//--------------------------------------------------------------------------------------------------------------
// Medic Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "MedicIsKillSpeechObject" "MedicKillSpeechObject" "1" "required" weight 0
Criterion "MedicIsNotStillonFire" "MedicOnFire" "!=1" "required" weight 0
Criterion "MedicIsStillonFire" "MedicOnFire" "1" "required" weight 0
Criterion "MedicNotInvulnerableSpeech" "MedicInvulnerableSpeech" "!=1" "required" weight 0
Criterion "MedicNotKillSpeech" "MedicKillSpeech" "!=1" "required" weight 0
Criterion "MedicNotKillSpeechMelee" "MedicKillSpeechMelee" "!=1" "required" weight 0
Criterion "MedicNotSaidHealThanks" "MedicSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapMedic" "MedicHelpCap" "1" "required" weight 0
// Custom stuff
Criterion "MedicNotAssistSpeech" "MedicAssistSpeech" "!=1" "required" weight 0


Response MedicChargeReady
{
	scene "scenes/Player/Medic/low/528.vcd" 
	scene "scenes/Player/Medic/low/529.vcd" 
	scene "scenes/Player/Medic/low/530.vcd" 
}
Rule MedicChargeReady
{
	criteria ConceptMedicChargeReady IsMedic
	Response MedicChargeReady
}

Response PlayerCloakedSpyDemomanMedic
{
	scene "scenes/Player/Medic/low/559.vcd" 
}
Rule PlayerCloakedSpyDemomanMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnDemoman
	Response PlayerCloakedSpyDemomanMedic
}

Response PlayerCloakedSpyEngineerMedic
{
	scene "scenes/Player/Medic/low/562.vcd" 
}
Rule PlayerCloakedSpyEngineerMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnEngineer
	Response PlayerCloakedSpyEngineerMedic
}

Response PlayerCloakedSpyHeavyMedic
{
	scene "scenes/Player/Medic/low/557.vcd" 
}
Rule PlayerCloakedSpyHeavyMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnHeavy
	Response PlayerCloakedSpyHeavyMedic
}

Response PlayerCloakedSpyMedicMedic
{
	scene "scenes/Player/Medic/low/561.vcd" 
}
Rule PlayerCloakedSpyMedicMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnMedic
	Response PlayerCloakedSpyMedicMedic
}

Response PlayerCloakedSpyPyroMedic
{
	scene "scenes/Player/Medic/low/558.vcd" 
}
Rule PlayerCloakedSpyPyroMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnPyro
	Response PlayerCloakedSpyPyroMedic
}

Response PlayerCloakedSpyScoutMedic
{
	scene "scenes/Player/Medic/low/555.vcd" 
}
Rule PlayerCloakedSpyScoutMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnScout
	Response PlayerCloakedSpyScoutMedic
}

Response PlayerCloakedSpySniperMedic
{
	scene "scenes/Player/Medic/low/563.vcd" 
}
Rule PlayerCloakedSpySniperMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnSniper
	Response PlayerCloakedSpySniperMedic
}

Response PlayerCloakedSpySoldierMedic
{
	scene "scenes/Player/Medic/low/556.vcd" 
}
Rule PlayerCloakedSpySoldierMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnSoldier
	Response PlayerCloakedSpySoldierMedic
}

Response PlayerCloakedSpySpyMedic
{
	scene "scenes/Player/Medic/low/560.vcd" 
}
Rule PlayerCloakedSpySpyMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic IsOnSpy
	Response PlayerCloakedSpySpyMedic
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksMedic
{
	scene "scenes/Player/Medic/low/683.vcd" 
	scene "scenes/Player/Medic/low/684.vcd" 
}
Rule HealThanksMedic
{
	criteria ConceptMedicChargeStopped IsMedic SuperHighHealthContext MedicNotSaidHealThanks 50PercentChance
	ApplyContext "MedicSaidHealThanks:1:20"
	Response HealThanksMedic
}

Response PlayerRoundStartMedic
{
	scene "scenes/Player/Medic/low/537.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Medic/low/539.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Medic/low/540.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Medic/low/541.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Medic/low/542.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Medic/low/543.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartMedic
{
	criteria ConceptPlayerRoundStart IsMedic
	Response PlayerRoundStartMedic
}

Response PlayerCappedIntelligenceMedic
{
	scene "scenes/Player/Medic/low/525.vcd" 
	scene "scenes/Player/Medic/low/526.vcd" 
	scene "scenes/Player/Medic/low/527.vcd" 
}
Rule PlayerCappedIntelligenceMedic
{
	criteria ConceptPlayerCapturedIntelligence IsMedic
	Response PlayerCappedIntelligenceMedic
}

Response PlayerCapturedPointMedic
{
	scene "scenes/Player/Medic/low/522.vcd" 
	scene "scenes/Player/Medic/low/523.vcd" 
	scene "scenes/Player/Medic/low/524.vcd" 
}
Rule PlayerCapturedPointMedic
{
	criteria ConceptPlayerCapturedPoint IsMedic
	Response PlayerCapturedPointMedic
}

Response PlayerSuddenDeathMedic
{
	scene "scenes/Player/Medic/low/592.vcd" 
	scene "scenes/Player/Medic/low/593.vcd" 
	scene "scenes/Player/Medic/low/594.vcd" 
	scene "scenes/Player/Medic/low/595.vcd" 
	scene "scenes/Player/Medic/low/596.vcd" 
	scene "scenes/Player/Medic/low/597.vcd" 
	scene "scenes/Player/Medic/low/598.vcd" 
	scene "scenes/Player/Medic/low/599.vcd" 
	scene "scenes/Player/Medic/low/600.vcd" 
	scene "scenes/Player/Medic/low/601.vcd" 
	scene "scenes/Player/Medic/low/603.vcd" 
	scene "scenes/Player/Medic/low/602.vcd" 
}
Rule PlayerSuddenDeathMedic
{
	criteria ConceptPlayerSuddenDeathStart IsMedic
	Response PlayerSuddenDeathMedic
}

Response PlayerStalemateMedic
{
	scene "scenes/Player/Medic/low/531.vcd" 
	scene "scenes/Player/Medic/low/532.vcd" 
	scene "scenes/Player/Medic/low/533.vcd" 
	scene "scenes/Player/Medic/low/1222.vcd" 
	scene "scenes/Player/Medic/low/1223.vcd" 
	scene "scenes/Player/Medic/low/1224.vcd" 
	scene "scenes/Player/Medic/low/1225.vcd" 
}
Rule PlayerStalemateMedic
{
	criteria ConceptPlayerStalemate IsMedic
	Response PlayerStalemateMedic
}

Response PlayerTeleporterThanksMedic
{
	scene "scenes/Player/Medic/low/688.vcd" 
	scene "scenes/Player/Medic/low/686.vcd" 
	scene "scenes/Player/Medic/low/687.vcd" 
}
Rule PlayerTeleporterThanksMedic
{
	criteria ConceptTeleported IsNotEngineer IsMedic 30PercentChance
	Response PlayerTeleporterThanksMedic
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response DefendOnThePointMedic
{
	scene "scenes/Player/Medic/low/659.vcd" 
	scene "scenes/Player/Medic/low/660.vcd" 
	scene "scenes/Player/Medic/low/1237.vcd" 
	scene "scenes/Player/Medic/low/1238.vcd" 
	scene "scenes/Player/Medic/low/1239.vcd" 
}
Rule DefendOnThePointMedic
{
	criteria ConceptFireWeapon IsMedic IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointMedic
}

Response InvulnerableSpeechMedic
{
	scene "scenes/Player/Medic/low/648.vcd" 
	scene "scenes/Player/Medic/low/649.vcd" 
	scene "scenes/Player/Medic/low/650.vcd" 
}
Rule InvulnerableSpeechMedic
{
	criteria ConceptMedicChargeDeployed IsMedic  IsInvulnerable MedicNotInvulnerableSpeech
	ApplyContext "MedicInvulnerableSpeech:1:30"
	Response InvulnerableSpeechMedic
}

Response MedicJarateHit
{
	scene "scenes/Player/Medic/low/622.vcd"
	scene "scenes/Player/Medic/low/623.vcd"
	scene "scenes/Player/Medic/low/1223.vcd"
	scene "scenes/Player/Medic/low/1224.vcd"
	scene "scenes/Player/Medic/low/1225.vcd"
}
Rule MedicJarateHit
{
	criteria ConceptJarateHit IsMedic 50PercentChance
	Response MedicJarateHit
}

// Custom stuff
Response InvulnerableSpeechCombatMedic
{
	scene "scenes/Player/Medic/low/646.vcd" 
	scene "scenes/Player/Medic/low/647.vcd" 
	scene "scenes/Player/Medic/low/653.vcd" 
}
Rule InvulnerableSpeechCombatMedic
{
	criteria ConceptFireWeapon IsMedic IsInvulnerable WeaponIsNotMediGun MedicNotInvulnerableSpeech
	ApplyContext "MedicInvulnerableSpeech:1:30"
	Response InvulnerableSpeechCombatMedic
}

Response KritzSpeechMedic
{
	scene "scenes/Player/Medic/low/664.vcd"  
	scene "scenes/Player/Medic/low/676.vcd"  
}
Rule KritzSpeechMedic
{
	criteria ConceptMedicChargeDeployed IsMedic WeaponIsNotVanillaSecondary WeaponIsNotTaggedMedigun MedicNotInvulnerableSpeech
	ApplyContext "MedicInvulnerableSpeech:1:30"
	Response InvulnerableSpeechMedic
	Response KritzSpeechMedic
}

Response KilledPlayerAssistAutoMedic
{
	scene "scenes/Player/Medic/low/657.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/658.vcd" predelay "2.5"
}
Rule KilledPlayerAssistAutoMedic
{
	criteria ConceptKilledPlayer IsMedic IsBeingHealed IsARecentKill KilledPlayerDelay 20PercentChance MedicNotAssistSpeech
	ApplyContext "MedicAssistSpeech:1:20"
	Response KilledPlayerAssistAutoMedic
}

// End custom

// Modified so that Medic says pretty much any of his killstreak or domination lines when he gets a kill
// Medic will rarely get kills let alone dominations himself so this is fine

Response KilledPlayerManyMedic
{
	scene "scenes/Player/Medic/low/651.vcd"
	scene "scenes/Player/Medic/low/663.vcd"
}
Rule KilledPlayerManyMedic
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance KilledPlayerDelay MedicNotKillSpeech IsMedic
	ApplyContext "MedicKillSpeech:1:10"
	Response KilledPlayerManyMedic
}
Response KilledPlayerVeryManyMedic
{
	scene "scenes/Player/Medic/low/646.vcd" 
	scene "scenes/Player/Medic/low/655.vcd" 
	scene "scenes/Player/Medic/low/656.vcd" 
	scene "scenes/Player/Medic/low/652.vcd" 
}
Rule KilledPlayerVeryManyMedic
{
	criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance KilledPlayerDelay MedicNotKillSpeech IsMedic
	ApplyContext "MedicKillSpeech:1:10"
	Response KilledPlayerVeryManyMedic
}

Response PlayerKilledDominatingMedic
{
	scene "scenes/Player/Medic/low/1227.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/1232.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/605.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/606.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/1229.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/607.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/608.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/1230.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/679.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/1240.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingMedic
{
	criteria ConceptKilledPlayer IsMedic IsDominated
	ApplyContext "MedicKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingMedic
}


Response KilledPlayerMedic
{
	scene "scenes/Player/Medic/low/645.vcd" 
}
Rule KilledPlayerMedic
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance MedicNotKillSpeech MedicNotKillSpeechMelee IsMedic
	ApplyContext "MedicKillSpeechMelee:1:10"
	Response InvulnerableSpeechCombatMedic
	Response KilledPlayerMedic
	Response KilledPlayerManyMedic
	Response KilledPlayerVeryManyMedic
	Response PlayerKilledDominatingMedic
}

// Done

Response PlayerKilledCapperMedic
{
	scene "scenes/Player/Medic/low/1222.vcd" 
	scene "scenes/Player/Medic/low/545.vcd" 
	scene "scenes/Player/Medic/low/551.vcd" 
	scene "scenes/Player/Medic/low/552.vcd" 
	scene "scenes/Player/Medic/low/641.vcd" 
	scene "scenes/Player/Medic/low/674.vcd" 
}
Rule PlayerKilledCapperMedic
{
	criteria ConceptCapBlocked IsMedic
	ApplyContext "MedicKillSpeech:1:10"
	Response PlayerKilledCapperMedic
}

Response PlayerKilledForRevengeMedic
{
	scene "scenes/Player/Medic/low/569.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/620.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/1233.vcd" predelay "2.5"
	scene "scenes/Player/Medic/low/1234.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeMedic
{
	criteria ConceptKilledPlayer IsMedic IsRevenge
	ApplyContext "MedicKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeMedic
}

Response PlayerKilledObjectMedic
{
	scene "scenes/Player/Medic/low/653.vcd" 
	scene "scenes/Player/Medic/low/654.vcd" 
}
Rule PlayerKilledObjectMedic
{
	criteria ConceptKilledObject IsMedic 30PercentChance IsARecentKill
	ApplyContext "MedicKillSpeechObject:1:30"
	Response PlayerKilledObjectMedic
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainMedic
{
	scene "scenes/Player/Medic/low/633.vcd" 
	scene "scenes/Player/Medic/low/634.vcd" 
	scene "scenes/Player/Medic/low/635.vcd" 
	scene "scenes/Player/Medic/low/1243.vcd" 
}
Rule PlayerAttackerPainMedic
{
	criteria ConceptAttackerPain IsMedic IsNotDominating
	Response PlayerAttackerPainMedic
}

Response PlayerOnFireMedic
{
	scene "scenes/Player/Medic/low/534.vcd" 
	scene "scenes/Player/Medic/low/535.vcd" 
	scene "scenes/Player/Medic/low/536.vcd" 
}
Rule PlayerOnFireMedic
{
	criteria ConceptFire IsMedic MedicIsNotStillonFire IsNotDominating
	ApplyContext "MedicOnFire:1:7"
	Response PlayerOnFireMedic
}

Response PlayerOnFireRareMedic
{
	scene "scenes/Player/Medic/low/1401.vcd" 
	scene "scenes/Player/Medic/low/1402.vcd" 
}
Rule PlayerOnFireRareMedic
{
	criteria ConceptFire IsMedic 10PercentChance MedicIsNotStillonFire IsNotDominating
	ApplyContext "MedicOnFire:1:7"
	Response PlayerOnFireRareMedic
}

Response PlayerPainMedic
{
	scene "scenes/Player/Medic/low/636.vcd" 
	scene "scenes/Player/Medic/low/637.vcd" 
	scene "scenes/Player/Medic/low/638.vcd" 
	scene "scenes/Player/Medic/low/1244.vcd" 
	scene "scenes/Player/Medic/low/1245.vcd" 
	scene "scenes/Player/Medic/low/1246.vcd" 
	scene "scenes/Player/Medic/low/1247.vcd" 
	scene "scenes/Player/Medic/low/1248.vcd" 
}
Rule PlayerPainMedic
{
	criteria ConceptPain IsMedic IsNotDominating
	Response PlayerPainMedic
}

Response PlayerStillOnFireMedic
{
	scene "scenes/Player/Medic/low/1924.vcd" 
}
Rule PlayerStillOnFireMedic
{
	criteria ConceptFire IsMedic  MedicIsStillonFire IsNotDominating
	ApplyContext "MedicOnFire:1:7"
	Response PlayerStillOnFireMedic
}


//--------------------------------------------------------------------------------------------------------------
// Duel Speech
//--------------------------------------------------------------------------------------------------------------
Response AcceptedDuelMedic
{
	scene "scenes/Player/Medic/low/541.vcd" 
	scene "scenes/Player/Medic/low/640.vcd" 
	scene "scenes/Player/Medic/low/689.vcd" 
	scene "scenes/Player/Medic/low/690.vcd" 
}
Rule AcceptedDuelMedic
{
	criteria ConceptIAcceptDuel IsMedic
	Response AcceptedDuelMedic
}

Response MeleeDareMedic
{
	scene "scenes/Player/Medic/low/524.vcd" 
	scene "scenes/Player/Medic/low/597.vcd" 
	scene "scenes/Player/Medic/low/672.vcd" 
	scene "scenes/Player/Medic/low/677.vcd" 
}
Rule MeleeDareMedic
{
	criteria ConceptRequestDuel IsMedic
	Response MeleeDareMedic
}

Response RejectedDuelMedic
{
	scene "scenes/Player/Medic/low/531.vcd" 
	scene "scenes/Player/Medic/low/1222.vcd" 
	scene "scenes/Player/Medic/low/1225.vcd" 
	scene "scenes/Player/Medic/low/596.vcd" 
	scene "scenes/Player/Medic/low/678.vcd" 
}
Rule RejectedDuelMedic
{
	criteria ConceptDuelRejected IsMedic
	Response RejectedDuelMedic
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoMedic
{
	scene "scenes/Player/Medic/low/565.vcd" 
	scene "scenes/Player/Medic/low/566.vcd" 
	scene "scenes/Player/Medic/low/567.vcd" 
	scene "scenes/Player/Medic/low/1226.vcd" 
	scene "scenes/Player/Medic/low/1596.vcd" // this doesnt exist
}
Rule PlayerGoMedic
{
	criteria ConceptPlayerGo IsMedic
	Response PlayerGoMedic
}

Response PlayerHeadLeftMedic
{
	scene "scenes/Player/Medic/low/571.vcd" 
	scene "scenes/Player/Medic/low/572.vcd" 
	scene "scenes/Player/Medic/low/573.vcd" 
}
Rule PlayerHeadLeftMedic
{
	criteria ConceptPlayerLeft  IsMedic
	Response PlayerHeadLeftMedic
}

Response PlayerHeadRightMedic
{
	scene "scenes/Player/Medic/low/574.vcd" 
	scene "scenes/Player/Medic/low/575.vcd" 
	scene "scenes/Player/Medic/low/576.vcd" 
}
Rule PlayerHeadRightMedic
{
	criteria ConceptPlayerRight  IsMedic
	Response PlayerHeadRightMedic
}

Response PlayerHelpMedic
{
	scene "scenes/Player/Medic/low/577.vcd" 
	scene "scenes/Player/Medic/low/578.vcd" 
	scene "scenes/Player/Medic/low/579.vcd" 
}
Rule PlayerHelpMedic
{
	criteria ConceptPlayerHelp IsMedic
	Response PlayerHelpMedic
}

Response PlayerHelpCaptureMedic
{
	scene "scenes/Player/Medic/low/580.vcd" 
	scene "scenes/Player/Medic/low/581.vcd" 
}
Rule PlayerHelpCaptureMedic
{
	criteria ConceptPlayerHelp IsMedic IsOnCappableControlPoint
	ApplyContext "MedicHelpCap:1:10"
	Response PlayerHelpCaptureMedic
}

Response PlayerHelpCapture2Medic
{
	scene "scenes/Player/Medic/low/659.vcd" 
	scene "scenes/Player/Medic/low/660.vcd" 
	scene "scenes/Player/Medic/low/1237.vcd" 
	scene "scenes/Player/Medic/low/1238.vcd" 
	scene "scenes/Player/Medic/low/1239.vcd" 
}
Rule PlayerHelpCapture2Medic
{
	criteria ConceptPlayerHelp IsMedic IsOnCappableControlPoint IsHelpCapMedic
	Response PlayerHelpCapture2Medic
}

Response PlayerHelpDefendMedic
{
	scene "scenes/Player/Medic/low/583.vcd" 
	scene "scenes/Player/Medic/low/584.vcd" 
	scene "scenes/Player/Medic/low/585.vcd" 
}
Rule PlayerHelpDefendMedic
{
	criteria ConceptPlayerHelp IsMedic IsOnFriendlyControlPoint
	Response PlayerHelpDefendMedic
}

Response PlayerMedicMedic
{
	scene "scenes/Player/Medic/low/611.vcd" 
	scene "scenes/Player/Medic/low/612.vcd" 
	scene "scenes/Player/Medic/low/613.vcd" 
}
Rule PlayerMedicMedic
{
	criteria ConceptPlayerMedic IsMedic
	Response PlayerMedicMedic
}

Response PlayerAskForBallMedic
{
}
Rule PlayerAskForBallMedic
{
	criteria ConceptPlayerAskForBall IsMedic
	Response PlayerAskForBallMedic
}

Response PlayerMoveUpMedic
{
	scene "scenes/Player/Medic/low/614.vcd" 
	scene "scenes/Player/Medic/low/615.vcd" 
}
Rule PlayerMoveUpMedic
{
	criteria ConceptPlayerMoveUp  IsMedic
	Response PlayerMoveUpMedic
}

Response PlayerNoMedic
{
	scene "scenes/Player/Medic/low/627.vcd" 
	scene "scenes/Player/Medic/low/628.vcd" 
	scene "scenes/Player/Medic/low/629.vcd" 
}
Rule PlayerNoMedic
{
	criteria ConceptPlayerNo  IsMedic
	Response PlayerNoMedic
}

Response PlayerThanksMedic
{
	scene "scenes/Player/Medic/low/681.vcd" 
	scene "scenes/Player/Medic/low/682.vcd" 
}
Rule PlayerThanksMedic
{
	criteria ConceptPlayerThanks IsMedic
	Response PlayerThanksMedic
}

// 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 KilledPlayerAssistMedic
{
	scene "scenes/Player/Medic/low/657.vcd"
	scene "scenes/Player/Medic/low/658.vcd"
}
Rule KilledPlayerAssistMedic
{
	criteria ConceptPlayerThanks IsMedic IsARecentKill KilledPlayerDelay MedicNotAssistSpeech
	ApplyContext "MedicAssistSpeech:1:20"
	Response KilledPlayerAssistMedic
}
// End custom

Response PlayerYesMedic
{
	scene "scenes/Player/Medic/low/689.vcd" 
	scene "scenes/Player/Medic/low/690.vcd" 
	scene "scenes/Player/Medic/low/691.vcd" 
}
Rule PlayerYesMedic
{
	criteria ConceptPlayerYes  IsMedic
	Response PlayerYesMedic
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeMedic
{
	scene "scenes/Player/Medic/low/519.vcd" 
	scene "scenes/Player/Medic/low/520.vcd" 
	scene "scenes/Player/Medic/low/521.vcd" 
}
Rule PlayerActivateChargeMedic
{
	criteria ConceptPlayerActivateCharge IsMedic
	Response PlayerActivateChargeMedic
}

Response PlayerChargeReadyMedic
{
	scene "scenes/Player/Medic/low/528.vcd" 
	scene "scenes/Player/Medic/low/529.vcd" 
	scene "scenes/Player/Medic/low/530.vcd" 
}
Rule PlayerChargeReadyMedic
{
	criteria ConceptPlayerChargeReady IsMedic
	Response PlayerChargeReadyMedic
}

Response PlayerCloakedSpyMedic
{
	scene "scenes/Player/Medic/low/553.vcd" 
	scene "scenes/Player/Medic/low/554.vcd" 
}
Rule PlayerCloakedSpyMedic
{
	criteria ConceptPlayerCloakedSpy IsMedic
	Response PlayerCloakedSpyMedic
}

Response PlayerDispenserHereMedic
{
	scene "scenes/Player/Medic/low/616.vcd" 
}
Rule PlayerDispenserHereMedic
{
	criteria ConceptPlayerDispenserHere IsMedic
	Response PlayerDispenserHereMedic
}

Response PlayerIncomingMedic
{
	scene "scenes/Player/Medic/low/586.vcd" 
	scene "scenes/Player/Medic/low/587.vcd" 
	scene "scenes/Player/Medic/low/588.vcd" 
}
Rule PlayerIncomingMedic
{
	criteria ConceptPlayerIncoming IsMedic
	Response PlayerIncomingMedic
}

Response PlayerSentryAheadMedic
{
	scene "scenes/Player/Medic/low/643.vcd" 
	scene "scenes/Player/Medic/low/644.vcd" 
}
Rule PlayerSentryAheadMedic
{
	criteria ConceptPlayerSentryAhead IsMedic
	Response PlayerSentryAheadMedic
}

Response PlayerSentryHereMedic
{
	scene "scenes/Player/Medic/low/617.vcd" 
}
Rule PlayerSentryHereMedic
{
	criteria ConceptPlayerSentryHere IsMedic
	Response PlayerSentryHereMedic
}

Response PlayerTeleporterHereMedic
{
	scene "scenes/Player/Medic/low/618.vcd" 
}
Rule PlayerTeleporterHereMedic
{
	criteria ConceptPlayerTeleporterHere IsMedic
	Response PlayerTeleporterHereMedic
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryMedic
{
	scene "scenes/Player/Medic/low/537.vcd" 
	scene "scenes/Player/Medic/low/539.vcd" 
	scene "scenes/Player/Medic/low/540.vcd" 
	scene "scenes/Player/Medic/low/541.vcd" 
	scene "scenes/Player/Medic/low/542.vcd" 
	scene "scenes/Player/Medic/low/543.vcd" 
}
Rule PlayerBattleCryMedic
{
	criteria ConceptPlayerBattleCry IsMedic
	Response PlayerBattleCryMedic
}

// Custom stuff - melee dare
// Look at enemy, then do battle cry voice command while holding a melee weapon.
Response MeleeDareCombatMedic
{
	scene "scenes/Player/Medic/low/661.vcd"
	scene "scenes/Player/Medic/low/669.vcd"
	scene "scenes/Player/Medic/low/672.vcd"
	scene "scenes/Player/Medic/low/667.vcd"
	scene "scenes/Player/Medic/low/677.vcd"
	scene "scenes/Player/Medic/low/680.vcd"
	scene "scenes/Player/Medic/low/1241.vcd"
	scene "scenes/Player/Medic/low/679.vcd"
}
Rule MeleeDareCombatMedic
{
	criteria ConceptPlayerBattleCry IsWeaponMelee IsMedic IsCrosshairEnemy
	Response MeleeDareCombatMedic
}
//End custom

Response PlayerCheersMedic
{
	scene "scenes/Player/Medic/low/544.vcd" 
	scene "scenes/Player/Medic/low/545.vcd" 
	scene "scenes/Player/Medic/low/548.vcd" 
	scene "scenes/Player/Medic/low/550.vcd" 
	scene "scenes/Player/Medic/low/551.vcd" 
	scene "scenes/Player/Medic/low/552.vcd" 
}
Rule PlayerCheersMedic
{
	criteria ConceptPlayerCheers IsMedic
	Response PlayerCheersMedic
}

Response PlayerGoodJobMedic
{
	scene "scenes/Player/Medic/low/568.vcd" 
	scene "scenes/Player/Medic/low/569.vcd" 
	scene "scenes/Player/Medic/low/570.vcd" 
}
Rule PlayerGoodJobMedic
{
	criteria ConceptPlayerGoodJob IsMedic
	Response PlayerGoodJobMedic
}

Response PlayerJeersMedic
{
	scene "scenes/Player/Medic/low/592.vcd" 
	scene "scenes/Player/Medic/low/593.vcd" 
	scene "scenes/Player/Medic/low/594.vcd" 
	scene "scenes/Player/Medic/low/595.vcd" 
	scene "scenes/Player/Medic/low/596.vcd" 
	scene "scenes/Player/Medic/low/597.vcd" 
	scene "scenes/Player/Medic/low/598.vcd" 
	scene "scenes/Player/Medic/low/599.vcd" 
	scene "scenes/Player/Medic/low/600.vcd" 
	scene "scenes/Player/Medic/low/601.vcd" 
	scene "scenes/Player/Medic/low/603.vcd" 
	scene "scenes/Player/Medic/low/602.vcd" 
}
Rule PlayerJeersMedic
{
	criteria ConceptPlayerJeers IsMedic
	Response PlayerJeersMedic
}

Response PlayerLostPointMedic
{
	scene "scenes/Player/Medic/low/619.vcd" 
	scene "scenes/Player/Medic/low/620.vcd" 
	scene "scenes/Player/Medic/low/621.vcd" 
	scene "scenes/Player/Medic/low/622.vcd" 
	scene "scenes/Player/Medic/low/623.vcd" 
	scene "scenes/Player/Medic/low/1233.vcd" 
	scene "scenes/Player/Medic/low/1234.vcd" 
}
Rule PlayerLostPointMedic
{
	criteria ConceptPlayerLostPoint IsMedic
	Response PlayerLostPointMedic
}

Response PlayerNegativeMedic
{
	scene "scenes/Player/Medic/low/619.vcd" 
	scene "scenes/Player/Medic/low/620.vcd" 
	scene "scenes/Player/Medic/low/621.vcd" 
	scene "scenes/Player/Medic/low/622.vcd" 
	scene "scenes/Player/Medic/low/623.vcd" 
	scene "scenes/Player/Medic/low/1233.vcd" 
	scene "scenes/Player/Medic/low/1234.vcd" 
}
Rule PlayerNegativeMedic
{
	criteria ConceptPlayerNegative IsMedic
	Response PlayerNegativeMedic
}

Response PlayerNiceShotMedic
{
	scene "scenes/Player/Medic/low/624.vcd" 
	scene "scenes/Player/Medic/low/625.vcd" 
}
Rule PlayerNiceShotMedic
{
	criteria ConceptPlayerNiceShot IsMedic
	Response PlayerNiceShotMedic
}

Response PlayerPositiveMedic
{
	scene "scenes/Player/Medic/low/639.vcd" 
	scene "scenes/Player/Medic/low/640.vcd" 
	scene "scenes/Player/Medic/low/641.vcd" 
	scene "scenes/Player/Medic/low/1235.vcd" 
	scene "scenes/Player/Medic/low/1236.vcd" 
}

Response PlayerTauntsMedic
{
	scene "scenes/Player/Medic/low/604.vcd" 
	scene "scenes/Player/Medic/low/1228.vcd" 
	scene "scenes/Player/Medic/low/1231.vcd" 
	scene "scenes/Player/Medic/low/609.vcd" 
	scene "scenes/Player/Medic/low/610.vcd" 
}
Rule PlayerPositiveMedic
{
	criteria ConceptPlayerPositive IsMedic
	Response PlayerPositiveMedic
	Response PlayerTauntsMedic
}

//--------------------------------------------------------------------------------------------------------------
// MvM Speech
//--------------------------------------------------------------------------------------------------------------
Response MvMBombDroppedMedic
{
	scene "scenes/Player/Medic/low/4205.vcd" 
	scene "scenes/Player/Medic/low/4204.vcd" 
}
Rule MvMBombDroppedMedic
{
	criteria ConceptMvMBombDropped 5PercentChance IsMvMDefender IsMedic 
	Response MvMBombDroppedMedic
}

Response MvMBombCarrierUpgrade1Medic
{
	scene "scenes/Player/Medic/low/4200.vcd" 
}
Rule MvMBombCarrierUpgrade1Medic
{
	criteria ConceptMvMBombCarrierUpgrade1 5PercentChance IsMvMDefender IsMedic 
	Response MvMBombCarrierUpgrade1Medic
}

Response MvMBombCarrierUpgrade2Medic
{
	scene "scenes/Player/Medic/low/4201.vcd" 
}
Rule MvMBombCarrierUpgrade2Medic
{
	criteria ConceptMvMBombCarrierUpgrade2 5PercentChance IsMvMDefender IsMedic 
	Response MvMBombCarrierUpgrade2Medic
}

Response MvMBombCarrierUpgrade3Medic
{
	scene "scenes/Player/Medic/low/4202.vcd" 
}
Rule MvMBombCarrierUpgrade3Medic
{
	criteria ConceptMvMBombCarrierUpgrade3 5PercentChance IsMvMDefender IsMedic 
	Response MvMBombCarrierUpgrade3Medic
}

Response MvMDefenderDiedScoutMedic
{
	scene "scenes/Player/Medic/low/4173.vcd" 
}
Rule MvMDefenderDiedScoutMedic
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimScout IsMedic 
	Response MvMDefenderDiedScoutMedic
}

Response MvMDefenderDiedSpyMedic
{
	scene "scenes/Player/Medic/low/4174.vcd" 
}
Rule MvMDefenderDiedSpyMedic
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSpy IsMedic 
	Response MvMDefenderDiedSpyMedic
}

Response MvMDefenderDiedHeavyMedic
{
	scene "scenes/Player/Medic/low/4175.vcd" 
}
Rule MvMDefenderDiedHeavyMedic
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimHeavy IsMedic 
	Response MvMDefenderDiedHeavyMedic
}

Response MvMDefenderDiedSoldierMedic
{
	scene "scenes/Player/Medic/low/4176.vcd" 
}
Rule MvMDefenderDiedSoldierMedic
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSoldier IsMedic 
	Response MvMDefenderDiedSoldierMedic
}

Response MvMDefenderDiedMedicMedic
{
	scene "scenes/Player/Medic/low/4177.vcd" 
}
Rule MvMDefenderDiedMedicMedic
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimMedic IsMedic 
	Response MvMDefenderDiedMedicMedic
}

Response MvMDefenderDiedDemomanMedic
{
	scene "scenes/Player/Medic/low/4178.vcd" 
}
Rule MvMDefenderDiedDemomanMedic
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimDemoman IsMedic 
	Response MvMDefenderDiedDemomanMedic
}

Response MvMDefenderDiedPyroMedic
{
	scene "scenes/Player/Medic/low/4179.vcd" 
}
Rule MvMDefenderDiedPyroMedic
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimPyro IsMedic 
	Response MvMDefenderDiedPyroMedic
}

Response MvMDefenderDiedSniperMedic
{
	scene "scenes/Player/Medic/low/4180.vcd" 
}
Rule MvMDefenderDiedSniperMedic
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSniper IsMedic 
	Response MvMDefenderDiedSniperMedic
}

Response MvMDefenderDiedEngineerMedic
{
	scene "scenes/Player/Medic/low/4181.vcd" 
}
Rule MvMDefenderDiedEngineerMedic
{
	criteria ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimEngineer IsMedic 
	Response MvMDefenderDiedEngineerMedic
}

Response MvMFirstBombPickupMedic
{
	scene "scenes/Player/Medic/low/4197.vcd" 
	scene "scenes/Player/Medic/low/4199.vcd" 
}
Rule MvMFirstBombPickupMedic
{
	criteria ConceptMvMFirstBombPickup 5PercentChance IsMvMDefender IsMedic
	Response MvMFirstBombPickupMedic
}

Response MvMBombPickupMedic
{
	scene "scenes/Player/Medic/low/4196.vcd" 
}
Rule MvMBombPickupMedic
{
	criteria ConceptMvMBombPickup 5PercentChance IsMvMDefender IsMedic
	Response MvMBombPickupMedic
}

Response MvMSniperCalloutMedic
{
	scene "scenes/Player/Medic/low/4183.vcd" 
}
Rule MvMSniperCalloutMedic
{
	criteria ConceptMvMSniperCallout 50PercentChance IsMvMDefender IsMedic
	Response MvMSniperCalloutMedic
}

Response MvMSentryBusterMedic
{
	scene "scenes/Player/Medic/low/4212.vcd" 
}
Rule MvMSentryBusterMedic
{
	criteria ConceptMvMSentryBuster 50PercentChance IsMvMDefender IsMedic
	Response MvMSentryBusterMedic
}

Response MvMSentryBusterDownMedic
{
	scene "scenes/Player/Medic/low/4213.vcd" 
}
Rule MvMSentryBusterDownMedic
{
	criteria ConceptMvMSentryBusterDown 20PercentChance IsMvMDefender IsMedic
	Response MvMSentryBusterDownMedic
}

Response MvMLastManStandingMedic
{
	scene "scenes/Player/Medic/low/4182.vcd" 
}
Rule MvMLastManStandingMedic
{
										// was 20 percent
	criteria ConceptMvMLastManStanding IsMvMDefender IsMedic
	Response MvMLastManStandingMedic
}

Response MvMEncourageMoneyMedic
{
	scene "scenes/Player/Medic/low/4188.vcd" 
	scene "scenes/Player/Medic/low/4189.vcd" 
	scene "scenes/Player/Medic/low/4324.vcd" 
}
Rule MvMEncourageMoneyMedic
{
	criteria ConceptMvMEncourageMoney 50PercentChance IsMvMDefender IsMedic
	Response MvMEncourageMoneyMedic
}

Response MvMEncourageUpgradeMedic
{
	scene "scenes/Player/Medic/low/4193.vcd" 
	scene "scenes/Player/Medic/low/4194.vcd" 
	scene "scenes/Player/Medic/low/4195.vcd" 
}
Rule MvMEncourageUpgradeMedic
{
	criteria ConceptMvMEncourageUpgrade 50PercentChance IsMvMDefender IsMedic
	Response MvMEncourageUpgradeMedic
}

Response MvMUpgradeCompleteMedic
{
	scene "scenes/Player/Medic/low/4190.vcd" 
	scene "scenes/Player/Medic/low/4191.vcd" 
	scene "scenes/Player/Medic/low/4192.vcd" 
	scene "scenes/Player/Medic/low/4325.vcd" 
}
Rule MvMUpgradeCompleteMedic
{
	criteria ConceptMvMUpgradeComplete 5PercentChance IsMvMDefender IsMedic
	Response MvMUpgradeCompleteMedic
}

Response MvMGiantCalloutMedic
{
	scene "scenes/Player/Medic/low/4214.vcd" 
}
Rule MvMGiantCalloutMedic
{
	criteria ConceptMvMGiantCallout 20PercentChance IsMvMDefender IsMedic
	Response MvMGiantCalloutMedic
}

Response MvMGiantHasBombMedic
{
	scene "scenes/Player/Medic/low/4217.vcd" 
}
Rule MvMGiantHasBombMedic
{
	criteria ConceptMvMGiantHasBomb 20PercentChance IsMvMDefender IsMedic
	Response MvMGiantHasBombMedic
}

Response MvMSappedRobotMedic
{
	scene "scenes/Player/Medic/low/4184.vcd" 
	scene "scenes/Player/Medic/low/4185.vcd" 
}
Rule MvMSappedRobotMedic
{
	criteria ConceptMvMSappedRobot 50PercentChance IsMvMDefender IsMedic
	Response MvMSappedRobotMedic
}

Response MvMTankCalloutMedic
{
	scene "scenes/Player/Medic/low/4206.vcd" 
}
Rule MvMTankCalloutMedic
{
	criteria ConceptMvMTankCallout 50PercentChance IsMvMDefender IsMedic
	Response MvMTankCalloutMedic
}

Response MvMTankDeployingMedic
{
	scene "scenes/Player/Medic/low/4210.vcd" 
}
Rule MvMTankDeployingMedic
{
	criteria ConceptMvMTankDeploying 50PercentChance IsMvMDefender IsMedic
	Response MvMTankDeployingMedic
}

Response MvMAttackTheTankMedic
{
	scene "scenes/Player/Medic/low/4207.vcd" 
	scene "scenes/Player/Medic/low/4208.vcd" 
	scene "scenes/Player/Medic/low/4209.vcd" 
}
Rule MvMAttackTheTankMedic
{
	criteria ConceptMvMAttackTheTank 50PercentChance IsMvMDefender IsMedic
	Response MvMAttackTheTankMedic
}

Response MvMTauntMedic
{
	scene "scenes/Player/Medic/low/4186.vcd" 
}
Rule MvMTauntMedic
{
	criteria ConceptMvMTaunt 50PercentChance IsMvMDefender IsMedic
	Response MvMTauntMedic
}

Response MvMWaveStartMedic
{
	scene "scenes/Player/Medic/low/4109.vcd" 
}
Rule MvMWaveStartMedic
{
	criteria ConceptMvMWaveStart 50PercentChance IsMvMDefender IsMedic
	Response MvMWaveStartMedic
}

Response MvMWaveWinMedic
{
	scene "scenes/Player/Medic/low/4163.vcd" 
	scene "scenes/Player/Medic/low/4164.vcd" 
	scene "scenes/Player/Medic/low/4165.vcd" 
}
Rule MvMWaveWinMedic
{
	criteria ConceptMvMWaveWin 50PercentChance IsMvMDefender IsMedic
	Response MvMWaveWinMedic
}

Response MvMWaveLoseMedic
{
	scene "scenes/Player/Medic/low/4166.vcd" 
	scene "scenes/Player/Medic/low/4167.vcd" 
	scene "scenes/Player/Medic/low/4168.vcd" 
	scene "scenes/Player/Medic/low/4323.vcd" 
}
Rule MvMWaveLoseMedic
{
	criteria ConceptMvMWaveLose 50PercentChance IsMvMDefender IsMedic
	Response MvMWaveLoseMedic
}

Response MvMMoneyPickupMedic
{
	scene "scenes/Player/Medic/low/4187.vcd" 
}
Rule MvMMoneyPickupMedic
{
	criteria ConceptMvMMoneyPickup 5PercentChance IsMvMDefender IsMedic
	Response MvMMoneyPickupMedic
}

Response MvMGiantKilledMedic
{
	scene "scenes/Player/Medic/low/4218.vcd" 
}
Rule MvMGiantKilledMedic
{
	criteria ConceptMvMGiantKilled 50PercentChance IsMvMDefender IsMedic
	Response MvMGiantKilledMedic
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------
Criterion "MedicNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0
Criterion "MedicNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0
Criterion "MedicNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0
Criterion "MedicNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0
Criterion "MedicNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0
Criterion "MedicNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0
Response CartMovingBackwardsDefenseMedic                                                     
{
}
Rule CartMovingBackwardsDefenseMedic                                                     
{
	criteria ConceptCartMovingBackward IsOnDefense IsMedic MedicNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance                                                                                                                                                          
	ApplyContext "SaidCartMovingBackwardD:1:20"
	Response CartMovingBackwardsDefenseMedic                                                     
}
Response CartMovingBackwardsOffenseMedic                                                     
{
	scene "scenes/Player/Medic/low/6763.vcd"
	scene "scenes/Player/Medic/low/6765.vcd"
}
Rule CartMovingBackwardsOffenseMedic                                                     
{
	criteria ConceptCartMovingBackward IsOnOffense IsMedic MedicNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance                                                                                                                                                          
	ApplyContext "SaidCartMovingBackwardO:1:20"
	Response CartMovingBackwardsOffenseMedic                                                     
}
Response CartMovingForwardDefenseMedic                                                       
{
	scene "scenes/Player/Medic/low/6767.vcd"
	scene "scenes/Player/Medic/low/6766.vcd"
}
Rule CartMovingForwardDefenseMedic                                                       
{
	criteria ConceptCartMovingForward IsOnDefense IsMedic MedicNotSaidCartMovingForwardD IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardD:1:20"
	Response CartMovingForwardDefenseMedic                                                       
}
Response CartMovingForwardOffenseMedic                                                       
{
	scene "scenes/Player/Medic/low/6752.vcd"
	scene "scenes/Player/Medic/low/6753.vcd"
	scene "scenes/Player/Medic/low/6754.vcd"
	scene "scenes/Player/Medic/low/6755.vcd"
	scene "scenes/Player/Medic/low/6756.vcd"
	scene "scenes/Player/Medic/low/6758.vcd"
	scene "scenes/Player/Medic/low/6760.vcd"
	scene "scenes/Player/Medic/low/6761.vcd"
	scene "scenes/Player/Medic/low/6770.vcd"
	scene "scenes/Player/Medic/low/6774.vcd"
	scene "scenes/Player/Medic/low/6775.vcd"
}
Rule CartMovingForwardOffenseMedic                                                       
{
	criteria ConceptCartMovingForward IsOnOffense IsMedic MedicNotSaidCartMovingForwardO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseMedic                                                       
}
Response CartMovingStoppedDefenseMedic                                                       
{
	scene "scenes/Player/Medic/low/6786.vcd"
}
Rule CartMovingStoppedDefenseMedic                                                       
{
	criteria ConceptCartMovingStopped IsOnDefense IsMedic MedicNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedD:1:20"
	Response CartMovingStoppedDefenseMedic                                                       
}
Response CartMovingStoppedOffenseMedic                                                       
{
	scene "scenes/Player/Medic/low/6776.vcd"
	scene "scenes/Player/Medic/low/6782.vcd"
	scene "scenes/Player/Medic/low/6781.vcd"
	scene "scenes/Player/Medic/low/6779.vcd"
}
Rule CartMovingStoppedOffenseMedic                                                       
{
	criteria ConceptCartMovingStopped IsOnOffense IsMedic MedicNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseMedic                                                       
}
//--------------------------------------------------------------------------------------------------------------
// END OF Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------





















