySaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton IsOnSpy
	Response PlayerCloakedSpySpySaxton
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksSaxton
{
	scene "scenes/Player/Saxton/low/1213.vcd" 
	scene "scenes/Player/Saxton/low/1214.vcd" 
	scene "scenes/Player/Saxton/low/1215.vcd" 
}
Rule HealThanksSaxton
{
	criteria ConceptMedicChargeStopped IsSaxton SuperHighHealthContext SaxtonNotSaidHealThanks 50PercentChance
	ApplyContext "SaxtonSaidHealThanks:1:20"
	Response HealThanksSaxton
}

// Custom achievement stuff
Response AwardSaxton
{
	scene "scenes/Player/Saxton/low/1043.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1048.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1135.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1347.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1182.vcd" predelay "2.5"
}
Rule AwardSaxton
{
	criteria ConceptAchievementAward IsSaxton SaxtonNotAwardSpeech
	ApplyContext "SaxtonAwardSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response AwardSaxton
}
//End custom achievement

Response PlayerRoundStartSaxton
{
	scene "scenes/Player/Saxton/low/1055.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/1057.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/1058.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/1059.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/1056.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/1060.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartSaxton
{
	criteria ConceptPlayerRoundStart IsSaxton
	Response PlayerRoundStartSaxton
}

Response PlayerCappedIntelligenceSaxton
{
	scene "scenes/Player/Saxton/low/1046.vcd" 
	scene "scenes/Player/Saxton/low/1048.vcd" 
	scene "scenes/Player/Saxton/low/1047.vcd" 
}
Rule PlayerCappedIntelligenceSaxton
{
	criteria ConceptPlayerCapturedIntelligence IsSaxton
	Response PlayerCappedIntelligenceSaxton
}

Response PlayerCapturedPointSaxton
{
	scene "scenes/Player/Saxton/low/1043.vcd" 
	scene "scenes/Player/Saxton/low/1044.vcd" 
	scene "scenes/Player/Saxton/low/1045.vcd" 
}
Rule PlayerCapturedPointSaxton
{
	criteria ConceptPlayerCapturedPoint IsSaxton
	Response PlayerCapturedPointSaxton
}

Response PlayerSuddenDeathSaxton
{
	scene "scenes/Player/Saxton/low/1120.vcd" 
	scene "scenes/Player/Saxton/low/1121.vcd" 
	scene "scenes/Player/Saxton/low/1122.vcd" 
	scene "scenes/Player/Saxton/low/1123.vcd" 
	scene "scenes/Player/Saxton/low/1124.vcd" 
	scene "scenes/Player/Saxton/low/1125.vcd" 
	scene "scenes/Player/Saxton/low/1126.vcd" 
	scene "scenes/Player/Saxton/low/1127.vcd" 
	scene "scenes/Player/Saxton/low/1128.vcd" 
	scene "scenes/Player/Saxton/low/1129.vcd" 
	scene "scenes/Player/Saxton/low/1130.vcd" 
	scene "scenes/Player/Saxton/low/1131.vcd" 
}
Rule PlayerSuddenDeathSaxton
{
	criteria ConceptPlayerSuddenDeathStart IsSaxton
	Response PlayerSuddenDeathSaxton
}

Response PlayerStalemateSaxton
{
	scene "scenes/Player/Saxton/low/1049.vcd" 
	scene "scenes/Player/Saxton/low/1050.vcd" 
	scene "scenes/Player/Saxton/low/1051.vcd" 
}
Rule PlayerStalemateSaxton
{
	criteria ConceptPlayerStalemate IsSaxton
	Response PlayerStalemateSaxton
}

Response PlayerTeleporterThanksSaxton
{
	scene "scenes/Player/Saxton/low/1216.vcd" 
	scene "scenes/Player/Saxton/low/1217.vcd" 
	scene "scenes/Player/Saxton/low/1218.vcd" 
}
Rule PlayerTeleporterThanksSaxton
{
	criteria ConceptTeleported IsNotEngineer IsSaxton 30PercentChance
	Response PlayerTeleporterThanksSaxton
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response DefendOnThePointSaxton
{
	scene "scenes/Player/Saxton/low/1187.vcd" 
	scene "scenes/Player/Saxton/low/1354.vcd" 
	scene "scenes/Player/Saxton/low/1355.vcd" 
}
Rule DefendOnThePointSaxton
{
	criteria ConceptFireWeapon IsSaxton IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointSaxton
}

Response KilledPlayerManySaxton
{
	scene "scenes/Player/Saxton/low/1181.vcd" 
	scene "scenes/Player/Saxton/low/1356.vcd" 
	scene "scenes/Player/Saxton/low/1197.vcd" 
	scene "scenes/Player/Saxton/low/1199.vcd" 
}
Rule KilledPlayerManySaxton
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SaxtonNotKillSpeech IsSaxton
	ApplyContext "SaxtonKillSpeech:1:10"
	Response KilledPlayerManySaxton
}

Response KilledDemomanSaxton
{
	scene "scenes/Player/Saxton/low/3486.vcd" 
	scene "scenes/Player/Saxton/low/3487.vcd" 
	scene "scenes/Player/Saxton/low/3488.vcd" 
	scene "scenes/Player/Saxton/low/3489.vcd" 
	scene "scenes/Player/Saxton/low/3490.vcd" 
	scene "scenes/Player/Saxton/low/3491.vcd" 
}
Rule KilledDemomanSaxton
{
	criterion ConceptKilledPlayer KilledPlayerDelay IsVictimDemoman 10PercentChance SaxtonNotKillSpeech IsSaxton
	ApplyContext "SaxtonKillSpeech:1:10"
	Response KilledDemomanSaxton
}

Response KilledPlayerAssistAutoSaxton
{
	scene "scenes/Player/Saxton/low/1186.vcd" predelay "2.5"
}
Rule KilledPlayerAssistAutoSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance SaxtonNotAssistSpeech
	ApplyContext "SaxtonAssistSpeech:1:20"
	Response KilledPlayerAssistAutoSaxton
}

// A custom rule for when you're on a pocket Saxton killing spree.
Response SpreeMedicSaxton
{
	scene "scenes/Player/Saxton/low/3492.vcd"
	scene "scenes/Player/Saxton/low/3493.vcd"
	scene "scenes/Player/Saxton/low/3494.vcd"
}
Rule SpreeMedicSaxton
{
	criteria ConceptKilledPlayer KilledPlayerDelay IsSaxton IsBeingHealed SaxtonNotKillSpeech IsVeryManyRecentKills IsWeaponPrimary
	ApplyContext "SaxtonKillSpeech:1:20"
	Response SpreeMedicSaxton
}

// Custom Medic follow - because Saxton needs it more than most classes.
Response MedicFollowSaxton
{
	scene "scenes/Player/Saxton/low/3495.vcd" predelay ".25"
	scene "scenes/Player/Saxton/low/3496.vcd" predelay ".25"
	scene "scenes/Player/Saxton/low/3497.vcd" predelay ".25"
	scene "scenes/Player/Saxton/low/3499.vcd" predelay ".25"
}
Rule MedicFollowSaxton
{
	criteria ConceptPlayerMedic IsOnMedic IsSaxton IsNotCrossHairEnemy NotLowHealth SaxtonIsNotStillonFire
	ApplyContext "ScoutKillSpeech:1:10"
	Response MedicFollowSaxton
}

Response SaxtonJarateHit
{
	scene "scenes/Player/Saxton/low/1051.vcd"
	scene "scenes/Player/Saxton/low/1155.vcd"
	scene "scenes/Player/Saxton/low/1353.vcd"
	scene "scenes/Player/Saxton/low/1152.vcd"
}
Rule SaxtonJarateHit
{
	criteria ConceptJarateHit IsSaxton 50PercentChance
	Response SaxtonJarateHit
}

// Invulnerable lines
Response InvulnerableSpeechSaxton
{
	scene "scenes/Player/Saxton/low/1191.vcd"
	scene "scenes/Player/Saxton/low/1194.vcd"
	scene "scenes/Player/Saxton/low/1200.vcd"
	scene "scenes/Player/Saxton/low/1204.vcd"
	scene "scenes/Player/Saxton/low/1192.vcd"
	scene "scenes/Player/Saxton/low/1189.vcd"
	scene "scenes/Player/Saxton/low/1201.vcd"
}
Rule InvulnerableSpeechSaxton
{
	criterion ConceptFireWeapon IsSaxton IsInvulnerable SaxtonNotInvulnerableSpeech
	ApplyContext "SaxtonInvulnerableSpeech:1:30"
	Response InvulnerableSpeechSaxton
}

// End custom stuff

// Added the unused Direct Hit screams here, as they can't be added to the taunt.
Response KilledPlayerMeleeSaxton
{
	scene "scenes/Player/Saxton/low/1185.vcd" 
	scene "scenes/Player/Saxton/low/3403.vcd" 
	scene "scenes/Player/Saxton/low/3405.vcd" 
	scene "scenes/Player/Saxton/low/3406.vcd" 
}
Rule KilledPlayerMeleeSaxton
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee SaxtonNotKillSpeechMelee IsSaxton
	ApplyContext "SaxtonKillSpeechMelee:1:10"
	Response KilledPlayerMeleeSaxton
}

Response KilledPlayerVeryManySaxton
{
	scene "scenes/Player/Saxton/low/1206.vcd" 
	scene "scenes/Player/Saxton/low/1188.vcd" 
}
Rule KilledPlayerVeryManySaxton
{
	criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay SaxtonNotKillSpeech IsSaxton
	ApplyContext "SaxtonKillSpeech:1:10"
	Response KilledPlayerVeryManySaxton
}

Response PlayerKilledCapperSaxton
{
	scene "scenes/Player/Saxton/low/1064.vcd" 
	scene "scenes/Player/Saxton/low/1062.vcd" 
	scene "scenes/Player/Saxton/low/1063.vcd" 
}
Rule PlayerKilledCapperSaxton
{
	criteria ConceptCapBlocked IsSaxton
	ApplyContext "SaxtonKillSpeech:1:10"
	Response PlayerKilledCapperSaxton
}

Response PlayerKilledDominatingSaxton
{
	scene "scenes/Player/Saxton/low/1132.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1346.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1348.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1133.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1134.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1347.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1135.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1349.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1195.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1202.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSaxton
}

Response PlayerKilledDominatingDemomanSaxton
{
	scene "scenes/Player/Saxton/low/3407.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3408.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3409.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3410.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3411.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3412.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingDemomanSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimDemoman IsNotFriends
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingDemomanSaxton
}

Response PlayerKilledDominatingDemomanSaxtonWAR
{
	scene "scenes/Player/Saxton/high/3413.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/high/3414.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/high/3415.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/high/3416.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/high/3417.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingDemomanSaxtonWAR
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimDemoman IsFriends
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingDemomanSaxton
}

Response PlayerKilledDominatingEngineerSaxton
{
	scene "scenes/Player/Saxton/low/3418.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3419.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3420.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3421.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3422.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3423.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingEngineerSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimEngineer
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingEngineerSaxton
}

Response PlayerKilledDominatingHeavySaxton
{
	scene "scenes/Player/Saxton/low/3424.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3425.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3426.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3427.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3428.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3429.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3430.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingHeavySaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimHeavy
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingHeavySaxton
}

Response PlayerKilledDominatingMedicSaxton
{
	scene "scenes/Player/Saxton/low/3431.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3432.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3433.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3434.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3435.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3436.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3437.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingMedicSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimMedic
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingMedicSaxton
}

Response PlayerKilledDominatingPyroSaxton
{
	scene "scenes/Player/Saxton/low/3438.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3439.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3440.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3441.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3442.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3443.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3444.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3445.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3446.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingPyroSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimPyro
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingPyroSaxton
}

Response PlayerKilledDominatingScoutSaxton
{
	scene "scenes/Player/Saxton/low/3447.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3448.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3449.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3450.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3451.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3452.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3453.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3454.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3455.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3456.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3457.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingScoutSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimScout
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingScoutSaxton
}

Response PlayerKilledDominatingSniperSaxton
{
	scene "scenes/Player/Saxton/low/3458.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3459.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3460.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3461.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3462.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3463.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3464.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3465.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3466.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3467.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3468.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3469.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3470.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3471.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSniperSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimSniper
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSniperSaxton
}

Response PlayerKilledDominatingSaxtonSaxton
{
	scene "scenes/Player/Saxton/low/3472.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3473.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3474.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3475.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3476.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3477.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSaxtonSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimSaxton
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSaxtonSaxton
}

Response PlayerKilledDominatingSpySaxton
{
	scene "scenes/Player/Saxton/low/3478.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3479.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3480.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3481.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3482.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3483.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3484.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/3485.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSpySaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated  IsVictimSpy
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSpySaxton
}

Response PlayerKilledForRevengeSaxton
{
	scene "scenes/Player/Saxton/low/1060.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1065.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1096.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsRevenge
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeSaxton
}

Response PlayerKilledObjectSaxton
{
	scene "scenes/Player/Saxton/low/1055.vcd" 
	scene "scenes/Player/Saxton/low/1345.vcd" 
	scene "scenes/Player/Saxton/low/1172.vcd" 
	scene "scenes/Player/Saxton/low/1175.vcd" 
	scene "scenes/Player/Saxton/low/1182.vcd" 
}
Rule PlayerKilledObjectSaxton
{
	criteria ConceptKilledObject IsSaxton 30PercentChance IsARecentKill
	ApplyContext "SaxtonKillSpeechObject:1:30"
	Response PlayerKilledObjectSaxton
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainSaxton
{
	scene "scenes/Player/Saxton/low/1165.vcd" 
	scene "scenes/Player/Saxton/low/1166.vcd" 
	scene "scenes/Player/Saxton/low/1167.vcd" 
	scene "scenes/Player/Saxton/low/1371.vcd" 
	scene "scenes/Player/Saxton/low/1372.vcd" 
	scene "scenes/Player/Saxton/low/1373.vcd" 
}
Rule PlayerAttackerPainSaxton
{
	criteria ConceptAttackerPain IsSaxton IsNotDominating
	Response PlayerAttackerPainSaxton
}

Response PlayerOnFireSaxton
{
	scene "scenes/Player/Saxton/low/1052.vcd" 
}
Rule PlayerOnFireSaxton
{
	criteria ConceptFire IsSaxton SaxtonIsNotStillonFire IsNotDominating
	ApplyContext "SaxtonOnFire:1:7"
	Response PlayerOnFireSaxton
}

Response PlayerOnFireRareSaxton
{
	scene "scenes/Player/Saxton/low/1053.vcd" 
	scene "scenes/Player/Saxton/low/1054.vcd" 
}
Rule PlayerOnFireRareSaxton
{
	criteria ConceptFire IsSaxton 10PercentChance SaxtonIsNotStillonFire IsNotDominating
	ApplyContext "SaxtonOnFire:1:7"
	Response PlayerOnFireRareSaxton
}

Response PlayerPainSaxton
{
	scene "scenes/Player/Saxton/low/1168.vcd" 
	scene "scenes/Player/Saxton/low/1169.vcd" 
	scene "scenes/Player/Saxton/low/1170.vcd" 
	scene "scenes/Player/Saxton/low/1374.vcd" 
	scene "scenes/Player/Saxton/low/1375.vcd" 
	scene "scenes/Player/Saxton/low/1376.vcd" 
	scene "scenes/Player/Saxton/low/1377.vcd" 
	scene "scenes/Player/Saxton/low/1378.vcd" 
}
Rule PlayerPainSaxton
{
	criteria ConceptPain IsSaxton IsNotDominating
	Response PlayerPainSaxton
}

Response PlayerStillOnFireSaxton
{
	scene "scenes/Player/Saxton/low/1926.vcd" 
}
Rule PlayerStillOnFireSaxton
{
	criteria ConceptFire IsSaxton  SaxtonIsStillonFire IsNotDominating
	ApplyContext "SaxtonOnFire:1:7"
	Response PlayerStillOnFireSaxton
}


//--------------------------------------------------------------------------------------------------------------
// Duel Speech
//--------------------------------------------------------------------------------------------------------------
Response AcceptedDuelSaxton
{
	scene "scenes/Player/Saxton/low/1062.vcd" 
	scene "scenes/Player/Saxton/low/1172.vcd" 
	scene "scenes/Player/Saxton/low/1175.vcd" 
	scene "scenes/Player/Saxton/low/1174.vcd" 
	scene "scenes/Player/Saxton/low/1190.vcd" 
	scene "scenes/Player/Saxton/low/1221.vcd" 
}
Rule AcceptedDuelSaxton
{
	criteria ConceptIAcceptDuel IsSaxton
	Response AcceptedDuelSaxton
}

Response MeleeDareSaxton
{
	scene "scenes/Player/Saxton/low/1094.vcd" 
	scene "scenes/Player/Saxton/low/1188.vcd" 
	scene "scenes/Player/Saxton/low/1195.vcd" 
	scene "scenes/Player/Saxton/low/1196.vcd" 
	scene "scenes/Player/Saxton/low/1202.vcd" 
	scene "scenes/Player/Saxton/low/1210.vcd" 
}
Rule MeleeDareSaxton
{
	criteria ConceptRequestDuel IsSaxton
	Response MeleeDareSaxton
}

Response RejectedDuelSaxton
{
	scene "scenes/Player/Saxton/low/3487.vcd" 
	scene "scenes/Player/Saxton/low/1120.vcd" 
	scene "scenes/Player/Saxton/low/1207.vcd" 
}
Rule RejectedDuelSaxton
{
	criteria ConceptDuelRejected IsSaxton
	Response RejectedDuelSaxton
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoSaxton
{
	scene "scenes/Player/Saxton/low/1092.vcd" 
	scene "scenes/Player/Saxton/low/1093.vcd" 
	scene "scenes/Player/Saxton/low/1094.vcd" // Restored
}
Rule PlayerGoSaxton
{
	criteria ConceptPlayerGo IsSaxton
	Response PlayerGoSaxton
}

Response PlayerHeadLeftSaxton
{
	scene "scenes/Player/Saxton/low/1098.vcd" 
	scene "scenes/Player/Saxton/low/1100.vcd" 
	scene "scenes/Player/Saxton/low/1099.vcd" 
}
Rule PlayerHeadLeftSaxton
{
	criteria ConceptPlayerLeft  IsSaxton
	Response PlayerHeadLeftSaxton
}

Response PlayerHeadRightSaxton
{
	scene "scenes/Player/Saxton/low/1103.vcd" 
	scene "scenes/Player/Saxton/low/1101.vcd" 
	scene "scenes/Player/Saxton/low/1102.vcd" 
}
Rule PlayerHeadRightSaxton
{
	criteria ConceptPlayerRight  IsSaxton
	Response PlayerHeadRightSaxton
}

Response PlayerHelpSaxton
{
	scene "scenes/Player/Saxton/low/1104.vcd" 
	scene "scenes/Player/Saxton/low/1105.vcd" 
	scene "scenes/Player/Saxton/low/1106.vcd" 
}
Rule PlayerHelpSaxton
{
	criteria ConceptPlayerHelp IsSaxton
	Response PlayerHelpSaxton
}

Response PlayerHelpCaptureSaxton
{
	scene "scenes/Player/Saxton/low/1109.vcd" 
	scene "scenes/Player/Saxton/low/1107.vcd" 
	scene "scenes/Player/Saxton/low/1108.vcd" 
}
Rule PlayerHelpCaptureSaxton
{
	criteria ConceptPlayerHelp IsSaxton IsOnCappableControlPoint
	ApplyContext "SaxtonHelpCap:1:10"
	Response PlayerHelpCaptureSaxton
}

Response PlayerHelpCapture2Saxton
{
	scene "scenes/Player/Saxton/low/1187.vcd" 
	scene "scenes/Player/Saxton/low/1354.vcd" 
	scene "scenes/Player/Saxton/low/1355.vcd" 
}
Rule PlayerHelpCapture2Saxton
{
	criteria ConceptPlayerHelp IsSaxton IsOnCappableControlPoint IsHelpCapSaxton
	Response PlayerHelpCapture2Saxton
}

Response PlayerHelpDefendSaxton
{
	scene "scenes/Player/Saxton/low/1110.vcd" 
	scene "scenes/Player/Saxton/low/1111.vcd" 
	scene "scenes/Player/Saxton/low/1112.vcd" 
	scene "scenes/Player/Saxton/low/1113.vcd" 
}
Rule PlayerHelpDefendSaxton
{
	criteria ConceptPlayerHelp IsSaxton IsOnFriendlyControlPoint
	Response PlayerHelpDefendSaxton
}

Response PlayerMedicSaxton
{
	scene "scenes/Player/Saxton/low/1139.vcd" 
	scene "scenes/Player/Saxton/low/1140.vcd" 
	scene "scenes/Player/Saxton/low/1141.vcd" 
}
Rule PlayerMedicSaxton
{
	criteria ConceptPlayerMedic IsSaxton
	Response PlayerMedicSaxton
}

Response PlayerAskForBallSaxton
{
}
Rule PlayerAskForBallSaxton
{
	criteria ConceptPlayerAskForBall IsSaxton
	Response PlayerAskForBallSaxton
}

Response PlayerMoveUpSaxton
{
	scene "scenes/Player/Saxton/low/1142.vcd" 
	scene "scenes/Player/Saxton/low/1143.vcd" 
	scene "scenes/Player/Saxton/low/1144.vcd" 
}
Rule PlayerMoveUpSaxton
{
	criteria ConceptPlayerMoveUp  IsSaxton
	Response PlayerMoveUpSaxton
}

Response PlayerNoSaxton
{
	scene "scenes/Player/Saxton/low/1159.vcd" 
	scene "scenes/Player/Saxton/low/1161.vcd" 
	scene "scenes/Player/Saxton/low/1160.vcd" 
}
Rule PlayerNoSaxton
{
	criteria ConceptPlayerNo  IsSaxton
	Response PlayerNoSaxton
}

Response PlayerThanksSaxton
{
	scene "scenes/Player/Saxton/low/1211.vcd" 
	scene "scenes/Player/Saxton/low/1212.vcd" 
}
Rule PlayerThanksSaxton
{
	criteria ConceptPlayerThanks IsSaxton
	Response PlayerThanksSaxton
}

// Custom Assist kill response
// As there is no actual concept for assist kills, this is the second best method.
// Say thanks after you kill more than one person.

Response KilledPlayerAssistSaxton
{
	scene "scenes/Player/Saxton/low/1186.vcd"
}
Rule KilledPlayerAssistSaxton
{
	criteria ConceptPlayerThanks IsSaxton IsARecentKill KilledPlayerDelay SaxtonNotAssistSpeech
	ApplyContext "SaxtonAssistSpeech:1:20"
	Response KilledPlayerAssistSaxton
}
// End custom

Response PlayerYesSaxton
{
	scene "scenes/Player/Saxton/low/1350.vcd" 
	scene "scenes/Player/Saxton/low/1220.vcd" 
	scene "scenes/Player/Saxton/low/1221.vcd" 
	scene "scenes/Player/Saxton/low/1219.vcd" 
}
Rule PlayerYesSaxton
{
	criteria ConceptPlayerYes  IsSaxton
	Response PlayerYesSaxton
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeSaxton
{
	scene "scenes/Player/Saxton/low/1040.vcd" 
	scene "scenes/Player/Saxton/low/1041.vcd" 
	scene "scenes/Player/Saxton/low/1042.vcd" 
}
Rule PlayerActivateChargeSaxton
{
	criteria ConceptPlayerActivateCharge IsSaxton
	Response PlayerActivateChargeSaxton
}

Response PlayerCloakedSpySaxton
{
	scene "scenes/Player/Saxton/low/1071.vcd" 
	scene "scenes/Player/Saxton/low/1072.vcd" 
	scene "scenes/Player/Saxton/low/1070.vcd" 
}
Rule PlayerCloakedSpySaxton
{
	criteria ConceptPlayerCloakedSpy IsSaxton
	Response PlayerCloakedSpySaxton
}

Response PlayerDispenserHereSaxton
{
	scene "scenes/Player/Saxton/low/1146.vcd" 
}
Rule PlayerDispenserHereSaxton
{
	criteria ConceptPlayerDispenserHere IsSaxton
	Response PlayerDispenserHereSaxton
}

Response PlayerIncomingSaxton
{
	scene "scenes/Player/Saxton/low/1114.vcd" 
}
Rule PlayerIncomingSaxton
{
	criteria ConceptPlayerIncoming IsSaxton
	Response PlayerIncomingSaxton
}

Response PlayerSentryAheadSaxton
{
	scene "scenes/Player/Saxton/low/1177.vcd" 
	scene "scenes/Player/Saxton/low/1178.vcd" 
	scene "scenes/Player/Saxton/low/1176.vcd" 
}
Rule PlayerSentryAheadSaxton
{
	criteria ConceptPlayerSentryAhead IsSaxton
	Response PlayerSentryAheadSaxton
}

Response PlayerSentryHereSaxton
{
	scene "scenes/Player/Saxton/low/1148.vcd" 
}
Rule PlayerSentryHereSaxton
{
	criteria ConceptPlayerSentryHere IsSaxton
	Response PlayerSentryHereSaxton
}

Response PlayerTeleporterHereSaxton
{
	scene "scenes/Player/Saxton/low/1150.vcd" 
}
Rule PlayerTeleporterHereSaxton
{
	criteria ConceptPlayerTeleporterHere IsSaxton
	Response PlayerTeleporterHereSaxton
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCrySaxton
{
	scene "scenes/Player/Saxton/low/1055.vcd" 
	scene "scenes/Player/Saxton/low/1057.vcd" 
	scene "scenes/Player/Saxton/low/1058.vcd" 
	scene "scenes/Player/Saxton/low/1059.vcd" 
	scene "scenes/Player/Saxton/low/1056.vcd" 
	scene "scenes/Player/Saxton/low/1060.vcd" 
}
Rule PlayerBattleCrySaxton
{
	criteria ConceptPlayerBattleCry IsSaxton
	Response PlayerBattleCrySaxton
}

// Custom stuff - melee dare
// Look at enemy, then do battle cry voice command while holding a melee weapon.
Response MeleeDareCombatSaxton
{
	scene "scenes/Player/Saxton/low/1196.vcd"
	scene "scenes/Player/Saxton/low/1210.vcd"
	scene "scenes/Player/Saxton/low/1205.vcd"
	scene "scenes/Player/Saxton/low/1208.vcd"
	scene "scenes/Player/Saxton/low/1203.vcd"
	scene "scenes/Player/Saxton/low/1190.vcd" 
}
Rule MeleeDareCombatSaxton
{
	criteria ConceptPlayerBattleCry IsWeaponMelee IsSaxton IsCrosshairEnemy
	Response MeleeDareCombatSaxton
}
//End custom

Response PlayerCheersSaxton
{
	scene "scenes/Player/Saxton/low/1065.vcd" 
	scene "scenes/Player/Saxton/low/1068.vcd" 
	scene "scenes/Player/Saxton/low/1066.vcd" 
	scene "scenes/Player/Saxton/low/1064.vcd" 
	scene "scenes/Player/Saxton/low/1062.vcd" 
	scene "scenes/Player/Saxton/low/1063.vcd" 
}
Rule PlayerCheersSaxton
{
	criteria ConceptPlayerCheers IsSaxton
	Response PlayerCheersSaxton
}

Response PlayerGoodJobSaxton
{
	scene "scenes/Player/Saxton/low/1095.vcd" 
	scene "scenes/Player/Saxton/low/1096.vcd" 
	scene "scenes/Player/Saxton/low/1097.vcd" 
}
Rule PlayerGoodJobSaxton
{
	criteria ConceptPlayerGoodJob IsSaxton
	Response PlayerGoodJobSaxton
}

Response PlayerJeersSaxton
{
	scene "scenes/Player/Saxton/low/1120.vcd" 
	scene "scenes/Player/Saxton/low/1121.vcd" 
	scene "scenes/Player/Saxton/low/1122.vcd" 
	scene "scenes/Player/Saxton/low/1123.vcd" 
	scene "scenes/Player/Saxton/low/1124.vcd" 
	scene "scenes/Player/Saxton/low/1125.vcd" 
	scene "scenes/Player/Saxton/low/1126.vcd" 
	scene "scenes/Player/Saxton/low/1127.vcd" 
	scene "scenes/Player/Saxton/low/1128.vcd" 
	scene "scenes/Player/Saxton/low/1129.vcd" 
	scene "scenes/Player/Saxton/low/1130.vcd" 
	scene "scenes/Player/Saxton/low/1131.vcd" 
}
Rule PlayerJeersSaxton
{
	criteria ConceptPlayerJeers IsSaxton
	Response PlayerJeersSaxton
}

Response PlayerLostPointSaxton
{
	scene "scenes/Player/Saxton/low/1151.vcd" 
	scene "scenes/Player/Saxton/low/1152.vcd" 
	scene "scenes/Player/Saxton/low/1153.vcd" 
	scene "scenes/Player/Saxton/low/1154.vcd" 
	scene "scenes/Player/Saxton/low/1155.vcd" 
	scene "scenes/Player/Saxton/low/1353.vcd" 
}
Rule PlayerLostPointSaxton
{
	criteria ConceptPlayerLostPoint IsSaxton
	Response PlayerLostPointSaxton
}

Response PlayerNegativeSaxton
{
	scene "scenes/Player/Saxton/low/1151.vcd" 
	scene "scenes/Player/Saxton/low/1152.vcd" 
	scene "scenes/Player/Saxton/low/1153.vcd" 
	scene "scenes/Player/Saxton/low/1154.vcd" 
	scene "scenes/Player/Saxton/low/1155.vcd" 
	scene "scenes/Player/Saxton/low/1353.vcd" 
}
Rule PlayerNegativeSaxton
{
	criteria ConceptPlayerNegative IsSaxton
	Response PlayerNegativeSaxton
}

Response PlayerNiceShotSaxton
{
	scene "scenes/Player/Saxton/low/1156.vcd" 
	scene "scenes/Player/Saxton/low/1157.vcd" 
	scene "scenes/Player/Saxton/low/1158.vcd" 
}
Rule PlayerNiceShotSaxton
{
	criteria ConceptPlayerNiceShot IsSaxton
	Response PlayerNiceShotSaxton
}

Response PlayerPositiveSaxton
{
	scene "scenes/Player/Saxton/low/1345.vcd" 
	scene "scenes/Player/Saxton/low/1172.vcd" 
	scene "scenes/Player/Saxton/low/1175.vcd" 
	scene "scenes/Player/Saxton/low/1174.vcd" 
	scene "scenes/Player/Saxton/low/1171.vcd" 
}

Response PlayerTauntsSaxton
{
	scene "scenes/Player/Saxton/low/1136.vcd" 
	scene "scenes/Player/Saxton/low/1137.vcd" 
	scene "scenes/Player/Saxton/low/1138.vcd" 
	scene "scenes/Player/Saxton/low/1351.vcd" 
	scene "scenes/Player/Saxton/low/1352.vcd" 
}
Rule PlayerPositiveSaxton
{
	criteria ConceptPlayerPositive IsSaxton
	Response PlayerPositiveSaxton
	Response PlayerTauntsSaxton
}

Response PlayerRobotNoisesSaxton
{
	scene "scenes/Player/Saxton/low/robot01.vcd"
	scene "scenes/Player/Saxton/low/robot02.vcd"
	scene "scenes/Player/Saxton/low/robot03.vcd"
	scene "scenes/Player/Saxton/low/robot04.vcd"
	scene "scenes/Player/Saxton/low/robot05.vcd"
	scene "scenes/Player/Saxton/low/robot06.vcd"
	scene "scenes/Player/Saxton/low/robot07.vcd"
}
Rule PlayerRobotNoisesSaxton
{
	criteria ConceptFireWeapon IsSaxton IsRobotCostume SaxtonNotRobotNoises 50PercentChance
	ApplyContext "SaxtonRobotNoises:1:30"
	Response PlayerRobotNoisesSaxton
}

Response PlayerBattleCryRobotSaxton
{
	scene "scenes/Player/Saxton/low/robot08.vcd"
	scene "scenes/Player/Saxton/low/robot09.vcd"
}
Rule PlayerBattleCryRobotSaxton
{
	criteria ConceptPlayerBattleCry IsSaxton IsRobotCostume
	Response PlayerBattleCryRobotSaxton
}

Response KilledPlayerRobotSaxton
{
	scene "scenes/Player/Saxton/low/robot10.vcd"
	scene "scenes/Player/Saxton/low/robot11.vcd"
	scene "scenes/Player/Saxton/low/robot12.vcd"
	scene "scenes/Player/Saxton/low/robot13.vcd"
	scene "scenes/Player/Saxton/low/robot14.vcd"
}
Rule KilledPlayerRobotSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsRobotCostume SaxtonNotKillSpeech 50PercentChance
	ApplyContext "SaxtonKillSpeech:1:10"
	Response KilledPlayerRobotSaxton
}

Response KilledPlayerManyRobotSaxton
{
	scene "scenes/Player/Saxton/low/robot15.vcd"
	scene "scenes/Player/Saxton/low/robot16.vcd"
	scene "scenes/Player/Saxton/low/robot17.vcd"
	scene "scenes/Player/Saxton/low/robot18.vcd"
	scene "scenes/Player/Saxton/low/robot19.vcd"
}
Rule KilledPlayerManyRobotSaxton
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SaxtonNotKillSpeech IsSaxton IsRobotCostume
	ApplyContext "SaxtonKillSpeech:1:10"
	Response KilledPlayerManyRobotSaxton
}

Response PlayerKilledForRevengeRobotSaxton
{
	scene "scenes/Player/Saxton/low/robot20.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1060.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/1065.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeRobotSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsRevenge IsRobotCostume
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeRobotSaxton
}

Response PlayerKilledDominatingRobotSaxton
{
	scene "scenes/Player/Saxton/low/robot21.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/robot22.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/robot23.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/robot24.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/robot25.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/robot26.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/robot27.vcd" predelay "2.5"
	scene "scenes/Player/Saxton/low/robot28.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingRobotSaxton
{
	criteria ConceptKilledPlayer IsSaxton IsDominated IsRobotCostume
	ApplyContext "SaxtonKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingRobotSaxton
}

//--------------------------------------------------------------------------------------------------------------
// MvM Speech
//--------------------------------------------------------------------------------------------------------------
Response MvMBombDroppedSaxton
{
	scene "scenes/Player/Saxton/low/4284.vcd" 
	scene "scenes/Player/Saxton/low/4285.vcd" 
}
Rule MvMBombDroppedSaxton
{
	criteria ConceptMvMBombDropped 5PercentChance IsMvMDefender IsSaxton 
	Response MvMBombDroppedSaxton
}

Response MvMBombCarrierUpgrade1Saxton
{
	scene "scenes/Player/Saxton/low/4280.vcd" 
}
Rule MvMBombCarrierUpgrade1Saxton
{
	criteria ConceptMvMBombCarrierUpgrade1 5PercentChance IsMvMDefender IsSaxton 
	Response MvMBombCarrierUpgrade1Saxton
}

Response MvMBombCarrierUpgrade2Saxton
{
	scene "scenes/Player/Saxton/low/4281.vcd" 
}
Rule MvMBombCarrierUpgrade2Saxton
{
	criteria ConceptMvMBombCarrierUpgrade2 5PercentChance IsMvMDefender IsSaxton 
	Response MvMBombCarrierUpgrade2Saxton
}

Response MvMBombCarrierUpgrade3Saxton
{
	scene "scenes/Player/Saxton/low/4282.vcd" 
}
Rule MvMBombCarrierUpgrade3Saxton
{
	criteria ConceptMvMBombCarrierUpgrade3 5PercentChance IsMvMDefender IsSaxton 
	Response MvMBombCarrierUpgrade3Saxton
}

Response MvMDefenderDiedScoutSaxton
{
	scene "scenes/Player/Saxton/low/4246.vcd" 
}
Rule MvMDefenderDiedScoutSaxton
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimScout IsSaxton 
	Response MvMDefenderDiedScoutSaxton
}

Response MvMDefenderDiedSpySaxton
{
	scene "scenes/Player/Saxton/low/4247.vcd" 
}
Rule MvMDefenderDiedSpySaxton
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSpy IsSaxton 
	Response MvMDefenderDiedSpySaxton
}

Response MvMDefenderDiedHeavySaxton
{
	scene "scenes/Player/Saxton/low/4248.vcd" 
}
Rule MvMDefenderDiedHeavySaxton
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimHeavy IsSaxton 
	Response MvMDefenderDiedHeavySaxton
}

Response MvMDefenderDiedSaxtonSaxton
{
	scene "scenes/Player/Saxton/low/4249.vcd" 
}
Rule MvMDefenderDiedSaxtonSaxton
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSaxton IsSaxton 
	Response MvMDefenderDiedSaxtonSaxton
}

Response MvMDefenderDiedMedicSaxton
{
	scene "scenes/Player/Saxton/low/4250.vcd" 
}
Rule MvMDefenderDiedMedicSaxton
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimMedic IsSaxton 
	Response MvMDefenderDiedMedicSaxton
}

Response MvMDefenderDiedDemomanSaxton
{
	scene "scenes/Player/Saxton/low/4251.vcd" 
}
Rule MvMDefenderDiedDemomanSaxton
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimDemoman IsSaxton 
	Response MvMDefenderDiedDemomanSaxton
}

Response MvMDefenderDiedPyroSaxton
{
	scene "scenes/Player/Saxton/low/4252.vcd" 
}
Rule MvMDefenderDiedPyroSaxton
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimPyro IsSaxton 
	Response MvMDefenderDiedPyroSaxton
}

Response MvMDefenderDiedSniperSaxton
{
	scene "scenes/Player/Saxton/low/4253.vcd" 
}
Rule MvMDefenderDiedSniperSaxton
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSniper IsSaxton 
	Response MvMDefenderDiedSniperSaxton
}

Response MvMDefenderDiedEngineerSaxton
{
	scene "scenes/Player/Saxton/low/4254.vcd" 
}
Rule MvMDefenderDiedEngineerSaxton
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimEngineer IsSaxton 
	Response MvMDefenderDiedEngineerSaxton
}

Response MvMFirstBombPickupSaxton
{
	scene "scenes/Player/Saxton/low/4277.vcd" 
	scene "scenes/Player/Saxton/low/4279.vcd" 
}
Rule MvMFirstBombPickupSaxton
{
	criteria ConceptMvMFirstBombPickup 5PercentChance IsMvMDefender IsSaxton
	Response MvMFirstBombPickupSaxton
}

Response MvMBombPickupSaxton
{
	scene "scenes/Player/Saxton/low/4276.vcd" 
}
Rule MvMBombPickupSaxton
{
	criteria ConceptMvMBombPickup 5PercentChance IsMvMDefender IsSaxton
	Response MvMBombPickupSaxton
}

Response MvMSniperCalloutSaxton
{
	scene "scenes/Player/Saxton/low/4258.vcd" 
}
Rule MvMSniperCalloutSaxton
{
	criteria ConceptMvMSniperCallout 50PercentChance IsMvMDefender IsSaxton
	Response MvMSniperCalloutSaxton
}

Response MvMSentryBusterSaxton
{
	scene "scenes/Player/Saxton/low/4295.vcd" 
}
Rule MvMSentryBusterSaxton
{
	criteria ConceptMvMSentryBuster 50PercentChance IsMvMDefender IsSaxton
	Response MvMSentryBusterSaxton
}

Response MvMSentryBusterDownSaxton
{
	scene "scenes/Player/Saxton/low/4296.vcd" 
}
Rule MvMSentryBusterDownSaxton
{
	criteria ConceptMvMSentryBusterDown 20PercentChance IsMvMDefender IsSaxton
	Response MvMSentryBusterDownSaxton
}

Response MvMLastManStandingSaxton
{
	scene "scenes/Player/Saxton/low/4255.vcd" 
	scene "scenes/Player/Saxton/low/4257.vcd" 
}
Rule MvMLastManStandingSaxton
{
	criteria ConceptMvMLastManStanding 20PercentChance IsMvMDefender IsSaxton
	Response MvMLastManStandingSaxton
}

Response MvMEncourageMoneySaxton
{
	scene "scenes/Player/Saxton/low/4270.vcd" 
}
Rule MvMEncourageMoneySaxton
{
	criteria ConceptMvMEncourageMoney 50PercentChance IsMvMDefender IsSaxton
	Response MvMEncourageMoneySaxton
}

Response MvMEncourageUpgradeSaxton
{
	scene "scenes/Player/Saxton/low/4274.vcd" 
}
Rule MvMEncourageUpgradeSaxton
{
	criteria ConceptMvMEncourageUpgrade 50PercentChance IsMvMDefender IsSaxton
	Response MvMEncourageUpgradeSaxton
}

Response MvMUpgradeCompleteSaxton
{
	scene "scenes/Player/Saxton/low/4271.vcd" 
	scene "scenes/Player/Saxton/low/4272.vcd" 
	scene "scenes/Player/Saxton/low/4273.vcd" 
}
Rule MvMUpgradeCompleteSaxton
{
	criteria ConceptMvMUpgradeComplete 5PercentChance IsMvMDefender IsSaxton
	Response MvMUpgradeCompleteSaxton
}

Response MvMGiantCalloutSaxton
{
	scene "scenes/Player/Saxton/low/4297.vcd" 
	scene "scenes/Player/Saxton/low/4301.vcd"
}
Rule MvMGiantCalloutSaxton
{
	criteria ConceptMvMGiantCallout 20PercentChance IsMvMDefender IsSaxton
	Response MvMGiantCalloutSaxton
}

Response MvMGiantHasBombSaxton
{
	scene "scenes/Player/Saxton/low/4302.vcd" 
	scene "scenes/Player/Saxton/low/4303.vcd" 
}
Rule MvMGiantHasBombSaxton
{
	criteria ConceptMvMGiantHasBomb 20PercentChance IsMvMDefender IsSaxton
	Response MvMGiantHasBombSaxton
}

Response MvMSappedRobotSaxton
{
	scene "scenes/Player/Saxton/low/4259.vcd" 
	scene "scenes/Player/Saxton/low/4260.vcd" 
}
Rule MvMSappedRobotSaxton
{
	criteria ConceptMvMSappedRobot 50PercentChance IsMvMDefender IsSaxton
	Response MvMSappedRobotSaxton
}

Response MvMCloseCallSaxton
{
	scene "scenes/Player/Saxton/low/4283.vcd" 
}
Rule MvMCloseCallSaxton
{
	criteria ConceptMvMCloseCall 50PercentChance IsMvMDefender IsSaxton
	Response MvMCloseCallSaxton
}

Response MvMTankCalloutSaxton
{
	scene "scenes/Player/Saxton/low/4287.vcd" 
	scene "scenes/Player/Saxton/low/4288.vcd" 
}
Rule MvMTankCalloutSaxton
{
	criteria ConceptMvMTankCallout 50PercentChance IsMvMDefender IsSaxton
	Response MvMTankCalloutSaxton
}

Response MvMTankDeadSaxton
{
	scene "scenes/Player/Saxton/low/4293.vcd" 
	scene "scenes/Player/Saxton/low/4294.vcd" 
}
Rule MvMTankDeadSaxton
{
	criteria ConceptMvMTankDead 50PercentChance IsMvMDefender IsSaxton
	Response MvMTankDeadSaxton
}

Response MvMTankDeployingSaxton
{
	scene "scenes/Player/Saxton/low/4292.vcd" 
}
Rule MvMTankDeployingSaxton
{
	criteria ConceptMvMTankDeploying 50PercentChance IsMvMDefender IsSaxton
	Response MvMTankDeployingSaxton
}

Response MvMAttackTheTankSaxton
{
	scene "scenes/Player/Saxton/low/4289.vcd" 
	scene "scenes/Player/Saxton/low/4290.vcd" 
	scene "scenes/Player/Saxton/low/4291.vcd" 
}
Rule MvMAttackTheTankSaxton
{
	criteria ConceptMvMAttackTheTank 50PercentChance IsMvMDefender IsSaxton
	Response MvMAttackTheTankSaxton
}

Response MvMTauntSaxton
{
	scene "scenes/Player/Saxton/low/4262.vcd" 
	scene "scenes/Player/Saxton/low/4263.vcd" 
	scene "scenes/Player/Saxton/low/4264.vcd" 
	scene "scenes/Player/Saxton/low/4265.vcd" 
	scene "scenes/Player/Saxton/low/4266.vcd" 
	scene "scenes/Player/Saxton/low/4267.vcd" 
}
Rule MvMTauntSaxton
{
	criteria ConceptMvMTaunt 50PercentChance IsMvMDefender IsSaxton
	Response MvMTauntSaxton
}

Response MvMWaveWinSaxton
{
	scene "scenes/Player/Saxton/low/4231.vcd" 
	scene "scenes/Player/Saxton/low/4232.vcd" 
	scene "scenes/Player/Saxton/low/4233.vcd" 
	scene "scenes/Player/Saxton/low/4234.vcd" 
	scene "scenes/Player/Saxton/low/4235.vcd" 
}
Rule MvMWaveWinSaxton
{
	criteria ConceptMvMWaveWin 50PercentChance IsMvMDefender IsSaxton
	Response MvMWaveWinSaxton
}

Response MvMWaveLoseSaxton
{
	scene "scenes/Player/Saxton/low/4236.vcd" 
	scene "scenes/Player/Saxton/low/4237.vcd" 
	scene "scenes/Player/Saxton/low/4238.vcd" 
	scene "scenes/Player/Saxton/low/4239.vcd" 
	scene "scenes/Player/Saxton/low/4240.vcd" 
}
Rule MvMWaveLoseSaxton
{
	criteria ConceptMvMWaveLose 50PercentChance IsMvMDefender IsSaxton
	Response MvMWaveLoseSaxton
}

Response MvMMoneyPickupSaxton
{
	scene "scenes/Player/Saxton/low/4269.vcd" 
}
Rule MvMMoneyPickupSaxton
{
	criteria ConceptMvMMoneyPickup 5PercentChance IsMvMDefender IsSaxton
	Response MvMMoneyPickupSaxton
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------
Criterion "SaxtonNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0
Criterion "SaxtonNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0
Criterion "SaxtonNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0
Criterion "SaxtonNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0
Criterion "SaxtonNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0
Criterion "SaxtonNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0
Response CartMovingBackwardsDefenseSaxton                                                     
{
	scene "scenes/Player/Saxton/low/7371.vcd"
	scene "scenes/Player/Saxton/low/7375.vcd"
}
Rule CartMovingBackwardsDefenseSaxton                                                     
{
	criteria ConceptCartMovingBackward IsOnDefense IsSaxton SaxtonNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance                                                                                                                                                          
	ApplyContext "SaidCartMovingBackwardD:1:20"
	Response CartMovingBackwardsDefenseSaxton                                                     
}
Response CartMovingBackwardsOffenseSaxton                                                     
{
	scene "scenes/Player/Saxton/low/7363.vcd"
	scene "scenes/Player/Saxton/low/7365.vcd"
}
Rule CartMovingBackwardsOffenseSaxton                                                     
{
	criteria ConceptCartMovingBackward IsOnOffense IsSaxton SaxtonNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance                                                                                                                                                          
	ApplyContext "SaidCartMovingBackwardO:1:20"
	Response CartMovingBackwardsOffenseSaxton                                                     
}
Response CartMovingForwardDefenseSaxton                                                       
{
	scene "scenes/Player/Saxton/low/7368.vcd"
	scene "scenes/Player/Saxton/low/7369.vcd"
	scene "scenes/Player/Saxton/low/8559.vcd"
}
Rule CartMovingForwardDefenseSaxton                                                       
{
	criteria ConceptCartMovingForward IsOnDefense IsSaxton SaxtonNotSaidCartMovingForwardD IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardD:1:20"
	Response CartMovingForwardDefenseSaxton                                                       
}
Response CartMovingForwardOffenseSaxton                                                       
{
	scene "scenes/Player/Saxton/low/7345.vcd"
	scene "scenes/Player/Saxton/low/7346.vcd"
	scene "scenes/Player/Saxton/low/7347.vcd"
	scene "scenes/Player/Saxton/low/7350.vcd"
	scene "scenes/Player/Saxton/low/7351.vcd"
	scene "scenes/Player/Saxton/low/7352.vcd"
	scene "scenes/Player/Saxton/low/7353.vcd"
	scene "scenes/Player/Saxton/low/7356.vcd"
	scene "scenes/Player/Saxton/low/7355.vcd"
	scene "scenes/Player/Saxton/low/7359.vcd"
	scene "scenes/Player/Saxton/low/7362.vcd"
	scene "scenes/Player/Saxton/low/7357.vcd"
	scene "scenes/Player/Saxton/low/7349.vcd"
	scene "scenes/Player/Saxton/low/7348.vcd"
	scene "scenes/Player/Saxton/low/7354.vcd"
	scene "scenes/Player/Saxton/low/7377.vcd"
	scene "scenes/Player/Saxton/low/7378.vcd"
	scene "scenes/Player/Saxton/low/7379.vcd"
	scene "scenes/Player/Saxton/low/7382.vcd"
	scene "scenes/Player/Saxton/low/7383.vcd"
	scene "scenes/Player/Saxton/low/7385.vcd"
}
Rule CartMovingForwardOffenseSaxton                                                       
{
	criteria ConceptCartMovingForward IsOnOffense IsSaxton SaxtonNotSaidCartMovingForwardO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseSaxton                                                       
}
Response CartMovingStoppedDefenseSaxton                                                       
{
	scene "scenes/Player/Saxton/low/7396.vcd"
	scene "scenes/Player/Saxton/low/7398.vcd"
	scene "scenes/Player/Saxton/low/7400.vcd"
}
Rule CartMovingStoppedDefenseSaxton                                                       
{
	criteria ConceptCartMovingStopped IsOnDefense IsSaxton SaxtonNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedD:1:20"
	Response CartMovingStoppedDefenseSaxton                                                       
}
Response CartMovingStoppedOffenseSaxton                                                       
{
	scene "scenes/Player/Saxton/low/7389.vcd"
	scene "scenes/Player/Saxton/low/7390.vcd"
	scene "scenes/Player/Saxton/low/7388.vcd"
}
Rule CartMovingStoppedOffenseSaxton                                                       
{
	criteria ConceptCartMovingStopped IsOnOffense IsSaxton SaxtonNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseSaxton                                                       
}
//--------------------------------------------------------------------------------------------------------------
// END OF Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------

//--------------------------------------------------------------------------------------------------------------
// Begin Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------
Response PlayerFirstRoundStartCompSaxton
{
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_13.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_comp_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_comp_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_comp_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_comp_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_comp_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_rare_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_rare_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamefirst_rare_06.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartCompSaxton
{
	criteria ConceptPlayerRoundStartComp IsSaxton IsFirstRound 40PercentChance
	Response PlayerFirstRoundStartCompSaxton
}

Response PlayerWonPrevRoundCompSaxton
{
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamewonlast_rare_04.vcd" predelay "1.0, 5.0"
}
Rule PlayerWonPrevRoundCompSaxton
{
	criteria ConceptPlayerRoundStartComp IsSaxton IsNotFirstRound PlayerWonPreviousRound 40PercentChance
	Response PlayerWonPrevRoundCompSaxton
}

Response PlayerLostPrevRoundCompSaxton
{
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_rare_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregamelostlast_rare_05.vcd" predelay "1.0, 5.0"
}
Rule PlayerLostPrevRoundCompSaxton
{
	criteria ConceptPlayerRoundStartComp IsSaxton IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance
	Response PlayerLostPrevRoundCompSaxton
}

Response PlayerTiedPrevRoundCompSaxton
{
	scene "scenes/Player/Saxton/low/cm_saxton_pregametie_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregametie_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregametie_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregametie_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregametie_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_pregametie_06.vcd" predelay "1.0, 5.0"
}
Rule PlayerTiedPrevRoundCompSaxton
{
	criteria ConceptPlayerRoundStartComp IsSaxton IsNotFirstRound PreviousRoundWasTie 40PercentChance
	Response PlayerTiedPrevRoundCompSaxton
}

Response PlayerGameWinCompSaxton
{
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_08.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_08.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_rare_09.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_rare_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_rare_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_rare_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_rare_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_rare_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_rare_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_rare_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Saxton/low/cm_saxton_gamewon_rare_08.vcd" predelay "2.0, 5.0"
}
Rule PlayerGameWinCompSaxton
{
	criteria ConceptPlayerGameOverComp PlayerOnWinningTeam IsSaxton 40PercentChance
	Response PlayerGameWinCompSaxton
}

Response PlayerMatchWinCompSaxton
{
	scene "scenes/Player/Saxton/low/cm_saxton_matchwon_01.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Saxton/low/cm_saxton_matchwon_02.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Saxton/low/cm_saxton_matchwon_03.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Saxton/low/cm_saxton_matchwon_04.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Saxton/low/cm_saxton_matchwon_05.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Saxton/low/cm_saxton_matchwon_06.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Saxton/low/cm_saxton_matchwon_07.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Saxton/low/cm_saxton_matchwon_08.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Saxton/low/cm_saxton_matchwon_09.vcd" predelay "1.0, 2.0"
}
Rule PlayerMatchWinCompSaxton
{
	criteria ConceptPlayerMatchOverComp PlayerOnWinningTeam IsSaxton 40PercentChance
	Response PlayerMatchWinCompSaxton
}
//--------------------------------------------------------------------------------------------------------------
// End Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------