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

Criterion "CivilianIsKillSpeechObject" "CivilianKillSpeechObject" "1" "required" weight 0
Criterion "CivilianIsNotStillonFire" "CivilianOnFire" "!=1" "required" weight 0
Criterion "CivilianIsStillonFire" "CivilianOnFire" "1" "required" weight 0
Criterion "CivilianNotKillSpeech" "CivilianKillSpeech" "!=1" "required" weight 0
Criterion "CivilianNotKillSpeechMelee" "CivilianKillSpeechMelee" "!=1" "required" weight 0
Criterion "CivilianNotSaidHealThanks" "CivilianSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapCivilian" "CivilianHelpCap" "1" "required" weight 0


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

Response PlayerCloakedSpyEngineerCivilianTFC
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpyEngineerCivilianTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsCivilian IsOnEngineer
	Response PlayerCloakedSpyEngineerCivilianTFC
}

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

Response PlayerCloakedSpyMedicCivilianTFC
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify06.vcd" 
}
Rule PlayerCloakedSpyMedicCivilianTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsCivilian IsOnMedic
	Response PlayerCloakedSpyMedicCivilianTFC
}

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

Response PlayerCloakedSpySniperCivilianTFC
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpySniperCivilianTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsCivilian IsOnSniper
	Response PlayerCloakedSpySniperCivilianTFC
}

Response PlayerCloakedSpyCivilianCivilianTFC
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpyCivilianCivilianTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsCivilian IsOnCivilian
	Response PlayerCloakedSpyCivilianCivilianTFC
}

Response PlayerCloakedSpySpyCivilianTFC
{
	scene "scenes/Player/Civilian/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpySpyCivilianTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsCivilian IsOnSpy
	Response PlayerCloakedSpySpyCivilianTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksCivilianTFC
{
	scene "scenes/Player/Civilian/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Civilian/low/ThanksForTheHeal02.vcd" 
	scene "scenes/Player/Civilian/low/ThanksForTheHeal03.vcd" 
}
Rule HealThanksCivilianTFC
{
	criteria IsTFC ConceptMedicChargeStopped IsCivilian SuperHighHealthContext CivilianNotSaidHealThanks 50PercentChance
	ApplyContext "CivilianSaidHealThanks:1:20"
	Response HealThanksCivilianTFC
}

Response PlayerRoundStartCivilianTFC
{
	scene "scenes/Player/Civilian/low/BattleCry01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Civilian/low/BattleCry06.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartCivilianTFC
{
	criteria IsTFC ConceptPlayerRoundStart IsCivilian
	Response PlayerRoundStartCivilianTFC
}

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

Response PlayerCapturedPointCivilianTFC
{
	scene "scenes/Player/Civilian/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Civilian/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Civilian/low/AutoCappedControlPoint03.vcd" 
}
Rule PlayerCapturedPointCivilianTFC
{
	criteria IsTFC ConceptPlayerCapturedPoint IsCivilian
	Response PlayerCapturedPointCivilianTFC
}

Response PlayerSuddenDeathCivilianTFC
{
	scene "scenes/Player/Civilian/low/Jeers01.vcd" 
	scene "scenes/Player/Civilian/low/Jeers02.vcd" 
	scene "scenes/Player/Civilian/low/Jeers03.vcd" 
	scene "scenes/Player/Civilian/low/Jeers04.vcd" 
	scene "scenes/Player/Civilian/low/Jeers05.vcd" 
	scene "scenes/Player/Civilian/low/Jeers06.vcd" 
	scene "scenes/Player/Civilian/low/Jeers07.vcd" 
	scene "scenes/Player/Civilian/low/Jeers08.vcd" 
	scene "scenes/Player/Civilian/low/Jeers09.vcd" 
	scene "scenes/Player/Civilian/low/Jeers10.vcd" 
	scene "scenes/Player/Civilian/low/Jeers11.vcd" 
	scene "scenes/Player/Civilian/low/Jeers12.vcd" 
}
Rule PlayerSuddenDeathCivilianTFC
{
	criteria IsTFC ConceptPlayerSuddenDeathStart IsCivilian
	Response PlayerSuddenDeathCivilianTFC
}

Response PlayerStalemateCivilianTFC
{
	scene "scenes/Player/Civilian/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Civilian/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Civilian/low/AutoDejectedTie03.vcd" 
}
Rule PlayerStalemateCivilianTFC
{
	criteria IsTFC ConceptPlayerStalemate IsCivilian
	Response PlayerStalemateCivilianTFC
}

Response PlayerTeleporterThanksCivilianTFC
{
	scene "scenes/Player/Civilian/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Civilian/low/ThanksForTheTeleporter02.vcd" 
	scene "scenes/Player/Civilian/low/ThanksForTheTeleporter03.vcd" 
}
Rule PlayerTeleporterThanksCivilianTFC
{
	criteria IsTFC ConceptTeleported IsNotEngineer IsCivilian 30PercentChance
	Response PlayerTeleporterThanksCivilianTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response KilledPlayerManyCivilianTFC
{
	scene "scenes/Player/Civilian/low/SpecialCompleted03.vcd" 
	scene "scenes/Player/Civilian/low/Taunts01.vcd" 
	scene "scenes/Player/Civilian/low/Taunts02.vcd" 
	scene "scenes/Player/Civilian/low/Taunts09.vcd" 
	scene "scenes/Player/Civilian/low/Taunts10.vcd" 
}
Rule KilledPlayerManyCivilianTFC
{
	criteria IsTFC ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay CivilianNotKillSpeech IsCivilian
	ApplyContext "CivilianKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyCivilianTFC
}

Response KilledPlayerMeleeCivilianTFC
{
	scene "scenes/Player/Civilian/low/SpecialCompleted05.vcd" 
}
Rule KilledPlayerMeleeCivilianTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee CivilianNotKillSpeechMelee IsCivilian
	ApplyContext "CivilianKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeCivilianTFC
}

Response KilledPlayerVeryManyCivilianTFC
{
	scene "scenes/Player/Civilian/low/Taunts17.vcd" 
}
Rule KilledPlayerVeryManyCivilianTFC
{
	criteria IsTFC ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay CivilianNotKillSpeech IsCivilian
	ApplyContext "CivilianKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerVeryManyCivilianTFC
}

Response PlayerKilledCapperCivilianTFC
{
	scene "scenes/Player/Civilian/low/Cheers04.vcd" 
	scene "scenes/Player/Civilian/low/Cheers05.vcd" 
	scene "scenes/Player/Civilian/low/Cheers06.vcd" 
}
Rule PlayerKilledCapperCivilianTFC
{
	criteria IsTFC ConceptCapBlocked IsCivilian
	ApplyContext "CivilianKillSpeech:1:10"
	Response PlayerKilledCapperCivilianTFC
}

Response PlayerKilledDominatingCivilianTFC
{
	scene "scenes/Player/Civilian/low/LaughEvil01.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/LaughEvil03.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/LaughHappy02.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/LaughHappy03.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/LaughLong01.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/LaughLong03.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/Taunts07.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/Taunts13.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingCivilianTFC
{
	criteria IsTFC ConceptKilledPlayer IsCivilian IsDominated
	ApplyContext "CivilianKillSpeech:1:10"
	Response PlayerKilledDominatingCivilianTFC
}

Response PlayerKilledForRevengeCivilianTFC
{
	scene "scenes/Player/Civilian/low/BattleCry06.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/Cheers01.vcd" predelay "2.5"
	scene "scenes/Player/Civilian/low/GoodJob02.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeCivilianTFC
{
	criteria IsTFC ConceptKilledPlayer IsCivilian IsRevenge
	ApplyContext "CivilianKillSpeech:1:10"
	Response PlayerKilledForRevengeCivilianTFC
}

Response PlayerKilledObjectCivilianTFC
{
	scene "scenes/Player/Civilian/low/BattleCry01.vcd" 
	scene "scenes/Player/Civilian/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Civilian/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Civilian/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Civilian/low/SpecialCompleted04.vcd" 
}
Rule PlayerKilledObjectCivilianTFC
{
	criteria IsTFC ConceptKilledObject IsCivilian 30PercentChance IsARecentKill
	ApplyContext "CivilianKillSpeechObject:1:30"
	applycontexttoworld
	Response PlayerKilledObjectCivilianTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainCivilianTFC
{
	scene "scenes/Player/Civilian/low/PainSevere01.vcd" 
	scene "scenes/Player/Civilian/low/PainSevere02.vcd" 
	scene "scenes/Player/Civilian/low/PainSevere03.vcd" 
	scene "scenes/Player/Civilian/low/PainSevere04.vcd" 
	scene "scenes/Player/Civilian/low/PainSevere05.vcd" 
	scene "scenes/Player/Civilian/low/PainSevere06.vcd" 
}
Rule PlayerAttackerPainCivilianTFC
{
	criteria IsTFC ConceptAttackerPain IsCivilian
	Response PlayerAttackerPainCivilianTFC
}

Response PlayerOnFireCivilianTFC
{
	scene "scenes/Player/Civilian/low/AutoOnFire01.vcd" 
}
Rule PlayerOnFireCivilianTFC
{
	criteria IsTFC ConceptFire IsCivilian CivilianIsNotStillonFire
	ApplyContext "CivilianOnFire:1:7"
	Response PlayerOnFireCivilianTFC
}

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

Response PlayerPainCivilianTFC
{
	scene "scenes/Player/Civilian/low/PainSharp01.vcd" 
	scene "scenes/Player/Civilian/low/PainSharp02.vcd" 
	scene "scenes/Player/Civilian/low/PainSharp03.vcd" 
	scene "scenes/Player/Civilian/low/PainSharp04.vcd" 
	scene "scenes/Player/Civilian/low/PainSharp05.vcd" 
	scene "scenes/Player/Civilian/low/PainSharp06.vcd" 
	scene "scenes/Player/Civilian/low/PainSharp07.vcd" 
	scene "scenes/Player/Civilian/low/PainSharp08.vcd" 
}
Rule PlayerPainCivilianTFC
{
	criteria IsTFC ConceptPain IsCivilian
	Response PlayerPainCivilianTFC
}

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


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

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

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

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

Response PlayerHelpCaptureCivilianTFC
{
	scene "scenes/Player/Civilian/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Civilian/low/HelpMeCapture02.vcd" 
	scene "scenes/Player/Civilian/low/HelpMeCapture03.vcd" 
}
Rule PlayerHelpCaptureCivilianTFC
{
	criteria IsTFC ConceptPlayerHelp IsCivilian IsOnCappableControlPoint
	ApplyContext "CivilianHelpCap:1:10"
	Response PlayerHelpCaptureCivilianTFC
}

Response PlayerHelpCapture2CivilianTFC
{
	scene "scenes/Player/Civilian/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Civilian/low/StandOnThePoint02.vcd" 
	scene "scenes/Player/Civilian/low/StandOnThePoint03.vcd" 
}
Rule PlayerHelpCapture2CivilianTFC
{
	criteria IsTFC ConceptPlayerHelp IsCivilian IsOnCappableControlPoint IsHelpCapCivilian
	Response PlayerHelpCapture2CivilianTFC
}

Response PlayerHelpDefendCivilianTFC
{
	scene "scenes/Player/Civilian/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Civilian/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Civilian/low/HelpMeDefend03.vcd" 
	scene "scenes/Player/Civilian/low/HelpMeDefend04.vcd" 
}
Rule PlayerHelpDefendCivilianTFC
{
	criteria IsTFC ConceptPlayerHelp IsCivilian IsOnFriendlyControlPoint
	Response PlayerHelpDefendCivilianTFC
}

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

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

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

Response PlayerThanksCivilianTFC
{
	scene "scenes/Player/Civilian/low/Thanks01.vcd" 
	scene "scenes/Player/Civilian/low/Thanks02.vcd" 
}
Rule PlayerThanksCivilianTFC
{
	criteria IsTFC ConceptPlayerThanks IsCivilian
	Response PlayerThanksCivilianTFC
}

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


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

Response PlayerCloakedSpyCivilianTFC
{
	scene "scenes/Player/Civilian/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Civilian/low/CloakedSpy02.vcd" 
	scene "scenes/Player/Civilian/low/CloakedSpy03.vcd" 
}
Rule PlayerCloakedSpyCivilianTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsCivilian
	Response PlayerCloakedSpyCivilianTFC
}

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

Response PlayerIncomingCivilianTFC
{
	scene "scenes/Player/Civilian/low/Incoming01.vcd" 
}
Rule PlayerIncomingCivilianTFC
{
	criteria IsTFC ConceptPlayerIncoming IsCivilian
	Response PlayerIncomingCivilianTFC
}

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

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

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


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

Response PlayerCheersCivilianTFC
{
	scene "scenes/Player/Civilian/low/Cheers01.vcd" 
	scene "scenes/Player/Civilian/low/Cheers02.vcd" 
	scene "scenes/Player/Civilian/low/Cheers03.vcd" 
	scene "scenes/Player/Civilian/low/Cheers04.vcd" 
	scene "scenes/Player/Civilian/low/Cheers05.vcd" 
	scene "scenes/Player/Civilian/low/Cheers06.vcd" 
}
Rule PlayerCheersCivilianTFC
{
	criteria IsTFC ConceptPlayerCheers IsCivilian
	Response PlayerCheersCivilianTFC
}

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

Response PlayerJeersCivilianTFC
{
	scene "scenes/Player/Civilian/low/Jeers01.vcd" 
	scene "scenes/Player/Civilian/low/Jeers02.vcd" 
	scene "scenes/Player/Civilian/low/Jeers03.vcd" 
	scene "scenes/Player/Civilian/low/Jeers04.vcd" 
	scene "scenes/Player/Civilian/low/Jeers05.vcd" 
	scene "scenes/Player/Civilian/low/Jeers06.vcd" 
	scene "scenes/Player/Civilian/low/Jeers07.vcd" 
	scene "scenes/Player/Civilian/low/Jeers08.vcd" 
	scene "scenes/Player/Civilian/low/Jeers09.vcd" 
	scene "scenes/Player/Civilian/low/Jeers10.vcd" 
	scene "scenes/Player/Civilian/low/Jeers11.vcd" 
	scene "scenes/Player/Civilian/low/Jeers12.vcd" 
}
Rule PlayerJeersCivilianTFC
{
	criteria IsTFC ConceptPlayerJeers IsCivilian
	Response PlayerJeersCivilianTFC
}

Response PlayerLostPointCivilianTFC
{
	scene "scenes/Player/Civilian/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization06.vcd" 
}
Rule PlayerLostPointCivilianTFC
{
	criteria IsTFC ConceptPlayerLostPoint IsCivilian
	Response PlayerLostPointCivilianTFC
}

Response PlayerNegativeCivilianTFC
{
	scene "scenes/Player/Civilian/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Civilian/low/NegativeVocalization06.vcd" 
}
Rule PlayerNegativeCivilianTFC
{
	criteria IsTFC ConceptPlayerNegative IsCivilian
	Response PlayerNegativeCivilianTFC
}

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

Response PlayerPositiveCivilianTFC
{
	scene "scenes/Player/Civilian/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Civilian/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Civilian/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Civilian/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Civilian/low/PositiveVocalization05.vcd" 
}
Rule PlayerPositiveCivilianTFC
{
	criteria IsTFC ConceptPlayerPositive IsCivilian
	Response PlayerPositiveCivilianTFC
}

Response PlayerTauntsCivilianTFC
{
	scene "scenes/Player/Civilian/low/LaughLong02.vcd" 
	scene "scenes/Player/Civilian/low/LaughShort01.vcd" 
	scene "scenes/Player/Civilian/low/LaughShort02.vcd" 
	scene "scenes/Player/Civilian/low/LaughShort03.vcd" 
	scene "scenes/Player/Civilian/low/LaughShort04.vcd" 
}
Rule PlayerTauntsCivilianTFC
{
	criteria IsTFC ConceptPlayerTaunts IsCivilian
	Response PlayerTauntsCivilianTFC
}

