//--------------------------------------------------------------------------------------------------------------
// Heavy Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "HeavyIsKillSpeechObject" "HeavyKillSpeechObject" "1" "required" weight 0
Criterion "HeavyIsNotStillonFire" "HeavyOnFire" "!=1" "required" weight 0
Criterion "HeavyIsStillonFire" "HeavyOnFire" "1" "required" weight 0
Criterion "HeavyNotInvulnerableSpeech" "HeavyInvulnerableSpeech" "!=1" "required" weight 0
Criterion "HeavyNotKillSpeech" "HeavyKillSpeech" "!=1" "required" weight 0
Criterion "HeavyNotKillSpeechMelee" "HeavyKillSpeechMelee" "!=1" "required" weight 0
Criterion "HeavyNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0
Criterion "HeavyNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0
Criterion "HeavyNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0
Criterion "HeavyNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0
Criterion "HeavyNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0
Criterion "HeavyNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0
Criterion "HeavyNotSaidHealThanks" "HeavySaidHealThanks" "!=1" "required"
Criterion "IsHelpCapHeavy" "HeavyHelpCap" "1" "required" weight 0
// Custom stuff
Criterion "HeavyNotMedicSpeech" "HeavyMedicSpeech" "!=1" "required"
Criterion "HeavyNotAwardSpeech" "HeavyAwardSpeech" "!=1" "required"
Criterion "HeavyNotAssistSpeech" "HeavyAssistSpeech" "!=1" "required" weight 0
Criterion "IsHeavyFistsSwung" "HeavyFistsSwung" "1" "required" weight 0
Criterion "IsNotHeavyFistsSwung" "HeavyFistsSwung" "!=1" "required" weight 0
Criterion "IsHeavyFistsSwinging" "HeavyFistsSwinging" "1" "required" weight 0
Criterion "IsNotHeavyFistsSwinging" "HeavyFistsSwinging" "!=1" "required" weight 0
Criterion "NotGunTauntHeavy" "GunTauntHeavy" "!=1" "required" weight 0
Criterion "IsNotDaring" "IsDaring" "!=1" "required" weight 0
Criterion "HeavyNotKillSpeechObject" "HeavyKillSpeechObject" "!=1" "required" weight 0
Criterion "HeavyNotShinySpeech" "HeavyShinySpeech" "!=1" "required" weight 0
Criterion "HeavyNotFairyNoises" "HeavyFairyNoises" "!=1" "required" weight 0


Response PlayerCloakedSpyDemomanHeavyTFC
{
	scene "scenes/Player/Heavy/low/225.vcd" 
}
Rule PlayerCloakedSpyDemomanHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy IsOnDemoman
	Response PlayerCloakedSpyDemomanHeavyTFC
}

Response PlayerCloakedSpyEngineerHeavyTFC
{
	scene "scenes/Player/Heavy/low/228.vcd" 
}
Rule PlayerCloakedSpyEngineerHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy IsOnEngineer
	Response PlayerCloakedSpyEngineerHeavyTFC
}

Response PlayerCloakedSpyHeavyHeavyTFC
{
	scene "scenes/Player/Heavy/low/223.vcd" 
}
Rule PlayerCloakedSpyHeavyHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy IsOnHeavy
	Response PlayerCloakedSpyHeavyHeavyTFC
}

Response PlayerCloakedSpyMedicHeavyTFC
{
	scene "scenes/Player/Heavy/low/227.vcd" 
}
Rule PlayerCloakedSpyMedicHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy IsOnMedic
	Response PlayerCloakedSpyMedicHeavyTFC
}

Response PlayerCloakedSpyPyroHeavyTFC
{
	scene "scenes/Player/Heavy/low/224.vcd" 
}
Rule PlayerCloakedSpyPyroHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy IsOnPyro
	Response PlayerCloakedSpyPyroHeavyTFC
}

Response PlayerCloakedSpyScoutHeavyTFC
{
	scene "scenes/Player/Heavy/low/221.vcd" 
}
Rule PlayerCloakedSpyScoutHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy IsOnScout
	Response PlayerCloakedSpyScoutHeavyTFC
}

Response PlayerCloakedSpySniperHeavyTFC
{
	scene "scenes/Player/Heavy/low/229.vcd" 
}
Rule PlayerCloakedSpySniperHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy IsOnSniper
	Response PlayerCloakedSpySniperHeavyTFC
}

Response PlayerCloakedSpySoldierHeavyTFC
{
	scene "scenes/Player/Heavy/low/222.vcd" 
}
Rule PlayerCloakedSpySoldierHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy IsOnSoldier
	Response PlayerCloakedSpySoldierHeavyTFC
}

Response PlayerCloakedSpySpyHeavyTFC
{
	scene "scenes/Player/Heavy/low/226.vcd" 
}
Rule PlayerCloakedSpySpyHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy IsOnSpy
	Response PlayerCloakedSpySpyHeavyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
// Custom achievement stuff
Response AwardHeavyTFC
{
	scene "scenes/Player/Heavy/low/1954.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/1955.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/1956.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2057.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2058.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2059.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2060.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2061.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2062.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2063.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2064.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2065.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2068.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2069.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2200.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2259.vcd" predelay "2.5"
	
}
Rule AwardHeavyTFC
{
	criteria IsTFC ConceptAchievementAward IsHeavy HeavyNotAwardSpeech
	ApplyContext "HeavyAwardSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response AwardHeavyTFC
}
//End custom achievement

Response HealThanksHeavyTFC
{
	scene "scenes/Player/Heavy/low/344.vcd" 
	scene "scenes/Player/Heavy/low/345.vcd" 
	scene "scenes/Player/Heavy/low/346.vcd" 
}
Rule HealThanksHeavyTFC
{
	criteria IsTFC ConceptMedicChargeStopped IsHeavy SuperHighHealthContext HeavyNotSaidHealThanks 50PercentChance
	ApplyContext "HeavySaidHealThanks:1:20"
	Response HealThanksHeavyTFC
}

Response PlayerRoundStartHeavyTFC
{
	scene "scenes/Player/Heavy/low/205.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/206.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/207.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/208.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/209.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/210.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartHeavyTFC
{
	criteria IsTFC ConceptPlayerRoundStart IsHeavy
	Response PlayerRoundStartHeavyTFC
}

Response PlayerCappedIntelligenceHeavyTFC
{
	scene "scenes/Player/Heavy/low/196.vcd" 
	scene "scenes/Player/Heavy/low/197.vcd" 
	scene "scenes/Player/Heavy/low/198.vcd" 
}
Rule PlayerCappedIntelligenceHeavyTFC
{
	criteria IsTFC ConceptPlayerCapturedIntelligence IsHeavy
	Response PlayerCappedIntelligenceHeavyTFC
}

Response PlayerCapturedPointHeavyTFC
{
	scene "scenes/Player/Heavy/low/193.vcd" 
	scene "scenes/Player/Heavy/low/194.vcd" 
	scene "scenes/Player/Heavy/low/195.vcd" 
}
Rule PlayerCapturedPointHeavyTFC
{
	criteria IsTFC ConceptPlayerCapturedPoint IsHeavy
	Response PlayerCapturedPointHeavyTFC
}

Response PlayerSuddenDeathHeavyTFC
{
	scene "scenes/Player/Heavy/low/258.vcd" 
	scene "scenes/Player/Heavy/low/259.vcd" 
	scene "scenes/Player/Heavy/low/260.vcd" 
	scene "scenes/Player/Heavy/low/261.vcd" 
	scene "scenes/Player/Heavy/low/262.vcd" 
	scene "scenes/Player/Heavy/low/263.vcd" 
	scene "scenes/Player/Heavy/low/264.vcd" 
	scene "scenes/Player/Heavy/low/265.vcd" 
	scene "scenes/Player/Heavy/low/266.vcd" 
}
Rule PlayerSuddenDeathHeavyTFC
{
	criteria IsTFC ConceptPlayerSuddenDeathStart IsHeavy
	Response PlayerSuddenDeathHeavyTFC
}

Response PlayerStalemateHeavyTFC
{
	scene "scenes/Player/Heavy/low/199.vcd" 
	scene "scenes/Player/Heavy/low/200.vcd" 
	scene "scenes/Player/Heavy/low/201.vcd" 
}
Rule PlayerStalemateHeavyTFC
{
	criteria IsTFC ConceptPlayerStalemate IsHeavy
	Response PlayerStalemateHeavyTFC
}

Response PlayerTeleporterThanksHeavyTFC
{
	scene "scenes/Player/Heavy/low/347.vcd" 
	scene "scenes/Player/Heavy/low/348.vcd" 
	scene "scenes/Player/Heavy/low/349.vcd" 
}
Rule PlayerTeleporterThanksHeavyTFC
{
	criteria IsTFC ConceptTeleported IsNotEngineer IsHeavy 30PercentChance
	Response PlayerTeleporterThanksHeavyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------
Response CartMovingBackwardsDefenseHeavyTFC
{
	scene "scenes/Player/Heavy/low/1990.vcd" 
	scene "scenes/Player/Heavy/low/1991.vcd" 
	scene "scenes/Player/Heavy/low/1992.vcd" 
	scene "scenes/Player/Heavy/low/2070.vcd" 
	scene "scenes/Player/Heavy/low/2208.vcd" 
	scene "scenes/Player/Heavy/low/2209.vcd" 
	scene "scenes/Player/Heavy/low/2267.vcd" 
	scene "scenes/Player/Heavy/low/2268.vcd" 
}
Rule CartMovingBackwardsDefenseHeavyTFC
{
	criteria IsTFC ConceptCartMovingBackward IsOnDefense IsHeavy HeavyNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingBackwardD:1:20"
	Response CartMovingBackwardsDefenseHeavyTFC
}

Response CartMovingBackwardsOffenseHeavyTFC
{
	scene "scenes/Player/Heavy/low/1987.vcd" 
	scene "scenes/Player/Heavy/low/1988.vcd" 
	scene "scenes/Player/Heavy/low/1989.vcd" 
	scene "scenes/Player/Heavy/low/2071.vcd" 
	scene "scenes/Player/Heavy/low/2072.vcd" 
	scene "scenes/Player/Heavy/low/2206.vcd" 
	scene "scenes/Player/Heavy/low/2207.vcd" 
}
Rule CartMovingBackwardsOffenseHeavyTFC
{
	criteria IsTFC ConceptCartMovingBackward IsOnOffense IsHeavy HeavyNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingBackwardO:1:20"
	Response CartMovingBackwardsOffenseHeavyTFC
}

Response CartMovingForwardDefenseHeavyTFC
{
	scene "scenes/Player/Heavy/low/1984.vcd" 
	scene "scenes/Player/Heavy/low/1985.vcd" 
	scene "scenes/Player/Heavy/low/2269.vcd" 
	scene "scenes/Player/Heavy/low/1986.vcd" 
	scene "scenes/Player/Heavy/low/2073.vcd" 
	scene "scenes/Player/Heavy/low/2270.vcd" 
	scene "scenes/Player/Heavy/low/2263.vcd" 
}
Rule CartMovingForwardDefenseHeavyTFC
{
	criteria IsTFC ConceptCartMovingForward IsOnDefense IsHeavy HeavyNotSaidCartMovingForwardD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingForwardD:1:20"
	Response CartMovingForwardDefenseHeavyTFC
}

Response CartMovingForwardOffenseHeavyTFC
{
	scene "scenes/Player/Heavy/low/1963.vcd" 
	scene "scenes/Player/Heavy/low/1964.vcd" 
	scene "scenes/Player/Heavy/low/1965.vcd" 
	scene "scenes/Player/Heavy/low/2179.vcd" 
	scene "scenes/Player/Heavy/low/2180.vcd" 
	scene "scenes/Player/Heavy/low/2181.vcd" 
	scene "scenes/Player/Heavy/low/2182.vcd" 
	scene "scenes/Player/Heavy/low/2183.vcd" 
	scene "scenes/Player/Heavy/low/2184.vcd" 
	scene "scenes/Player/Heavy/low/2271.vcd" 
	scene "scenes/Player/Heavy/low/2185.vcd" 
	scene "scenes/Player/Heavy/low/2186.vcd" 
	scene "scenes/Player/Heavy/low/2187.vcd" 
	scene "scenes/Player/Heavy/low/2188.vcd" 
	scene "scenes/Player/Heavy/low/2189.vcd" 
	scene "scenes/Player/Heavy/low/2190.vcd" 
	scene "scenes/Player/Heavy/low/2203.vcd" 
	scene "scenes/Player/Heavy/low/1957.vcd" 
	scene "scenes/Player/Heavy/low/1958.vcd" 
	scene "scenes/Player/Heavy/low/1959.vcd" 
	scene "scenes/Player/Heavy/low/2202.vcd" 
	scene "scenes/Player/Heavy/low/2201.vcd" 
	scene "scenes/Player/Heavy/low/2193.vcd" 
	scene "scenes/Player/Heavy/low/2066.vcd" 
	scene "scenes/Player/Heavy/low/2261.vcd" 
	scene "scenes/Player/Heavy/low/2260.vcd" 
	scene "scenes/Player/Heavy/low/2262.vcd" 
}
Rule CartMovingForwardOffenseHeavyTFC
{
	criteria IsTFC ConceptCartMovingForward IsOnOffense IsHeavy HeavyNotSaidCartMovingForwardO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseHeavyTFC
}

Response CartMovingStoppedDefenseHeavyTFC
{
	scene "scenes/Player/Heavy/low/1966.vcd" 
	scene "scenes/Player/Heavy/low/1967.vcd" 
	scene "scenes/Player/Heavy/low/1968.vcd" 
	scene "scenes/Player/Heavy/low/2191.vcd" 
}
Rule CartMovingStoppedDefenseHeavyTFC
{
	criteria IsTFC ConceptCartMovingStopped IsOnDefense IsHeavy HeavyNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingStoppedD:1:20"
	Response CartMovingStoppedDefenseHeavyTFC
}

Response CartMovingStoppedOffenseHeavyTFC
{
	scene "scenes/Player/Heavy/low/1960.vcd" 
	scene "scenes/Player/Heavy/low/1961.vcd" 
	scene "scenes/Player/Heavy/low/2192.vcd" 
	scene "scenes/Player/Heavy/low/1962.vcd" 
}
Rule CartMovingStoppedOffenseHeavyTFC
{
	criteria IsTFC ConceptCartMovingStopped IsOnOffense IsHeavy HeavyNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseHeavyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------

// Minigun responses imported from tf.txt

Response HeavyTimeFiringMinigunShort
{
	scene "scenes/player/heavy/low/attackminigun_vocal02.vcd"
	scene "scenes/player/heavy/low/attackminigun_vocal03.vcd"
}
Rule HeavyTimeFiringMinigunShort
{
	criteria IsTFC ConceptFireMinigunTalk IsHeavy WeaponIsMinigun TimeFiringMinigunShort 30PercentChance
	Response HeavyTimeFiringMinigunShort
}

Response HeavyTimeFiringMinigunLong
{
	//scene "scenes/player/heavy/low/specialcompleted11.vcd" This is a remnant from the beta files.
	//scene "scenes/player/heavy/low/laughShort03.vcd" This is a remnant from the beta files.
	scene "scenes/player/heavy/low/1279.vcd"
	scene "scenes/player/heavy/low/1273.vcd"
}
Rule HeavyTimeFiringMinigunLong
{
	criteria IsTFC ConceptFireMinigunTalk IsHeavy WeaponIsMinigun TimeFiringMinigunLong 50PercentChance
	Response HeavyTimeFiringMinigunLong
}

Response HeavyTimeFiringMinigunReallyLong
{
	scene "scenes/player/heavy/low/attackMinigun_vocal05.vcd"
	//scene "scenes/player/heavy/low/specialcompleted07.vcd" This is a remnant from the beta files.
	scene "scenes/player/heavy/low/318.vcd"
	// Was that so hard VALVe? ;)
}
Rule HeavyTimeFiringMinigunReallyLong
{
	criteria IsTFC ConceptFireMinigunTalk IsHeavy WeaponIsMinigun TimeFiringMinigunReallyLong 50PercentChance
	Response HeavyTimeFiringMinigunReallyLong
}

// End minigun responses imported from tf.txt

Response DefendOnThePointHeavyTFC
{
	scene "scenes/Player/Heavy/low/322.vcd" 
	scene "scenes/Player/Heavy/low/1277.vcd" 
}
Rule DefendOnThePointHeavyTFC
{
	criteria IsTFC ConceptFireWeapon IsHeavy IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointHeavyTFC
}

Response InvulnerableSpeechHeavyTFC
{
	scene "scenes/Player/Heavy/low/314.vcd" 
	scene "scenes/Player/Heavy/low/315.vcd" 
	scene "scenes/Player/Heavy/low/316.vcd" 
	scene "scenes/Player/Heavy/low/325.vcd" 
	scene "scenes/Player/Heavy/low/341.vcd" 
}
Rule InvulnerableSpeechHeavyTFC
{
	criteria IsTFC ConceptFireMinigun IsHeavy WeaponIsMinigun IsInvulnerable HeavyNotInvulnerableSpeech
	ApplyContext "HeavyInvulnerableSpeech:1:30"
	Response InvulnerableSpeechHeavyTFC
}

// Custom stuff
Response KilledMedicHeavyTFC
{
	scene "scenes/Player/Heavy/low/1982.vcd"
	scene "scenes/Player/Heavy/low/1983.vcd"
	scene "scenes/Player/Heavy/low/1993.vcd"
	scene "scenes/Player/Heavy/low/1994.vcd"
}
Rule KilledMedicHeavyTFC
{
	criteria IsTFC ConceptKilledPlayer IsVictimMedic IsHeavy IsBeingHealed 50PercentChance KilledPlayerDelay HeavyNotMedicSpeech
	ApplyContext "HeavyMedicSpeech:1:20"
	ApplyContext "IsDominating:1:5" // Added the IsDominating context so this isn't interrupted. Heavy is going to be under fire a lot in this kind of situation.
	Response KilledMedicHeavyTFC
}

Response KilledPlayerAssistAutoHeavyTFC
{
	scene "scenes/Player/Heavy/low/320.vcd" predelay "2.5"
}
Rule KilledPlayerAssistAutoHeavyTFC
{
	criteria IsTFC ConceptKilledPlayer IsHeavy IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance HeavyNotAssistSpeech
	ApplyContext "HeavyAssistSpeech:1:20"
	Response KilledPlayerAssistAutoHeavyTFC
}

// End custom

// Modified to include a new line
Response KilledPlayerManyHeavyTFC
{
	scene "scenes/Player/Heavy/low/310.vcd" 
	scene "scenes/Player/Heavy/low/311.vcd" 
	scene "scenes/Player/Heavy/low/1279.vcd" 
	scene "scenes/Player/Heavy/low/326.vcd" 
	scene "scenes/Player/Heavy/low/327.vcd" 
	scene "scenes/player/heavy/low/335.vcd"
}
Rule KilledPlayerManyHeavyTFC
{
	criteria IsTFC ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay HeavyNotKillSpeech IsHeavy
	ApplyContext "HeavyKillSpeech:1:10"
	Response KilledPlayerManyHeavyTFC
}

Response KilledPlayerMeleeHeavyTFC
{
	scene "scenes/Player/Heavy/low/272.vcd" 
	scene "scenes/Player/Heavy/low/273.vcd" 
}
Rule KilledPlayerMeleeHeavyTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee HeavyNotKillSpeechMelee IsHeavy
	ApplyContext "HeavyKillSpeechMelee:1:10"
	Response KilledPlayerMeleeHeavyTFC
}

// Custom stuff
// Fist of Steel kill
Response KilledPlayerMeleeMetalHeavyTFC
{
	scene "scenes/Player/Heavy/low/1941.vcd" 
}
Rule KilledPlayerMeleeMetalHeavyTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  WeaponIsMetalFists HeavyNotKillSpeechMelee IsHeavy
	ApplyContext "HeavyKillSpeechMelee:1:10"
	Response KilledPlayerMeleeMetalHeavy
	Response KilledPlayerMeleeHeavyTFC
}

// Iron Curtain/Brass Beast kill
Response KilledPlayerShinyHeavyTFC
{
	scene "scenes/player/heavy/low/2210.vcd" predelay ".25"
	scene "scenes/player/heavy/low/2198.vcd" predelay ".25"
	scene "scenes/player/heavy/low/2204.vcd" predelay ".25"
	scene "scenes/player/heavy/low/2199.vcd" predelay ".25"
}
Rule KilledPlayerShinyHeavyTFC
{
	criterion ConceptKilledPlayer KilledPlayerDelay 20PercentChance IsManyRecentKills IsWeaponPrimary WeaponIsNotVanillaPrimary HeavyNotKillSpeech IsHeavy WeaponIsNotTaggedMinigun
	ApplyContext "HeavyKillSpeech:1:90"
	Response KilledPlayerShinyHeavyTFC
}

// Custom kill response against an Engineer.
Response KilledPlayerTauntHeavyTFC
{
	scene "scenes/player/heavy/low/332.vcd"
	scene "scenes/player/heavy/low/337.vcd"
}
Rule KilledPlayerTauntHeavyTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsHeavy IsVictimEngineer IsCrosshairEnemy HeavyNotKillSpeech
	ApplyContext "HeavyKillSpeech:1:10"
	Response KilledPlayerTauntHeavyTFC
}

// Swinging fists start
Response HeavySwingFistsStart
{
	scene "scenes/player/heavy/low/1980.vcd"
}
Rule HeavySwingFistsStart
{
	criteria IsTFC ConceptFireWeapon IsWeaponMelee 50PercentChance IsHeavy IsNotDaring HeavyNotKillSpeechMelee IsNotDominating IsNotHeavyFistsSwung WeaponIsNotSaxxy
	ApplyContext "HeavyFistsSwung:1:10"
	Response HeavySwingFistsStart
}

Response HeavySwingFists
{
	scene "scenes/player/heavy/low/2272.vcd"
	scene "scenes/player/heavy/low/2273.vcd"
	scene "scenes/player/heavy/low/2274.vcd"
	scene "scenes/player/heavy/low/1978.vcd"
	scene "scenes/player/heavy/low/1979.vcd"
}
Rule HeavySwingFists
{
	criteria IsTFC ConceptFireWeapon IsWeaponMelee 50PercentChance IsHeavyFistsSwung IsNotDaring HeavyNotKillSpeechMelee IsNotDominating IsHeavy IsNotHeavyFistsSwinging
	ApplyContext "HeavyFistsSwinging:2:3"
	Response HeavySwingFists
}

// End custom

// Modified to include a new line
Response KilledPlayerVeryManyHeavyTFC
{
	scene "scenes/Player/Heavy/low/318.vcd" 
	scene "scenes/Player/Heavy/low/319.vcd" 
	scene "scenes/Player/Heavy/low/323.vcd" 
	scene "scenes/Player/Heavy/low/338.vcd" 
	scene "scenes/Player/Heavy/low/340.vcd" 
	scene "scenes/player/heavy/low/333.vcd"
}
Rule KilledPlayerVeryManyHeavyTFC
{
	criteria IsTFC ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay HeavyNotKillSpeech IsHeavy
	ApplyContext "HeavyKillSpeech:1:10"
	Response KilledPlayerVeryManyHeavyTFC
}

Response MedicFollowHeavyTFC
{
	scene "scenes/Player/Heavy/low/1933.vcd" predelay ".25"
	scene "scenes/Player/Heavy/low/1935.vcd" predelay ".25"
	scene "scenes/Player/Heavy/low/1936.vcd" predelay ".25"
	scene "scenes/Player/Heavy/low/1937.vcd" predelay ".25"
	scene "scenes/Player/Heavy/low/1938.vcd" predelay ".25"
	scene "scenes/Player/Heavy/low/1939.vcd" predelay ".25"
	scene "scenes/Player/Heavy/low/2086.vcd" predelay ".25"
}
Rule MedicFollowHeavyTFC
{
	criteria IsTFC ConceptPlayerMedic IsOnMedic IsHeavy IsNotCrossHairEnemy NotLowHealth HeavyIsNotStillonFire
	ApplyContext "HeavyKillSpeech:1:10"
	Response MedicFollowHeavyTFC
}

Response HeavyJarateHit
{
	scene "scenes/Player/Heavy/low/1267.vcd"   
	scene "scenes/Player/Heavy/low/201.vcd"   
	scene "scenes/Player/Heavy/low/259.vcd"   
}
Rule HeavyJarateHit
{
	criteria IsTFC ConceptJarateHit IsHeavy 50PercentChance
	Response HeavyJarateHit
}

Response PlayerKilledCapperHeavyTFC
{
	scene "scenes/Player/Heavy/low/1265.vcd" 
	scene "scenes/Player/Heavy/low/289.vcd" 
	scene "scenes/Player/Heavy/low/306.vcd" 
	scene "scenes/Player/Heavy/low/330.vcd" 
	scene "scenes/Player/Heavy/low/334.vcd" 
	scene "scenes/Player/Heavy/low/339.vcd" 
	scene "scenes/Player/Heavy/low/331.vcd" 
}
Rule PlayerKilledCapperHeavyTFC
{
	criteria IsTFC ConceptCapBlocked IsHeavy
	ApplyContext "HeavyKillSpeech:1:10"
	Response PlayerKilledCapperHeavyTFC
}

Response PlayerKilledDominatingHeavyTFC
{
	scene "scenes/Player/Heavy/low/1948.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/1950.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2074.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2075.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2076.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2077.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2078.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2079.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2080.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2083.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2084.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2085.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2103.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2115.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2194.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2256.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/235.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/263.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/267.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/268.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/269.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/1268.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/1269.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/1272.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/270.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/271.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2067.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2265.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2266.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/303.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/304.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/336.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingHeavyTFC
{
	criteria IsTFC ConceptKilledPlayer IsHeavy IsDominated
	ApplyContext "HeavyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingHeavyTFC
}

Response PlayerKilledForRevengeHeavyTFC
{
	scene "scenes/Player/Heavy/low/213.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/216.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/305.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/1951.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/1952.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/1953.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2100.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2101.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2102.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2104.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2105.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2108.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2109.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2110.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2111.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2112.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2113.vcd" predelay "2.5"
	scene "scenes/Player/Heavy/low/2114.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeHeavyTFC
{
	criteria IsTFC ConceptKilledPlayer IsHeavy IsRevenge
	ApplyContext "HeavyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeHeavyTFC
}

Response PlayerKilledObjectHeavyTFC
{
	scene "scenes/Player/Heavy/low/2264.vcd" 
	scene "scenes/Player/Heavy/low/1262.vcd" 
	scene "scenes/Player/Heavy/low/312.vcd" 
	scene "scenes/Player/Heavy/low/313.vcd" 
}
Rule PlayerKilledObjectHeavyTFC
{
	criteria IsTFC ConceptKilledObject IsHeavy 30PercentChance IsARecentKill HeavyNotKillSpeechObject
	ApplyContext "HeavyKillSpeechObject:1:30"
	Response PlayerKilledObjectHeavyTFC
}

// Custom stuff
Response PlayerKilledSentryHeavyTFC
{
	scene "scenes/player/heavy/low/332.vcd"
}
Rule PlayerKilledSentryHeavyTFC
{
	criteria IsTFC ConceptKilledObject IsHeavy IsSentryGun 10PercentChance HeavyNotKillSpeechObject
	ApplyContext "HeavyKillSpeechObject:1:30"
	Response PlayerKilledSentryHeavyTFC
}

Response PlayerKilledDispenserHeavyTFC
{
	scene "scenes/player/heavy/low/337.vcd"
}
Rule PlayerKilledDispenserHeavyTFC
{
	criteria IsTFC ConceptKilledObject IsHeavy IsDispenser 10PercentChance HeavyNotKillSpeechObject
	ApplyContext "HeavyKillSpeechObject:1:30"
	Response PlayerKilledDispenserHeavyTFC
}
// End custom

//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainHeavyTFC
{
	scene "scenes/Player/Heavy/low/297.vcd" 
	scene "scenes/Player/Heavy/low/298.vcd" 
	scene "scenes/Player/Heavy/low/299.vcd" 
}
Rule PlayerAttackerPainHeavyTFC
{
	criteria IsTFC ConceptAttackerPain IsHeavy IsNotDominating
	Response PlayerAttackerPainHeavyTFC
}

Response PlayerOnFireHeavyTFC
{
	scene "scenes/Player/Heavy/low/202.vcd" 
	scene "scenes/Player/Heavy/low/203.vcd" 
	scene "scenes/Player/Heavy/low/1400.vcd" 
}
Rule PlayerOnFireHeavyTFC
{
	criteria IsTFC ConceptFire IsHeavy HeavyIsNotStillonFire IsNotDominating
	ApplyContext "HeavyOnFire:1:7"
	Response PlayerOnFireHeavyTFC
}

Response PlayerOnFireRareHeavyTFC
{
	scene "scenes/Player/Heavy/low/204.vcd" 
	scene "scenes/Player/Heavy/low/1399.vcd" 
}
Rule PlayerOnFireRareHeavyTFC
{
	criteria IsTFC ConceptFire IsHeavy 10PercentChance HeavyIsNotStillonFire IsNotDominating
	ApplyContext "HeavyOnFire:1:7"
	Response PlayerOnFireRareHeavyTFC
}

Response PlayerPainHeavyTFC
{
	scene "scenes/Player/Heavy/low/300.vcd" 
	scene "scenes/Player/Heavy/low/301.vcd" 
	scene "scenes/Player/Heavy/low/302.vcd" 
	scene "scenes/Player/Heavy/low/1390.vcd" 
	scene "scenes/Player/Heavy/low/1391.vcd" 
}
Rule PlayerPainHeavyTFC
{
	criteria IsTFC ConceptPain IsHeavy IsNotDominating
	Response PlayerPainHeavyTFC
}

Response PlayerStillOnFireHeavyTFC
{
	scene "scenes/Player/Heavy/low/1925.vcd" 
}
Rule PlayerStillOnFireHeavyTFC
{
	criteria IsTFC ConceptFire IsHeavy  HeavyIsStillonFire IsNotDominating
	ApplyContext "HeavyOnFire:1:7"
	Response PlayerStillOnFireHeavyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Duel Speech
//--------------------------------------------------------------------------------------------------------------
Response AcceptedDuelHeavyTFC
{
	scene "scenes/Player/Heavy/low/2058.vcd" 
	scene "scenes/Player/Heavy/low/2061.vcd" 
	scene "scenes/Player/Heavy/low/205.vcd" 
	scene "scenes/Player/Heavy/low/1950.vcd" 
	scene "scenes/Player/Heavy/low/2084.vcd" 
	scene "scenes/Player/Heavy/low/324.vcd" 
	scene "scenes/Player/Heavy/low/326.vcd" 
	scene "scenes/Player/Heavy/low/330.vcd" 
	scene "scenes/Player/Heavy/low/350.vcd" 
	scene "scenes/Player/Heavy/low/351.vcd" 
}
Rule AcceptedDuelHeavyTFC
{
	criteria IsTFC ConceptIAcceptDuel IsHeavy
	Response AcceptedDuelHeavyTFC
}

Response MeleeDareHeavyTFC
{
	scene "scenes/Player/Heavy/low/1975.vcd" 
	scene "scenes/Player/Heavy/low/1977.vcd" 
	scene "scenes/Player/Heavy/low/2090.vcd" 
	scene "scenes/Player/Heavy/low/2091.vcd" 
	scene "scenes/Player/Heavy/low/2119.vcd" 
	scene "scenes/Player/Heavy/low/2205.vcd" 
	scene "scenes/Player/Heavy/low/2258.vcd" 
}
Rule MeleeDareHeavyTFC
{
	criteria IsTFC ConceptRequestDuel IsHeavy
	Response MeleeDareHeavyTFC
}

Response RejectedDuelHeavyTFC
{
	scene "scenes/Player/Heavy/low/201.vcd" 
	scene "scenes/Player/Heavy/low/2074.vcd" 
	scene "scenes/Player/Heavy/low/2075.vcd" 
	scene "scenes/Player/Heavy/low/2076.vcd" 
	scene "scenes/Player/Heavy/low/2077.vcd" 
	scene "scenes/Player/Heavy/low/2081.vcd" 
	scene "scenes/Player/Heavy/low/2082.vcd" 
	scene "scenes/Player/Heavy/low/2103.vcd" 
	scene "scenes/Player/Heavy/low/258.vcd" 
	scene "scenes/Player/Heavy/low/327.vcd" 
}
Rule RejectedDuelHeavyTFC
{
	criteria IsTFC ConceptDuelRejected IsHeavy
	Response RejectedDuelHeavyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoHeavyTFC
{
	scene "scenes/Player/Heavy/low/231.vcd" 
	scene "scenes/Player/Heavy/low/232.vcd" 
	scene "scenes/Player/Heavy/low/233.vcd" 
}
Rule PlayerGoHeavyTFC
{
	criteria IsTFC ConceptPlayerGo IsHeavy
	Response PlayerGoHeavyTFC
}

Response PlayerHeadLeftHeavyTFC
{
	scene "scenes/Player/Heavy/low/237.vcd" 
	scene "scenes/Player/Heavy/low/238.vcd" 
	scene "scenes/Player/Heavy/low/239.vcd" 
	scene "scenes/Player/Heavy/low/2276.vcd" 
}
Rule PlayerHeadLeftHeavyTFC
{
	criteria IsTFC ConceptPlayerLeft  IsHeavy
	Response PlayerHeadLeftHeavyTFC
}

Response PlayerHeadRightHeavyTFC
{
	scene "scenes/Player/Heavy/low/240.vcd" 
	scene "scenes/Player/Heavy/low/241.vcd" 
	scene "scenes/Player/Heavy/low/242.vcd" 
	scene "scenes/Player/Heavy/low/2275.vcd" 
}
Rule PlayerHeadRightHeavyTFC
{
	criteria IsTFC ConceptPlayerRight  IsHeavy
	Response PlayerHeadRightHeavyTFC
}

Response PlayerHelpHeavyTFC
{
	scene "scenes/Player/Heavy/low/243.vcd" 
	scene "scenes/Player/Heavy/low/244.vcd" 
	scene "scenes/Player/Heavy/low/245.vcd" 
}
Rule PlayerHelpHeavyTFC
{
	criteria IsTFC ConceptPlayerHelp IsHeavy
	Response PlayerHelpHeavyTFC
}

Response PlayerHelpCaptureHeavyTFC
{
	scene "scenes/Player/Heavy/low/246.vcd" 
	scene "scenes/Player/Heavy/low/247.vcd" 
	scene "scenes/Player/Heavy/low/248.vcd" 
}
Rule PlayerHelpCaptureHeavyTFC
{
	criteria IsTFC ConceptPlayerHelp IsHeavy IsOnCappableControlPoint
	ApplyContext "HeavyHelpCap:1:10"
	Response PlayerHelpCaptureHeavyTFC
}

Response PlayerHelpCapture2HeavyTFC
{
	scene "scenes/Player/Heavy/low/321.vcd" 
	scene "scenes/Player/Heavy/low/322.vcd" 
	scene "scenes/Player/Heavy/low/1276.vcd" 
	scene "scenes/Player/Heavy/low/1277.vcd" 
}
Rule PlayerHelpCapture2HeavyTFC
{
	criteria IsTFC ConceptPlayerHelp IsHeavy IsOnCappableControlPoint IsHelpCapHeavy
	Response PlayerHelpCapture2HeavyTFC
}

// Custom stuff
// Response for when the Heavy is fighting on a cappable point
Response PlayerGetOnPointHeavyTFC
{
	scene "scenes/Player/Heavy/low/1947.vcd" 
	scene "scenes/Player/Heavy/low/2195.vcd" 
	scene "scenes/Player/Heavy/low/2196.vcd" 
	scene "scenes/Player/Heavy/low/2197.vcd" 
}

Rule PlayerGetOnPointHeavyTFC
{
	criterion ConceptFireWeapon IsHeavy IsOnCappableControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:15"
	applycontexttoworld
	Response PlayerGetOnPointHeavyTFC
}
// End custom

Response PlayerHelpDefendHeavyTFC
{
	scene "scenes/Player/Heavy/low/249.vcd" 
	scene "scenes/Player/Heavy/low/250.vcd" 
	scene "scenes/Player/Heavy/low/251.vcd" 
}
Rule PlayerHelpDefendHeavyTFC
{
	criteria IsTFC ConceptPlayerHelp IsHeavy IsOnFriendlyControlPoint
	Response PlayerHelpDefendHeavyTFC
}

Response PlayerMedicHeavyTFC
{
	scene "scenes/Player/Heavy/low/274.vcd" 
	scene "scenes/Player/Heavy/low/275.vcd" 
	scene "scenes/Player/Heavy/low/276.vcd" 
}
Rule PlayerMedicHeavyTFC
{
	criteria IsTFC ConceptPlayerMedic IsHeavy
	Response PlayerMedicHeavyTFC
}

Response PlayerAskForBallHeavyTFC
{
}
Rule PlayerAskForBallHeavyTFC
{
	criteria IsTFC ConceptPlayerAskForBall IsHeavy
	Response PlayerAskForBallHeavyTFC
}

Response PlayerMoveUpHeavyTFC
{
	scene "scenes/Player/Heavy/low/277.vcd" 
	scene "scenes/Player/Heavy/low/278.vcd" 
	scene "scenes/Player/Heavy/low/279.vcd" 
}
Rule PlayerMoveUpHeavyTFC
{
	criteria IsTFC ConceptPlayerMoveUp  IsHeavy
	Response PlayerMoveUpHeavyTFC
}

Response PlayerNoHeavyTFC
{
	scene "scenes/Player/Heavy/low/291.vcd" 
	scene "scenes/Player/Heavy/low/292.vcd" 
	scene "scenes/Player/Heavy/low/293.vcd" 
}
Rule PlayerNoHeavyTFC
{
	criteria IsTFC ConceptPlayerNo  IsHeavy
	Response PlayerNoHeavyTFC
}

Response PlayerThanksHeavyTFC
{
	scene "scenes/Player/Heavy/low/342.vcd" 
	scene "scenes/Player/Heavy/low/343.vcd" 
	scene "scenes/Player/Heavy/low/1278.vcd" 
}
Rule PlayerThanksHeavyTFC
{
	criteria IsTFC ConceptPlayerThanks IsHeavy
	Response PlayerThanksHeavyTFC
}

// 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 KilledPlayerAssistHeavyTFC
{
	scene "scenes/Player/Heavy/low/320.vcd"
}
Rule KilledPlayerAssistHeavyTFC
{
	criteria IsTFC ConceptPlayerThanks IsHeavy IsARecentKill KilledPlayerDelay HeavyNotAssistSpeech
	ApplyContext "HeavyAssistSpeech:1:20"
	Response KilledPlayerAssistHeavyTFC
}
// End custom

Response PlayerYesHeavyTFC
{
	scene "scenes/Player/Heavy/low/350.vcd" 
	scene "scenes/Player/Heavy/low/351.vcd" 
	scene "scenes/Player/Heavy/low/352.vcd" 
}
Rule PlayerYesHeavyTFC
{
	criteria IsTFC ConceptPlayerYes  IsHeavy
	Response PlayerYesHeavyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeHeavyTFC
{
	scene "scenes/Player/Heavy/low/190.vcd" 
	scene "scenes/Player/Heavy/low/191.vcd" 
	scene "scenes/Player/Heavy/low/192.vcd" 
	scene "scenes/Player/Heavy/low/1261.vcd" 
}
Rule PlayerActivateChargeHeavyTFC
{
	criteria IsTFC ConceptPlayerActivateCharge IsHeavy
	Response PlayerActivateChargeHeavyTFC
}

Response PlayerCloakedSpyHeavyTFC
{
	scene "scenes/Player/Heavy/low/218.vcd" 
	scene "scenes/Player/Heavy/low/219.vcd" 
	scene "scenes/Player/Heavy/low/220.vcd" 
	scene "scenes/Player/Heavy/low/1264.vcd" 
}
Rule PlayerCloakedSpyHeavyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsHeavy
	Response PlayerCloakedSpyHeavyTFC
}

Response PlayerDispenserHereHeavyTFC
{
	scene "scenes/Player/Heavy/low/280.vcd" 
}
Rule PlayerDispenserHereHeavyTFC
{
	criteria IsTFC ConceptPlayerDispenserHere IsHeavy
	Response PlayerDispenserHereHeavyTFC
}

Response PlayerIncomingHeavyTFC
{
	scene "scenes/Player/Heavy/low/252.vcd" 
	scene "scenes/Player/Heavy/low/253.vcd" 
	scene "scenes/Player/Heavy/low/254.vcd" 
}
Rule PlayerIncomingHeavyTFC
{
	criteria IsTFC ConceptPlayerIncoming IsHeavy
	Response PlayerIncomingHeavyTFC
}

Response PlayerSentryAheadHeavyTFC
{
	scene "scenes/Player/Heavy/low/308.vcd" 
	scene "scenes/Player/Heavy/low/309.vcd" 
}
Rule PlayerSentryAheadHeavyTFC
{
	criteria IsTFC ConceptPlayerSentryAhead IsHeavy
	Response PlayerSentryAheadHeavyTFC
}

Response PlayerSentryHereHeavyTFC
{
	scene "scenes/Player/Heavy/low/281.vcd" 
}
Rule PlayerSentryHereHeavyTFC
{
	criteria IsTFC ConceptPlayerSentryHere IsHeavy
	Response PlayerSentryHereHeavyTFC
}

Response PlayerTeleporterHereHeavyTFC
{
	scene "scenes/Player/Heavy/low/282.vcd" 
}
Rule PlayerTeleporterHereHeavyTFC
{
	criteria IsTFC ConceptPlayerTeleporterHere IsHeavy
	Response PlayerTeleporterHereHeavyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryHeavyTFC
{
	scene "scenes/Player/Heavy/low/205.vcd" 
	scene "scenes/Player/Heavy/low/206.vcd" 
	scene "scenes/Player/Heavy/low/207.vcd" 
	scene "scenes/Player/Heavy/low/208.vcd" 
	scene "scenes/Player/Heavy/low/209.vcd" 
	scene "scenes/Player/Heavy/low/210.vcd" 
}
Rule PlayerBattleCryHeavyTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsHeavy
	Response PlayerBattleCryHeavyTFC
}

// Custom stuff - melee dare
// Look at enemy, then do battle cry voice command while holding a melee weapon.
Response MeleeDareCombatHeavyTFC
{
	scene "scenes/Player/Heavy/low/1975.vcd"
	scene "scenes/Player/Heavy/low/1976.vcd"
	scene "scenes/Player/Heavy/low/1977.vcd"
	scene "scenes/Player/Heavy/low/2087.vcd"
	scene "scenes/Player/Heavy/low/2090.vcd"
	scene "scenes/Player/Heavy/low/2091.vcd"
	scene "scenes/Player/Heavy/low/2092.vcd"
	scene "scenes/Player/Heavy/low/2093.vcd"
	scene "scenes/Player/Heavy/low/2106.vcd"
	scene "scenes/Player/Heavy/low/2107.vcd"
	scene "scenes/Player/Heavy/low/2119.vcd"
	scene "scenes/Player/Heavy/low/2205.vcd"
	scene "scenes/Player/Heavy/low/2258.vcd"
}
Rule MeleeDareCombatHeavyTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsWeaponMelee IsHeavy IsCrosshairEnemy
	ApplyContext "IsDaring:1:5"
	Response MeleeDareCombatHeavyTFC
}

Response PlayerShinyCryHeavyTFC
{
	scene "scenes/Player/Heavy/low/1944.vcd"
	scene "scenes/Player/Heavy/low/1940.vcd"
	scene "scenes/Player/Heavy/low/1942.vcd"
	scene "scenes/Player/Heavy/low/1943.vcd"
	scene "scenes/player/heavy/low/2199.vcd"
}
Rule PlayerShinyCryHeavyTFC
{
	criteria IsTFC ConceptPlayerBattleCry 30PercentChance IsWeaponPrimary IsHeavy WeaponIsNotVanillaPrimary WeaponIsNotTaggedMinigun
	Response PlayerShinyCryHeavyTFC
}

Rule PlayerShinyWindupHeavyTFC
{
	criteria IsTFC ConceptWindMinigun IsWeaponPrimary IsHeavy WeaponIsNotVanillaPrimary WeaponIsNotTaggedMinigun WeaponIsNotTomislav 5PercentChance HeavyNotShinySpeech HeavyNotKillSpeech
	ApplyContext "HeavyShinySpeech:1:300"
	Response PlayerShinyCryHeavyTFC
}

// Custom response battle cry against an Engineer.
Response PlayerTauntCryHeavyTFC
{
	scene "scenes/player/heavy/low/332.vcd"
	scene "scenes/player/heavy/low/337.vcd"
}
Rule PlayerTauntCryHeavyTFC
{
	criteria IsTFC ConceptPlayerBattleCry 75PercentChance IsHeavy IsOnEngineer IsCrosshairEnemy
	Response PlayerTauntCryHeavyTFC
}

// Custom response for taunt against non-Heavies
Response PlayerTauntGunHeavyTFC
{
	scene "scenes/player/heavy/low/329.vcd"
	scene "scenes/player/heavy/low/333.vcd"
	scene "scenes/player/heavy/low/335.vcd"
}
Rule PlayerTauntGunHeavyTFC
{
	criterion ConceptPlayerBattleCry 75PercentChance IsHeavy IsNotOnHeavy IsCrosshairEnemy NotGunTauntHeavy IsNotWeaponMelee
	ApplyContext "GunTauntHeavy:1:10"
	Response PlayerTauntGunHeavyTFC
}
//End custom

Response PlayerCheersHeavyTFC
{
	scene "scenes/Player/Heavy/low/211.vcd" 
	scene "scenes/Player/Heavy/low/212.vcd" 
	scene "scenes/Player/Heavy/low/213.vcd" 
	scene "scenes/Player/Heavy/low/214.vcd" 
	scene "scenes/Player/Heavy/low/215.vcd" 
	scene "scenes/Player/Heavy/low/216.vcd" 
	scene "scenes/Player/Heavy/low/217.vcd" 
	scene "scenes/Player/Heavy/low/1263.vcd" 
}
Rule PlayerCheersHeavyTFC
{
	criteria IsTFC ConceptPlayerCheers IsHeavy
	Response PlayerCheersHeavyTFC
}

Response PlayerGoodJobHeavyTFC
{
	scene "scenes/Player/Heavy/low/234.vcd" 
	scene "scenes/Player/Heavy/low/235.vcd" 
	scene "scenes/Player/Heavy/low/236.vcd" 
	scene "scenes/Player/Heavy/low/1265.vcd" 
}
Rule PlayerGoodJobHeavyTFC
{
	criteria IsTFC ConceptPlayerGoodJob IsHeavy
	Response PlayerGoodJobHeavyTFC
}

Response PlayerJeersHeavyTFC
{
	scene "scenes/Player/Heavy/low/258.vcd" 
	scene "scenes/Player/Heavy/low/259.vcd" 
	scene "scenes/Player/Heavy/low/260.vcd" 
	scene "scenes/Player/Heavy/low/261.vcd" 
	scene "scenes/Player/Heavy/low/262.vcd" 
	scene "scenes/Player/Heavy/low/263.vcd" 
	scene "scenes/Player/Heavy/low/264.vcd" 
	scene "scenes/Player/Heavy/low/265.vcd" 
	scene "scenes/Player/Heavy/low/266.vcd" 
}
Rule PlayerJeersHeavyTFC
{
	criteria IsTFC ConceptPlayerJeers IsHeavy
	Response PlayerJeersHeavyTFC
}

Response PlayerLostPointHeavyTFC
{
	scene "scenes/Player/Heavy/low/1267.vcd" 
	scene "scenes/Player/Heavy/low/283.vcd" 
	scene "scenes/Player/Heavy/low/284.vcd" 
	scene "scenes/Player/Heavy/low/285.vcd" 
	scene "scenes/Player/Heavy/low/286.vcd" 
	scene "scenes/Player/Heavy/low/287.vcd" 
}
Rule PlayerLostPointHeavyTFC
{
	criteria IsTFC ConceptPlayerLostPoint IsHeavy
	Response PlayerLostPointHeavyTFC
}

Response PlayerNegativeHeavyTFC
{
	scene "scenes/Player/Heavy/low/1267.vcd" 
	scene "scenes/Player/Heavy/low/283.vcd" 
	scene "scenes/Player/Heavy/low/284.vcd" 
	scene "scenes/Player/Heavy/low/285.vcd" 
	scene "scenes/Player/Heavy/low/286.vcd" 
	scene "scenes/Player/Heavy/low/287.vcd" 
}
Rule PlayerNegativeHeavyTFC
{
	criteria IsTFC ConceptPlayerNegative IsHeavy
	Response PlayerNegativeHeavyTFC
}

Response PlayerNiceShotHeavyTFC
{
	scene "scenes/Player/Heavy/low/288.vcd" 
	scene "scenes/Player/Heavy/low/289.vcd" 
	scene "scenes/Player/Heavy/low/290.vcd" 
}
Rule PlayerNiceShotHeavyTFC
{
	criteria IsTFC ConceptPlayerNiceShot IsHeavy
	Response PlayerNiceShotHeavyTFC
}

Response PlayerPositiveHeavyTFC
{
	scene "scenes/Player/Heavy/low/303.vcd" 
	scene "scenes/Player/Heavy/low/304.vcd" 
	scene "scenes/Player/Heavy/low/305.vcd" 
	scene "scenes/Player/Heavy/low/306.vcd" 
	scene "scenes/Player/Heavy/low/307.vcd" 
}

Response PlayerTauntsHeavyTFC
{
	scene "scenes/Player/Heavy/low/1270.vcd" 
	scene "scenes/Player/Heavy/low/1271.vcd" 
	scene "scenes/Player/Heavy/low/1274.vcd" 
	scene "scenes/Player/Heavy/low/1273.vcd" 
}
Rule PlayerPositiveHeavyTFC
{
	criteria IsTFC ConceptPlayerPositive IsHeavy
	Response PlayerPositiveHeavy
	Response PlayerTauntsHeavyTFC
}
// Modified to be an extension of the 'positive' voice command.

//--------------------------------------------------------------------------------------------------------------
// MvM Speech
//--------------------------------------------------------------------------------------------------------------
Response MvMBombDroppedHeavyTFC
{
	scene "scenes/Player/Heavy/low/4009.vcd" 
}
Rule MvMBombDroppedHeavyTFC
{
	criteria IsTFC ConceptMvMBombDropped 5PercentChance IsMvMDefender IsHeavy 
	Response MvMBombDroppedHeavyTFC
}

Response MvMBombCarrierUpgrade1HeavyTFC
{
	scene "scenes/Player/Heavy/low/4005.vcd" 
}
Rule MvMBombCarrierUpgrade1HeavyTFC
{
	criteria IsTFC ConceptMvMBombCarrierUpgrade1 5PercentChance IsMvMDefender IsHeavy 
	Response MvMBombCarrierUpgrade1HeavyTFC
}

Response MvMBombCarrierUpgrade2HeavyTFC
{
	scene "scenes/Player/Heavy/low/4006.vcd" 
}
Rule MvMBombCarrierUpgrade2HeavyTFC
{
	criteria IsTFC ConceptMvMBombCarrierUpgrade2 5PercentChance IsMvMDefender IsHeavy 
	Response MvMBombCarrierUpgrade2HeavyTFC
}

Response MvMDefenderDiedEngineerHeavyTFC
{
	scene "scenes/Player/Heavy/low/3962.vcd" 
}
Rule MvMDefenderDiedEngineerHeavyTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimEngineer IsHeavy 
	Response MvMDefenderDiedEngineerHeavyTFC
}

Response MvMDefenderDiedSpyHeavyTFC
{
	scene "scenes/Player/Heavy/low/3963.vcd" 
}
Rule MvMDefenderDiedSpyHeavyTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSpy IsHeavy 
	Response MvMDefenderDiedSpyHeavyTFC
}

Response MvMDefenderDiedScoutHeavyTFC
{
	scene "scenes/Player/Heavy/low/3964.vcd" 
}
Rule MvMDefenderDiedScoutHeavyTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimScout IsHeavy 
	Response MvMDefenderDiedScoutHeavyTFC
}

Response MvMDefenderDiedHeavyHeavyTFC
{
	scene "scenes/Player/Heavy/low/3965.vcd" 
}
Rule MvMDefenderDiedHeavyHeavyTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimHeavy IsHeavy 
	Response MvMDefenderDiedHeavyHeavyTFC
}

Response MvMDefenderDiedDemomanHeavyTFC
{
	scene "scenes/Player/Heavy/low/3966.vcd" 
}
Rule MvMDefenderDiedDemomanHeavyTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimDemoman IsHeavy 
	Response MvMDefenderDiedDemomanHeavyTFC
}

Response MvMDefenderDiedSniperHeavyTFC
{
	scene "scenes/Player/Heavy/low/3967.vcd" 
}
Rule MvMDefenderDiedSniperHeavyTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSniper IsHeavy 
	Response MvMDefenderDiedSniperHeavyTFC
}

Response MvMDefenderDiedPyroHeavyTFC
{
	scene "scenes/Player/Heavy/low/3968.vcd" 
}
Rule MvMDefenderDiedPyroHeavyTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimPyro IsHeavy 
	Response MvMDefenderDiedPyroHeavyTFC
}

Response MvMDefenderDiedMedicHeavyTFC
{
	scene "scenes/Player/Heavy/low/3969.vcd" 
}
Rule MvMDefenderDiedMedicHeavyTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimMedic IsHeavy 
	Response MvMDefenderDiedMedicHeavyTFC
}

Response MvMFirstBombPickupHeavyTFC
{
	scene "scenes/Player/Heavy/low/4004.vcd" 
}
Rule MvMFirstBombPickupHeavyTFC
{
	criteria IsTFC ConceptMvMFirstBombPickup 5PercentChance IsMvMDefender IsHeavy
	Response MvMFirstBombPickupHeavyTFC
}

Response MvMBombPickupHeavyTFC
{
	scene "scenes/Player/Heavy/low/4003.vcd"
	scene "scenes/Player/Heavy/low/4004.vcd"  
}
Rule MvMBombPickupHeavyTFC
{
	criteria IsTFC ConceptMvMBombPickup 5PercentChance IsMvMDefender IsHeavy
	Response MvMBombPickupHeavyTFC
}

Response MvMSniperCalloutHeavyTFC
{
	scene "scenes/Player/Heavy/low/3972.vcd" 
}
Rule MvMSniperCalloutHeavyTFC
{
	criteria IsTFC ConceptMvMSniperCallout 50PercentChance IsMvMDefender IsHeavy
	Response MvMSniperCalloutHeavyTFC
}

Response MvMSentryBusterHeavyTFC
{
	scene "scenes/Player/Heavy/low/4018.vcd" 
}
Rule MvMSentryBusterHeavyTFC
{
	criteria IsTFC ConceptMvMSentryBuster 50PercentChance IsMvMDefender IsHeavy
	Response MvMSentryBusterHeavyTFC
}

Response MvMSentryBusterDownHeavyTFC
{
	scene "scenes/Player/Heavy/low/4019.vcd" 
}
Rule MvMSentryBusterDownHeavyTFC
{
	criteria IsTFC ConceptMvMSentryBusterDown 20PercentChance IsMvMDefender IsHeavy
	Response MvMSentryBusterDownHeavyTFC
}

Response MvMLastManStandingHeavyTFC
{
	scene "scenes/Player/Heavy/low/3970.vcd" 
	scene "scenes/Player/Heavy/low/3971.vcd" 
}
Rule MvMLastManStandingHeavyTFC
{
	criteria IsTFC ConceptMvMLastManStanding 20PercentChance IsMvMDefender IsHeavy
	Response MvMLastManStandingHeavyTFC
}

Response MvMEncourageMoneyHeavyTFC
{
	scene "scenes/Player/Heavy/low/3988.vcd" 
	scene "scenes/Player/Heavy/low/3989.vcd" 
	scene "scenes/Player/Heavy/low/3990.vcd" 
	scene "scenes/Player/Heavy/low/3991.vcd" 
}
Rule MvMEncourageMoneyHeavyTFC
{
	criteria IsTFC ConceptMvMEncourageMoney 50PercentChance IsMvMDefender IsHeavy
	Response MvMEncourageMoneyHeavyTFC
}

Response MvMEncourageUpgradeHeavyTFC
{
	scene "scenes/Player/Heavy/low/4000.vcd" 
	scene "scenes/Player/Heavy/low/4001.vcd" 
	scene "scenes/Player/Heavy/low/4002.vcd" 
}
Rule MvMEncourageUpgradeHeavyTFC
{
	criteria IsTFC ConceptMvMEncourageUpgrade 50PercentChance IsMvMDefender IsHeavy
	Response MvMEncourageUpgradeHeavyTFC
}

Response MvMUpgradeCompleteHeavyTFC
{
	scene "scenes/Player/Heavy/low/3992.vcd" 
	scene "scenes/Player/Heavy/low/3993.vcd" 
	scene "scenes/Player/Heavy/low/3994.vcd" 
	scene "scenes/Player/Heavy/low/3995.vcd" 
	scene "scenes/Player/Heavy/low/3996.vcd" 
	scene "scenes/Player/Heavy/low/3997.vcd" 

}
Rule MvMUpgradeCompleteHeavyTFC
{
	criteria IsTFC ConceptMvMUpgradeComplete 5PercentChance IsMvMDefender IsHeavy
	Response MvMUpgradeCompleteHeavyTFC
}

Response MvMGiantCalloutHeavyTFC
{
	scene "scenes/Player/Heavy/low/4020.vcd" 
}
Rule MvMGiantCalloutHeavyTFC
{
	criteria IsTFC ConceptMvMGiantCallout 20PercentChance IsMvMDefender IsHeavy
	Response MvMGiantCalloutHeavyTFC
}

Response MvMGiantHasBombHeavyTFC
{
	scene "scenes/Player/Heavy/low/4024.vcd" 
}
Rule MvMGiantHasBombHeavyTFC
{
	criteria IsTFC ConceptMvMGiantHasBomb 20PercentChance IsMvMDefender IsHeavy
	Response MvMGiantHasBombHeavyTFC
}

Response MvMSappedRobotHeavyTFC
{
	scene "scenes/Player/Heavy/low/3975.vcd" 
	scene "scenes/Player/Heavy/low/3976.vcd" 
}
Rule MvMSappedRobotHeavyTFC
{
	criteria IsTFC ConceptMvMSappedRobot 50PercentChance IsMvMDefender IsHeavy
	Response MvMSappedRobotHeavyTFC
}

Response MvMCloseCallHeavyTFC
{
	scene "scenes/Player/Heavy/low/4007.vcd" 
	scene "scenes/Player/Heavy/low/4008.vcd" 
}
Rule MvMCloseCallHeavyTFC
{
	criteria IsTFC ConceptMvMCloseCall 50PercentChance IsMvMDefender IsHeavy
	Response MvMCloseCallHeavyTFC
}

Response MvMTankCalloutHeavyTFC
{
	scene "scenes/Player/Heavy/low/4011.vcd" 
}
Rule MvMTankCalloutHeavyTFC
{
	criteria IsTFC ConceptMvMTankCallout 50PercentChance IsMvMDefender IsHeavy
	Response MvMTankCalloutHeavyTFC
}

Response MvMTankDeadHeavyTFC
{
	scene "scenes/Player/Heavy/low/4017.vcd" 
}
Rule MvMTankDeadHeavyTFC
{
	criteria IsTFC ConceptMvMTankDead 50PercentChance IsMvMDefender IsHeavy
	Response MvMTankDeadHeavyTFC
}

Response MvMTankDeployingHeavyTFC
{
	scene "scenes/Player/Heavy/low/4016.vcd" 
}
Rule MvMTankDeployingHeavyTFC
{
	criteria IsTFC ConceptMvMTankDeploying 50PercentChance IsMvMDefender IsHeavy
	Response MvMTankDeployingHeavyTFC
}

Response MvMAttackTheTankHeavyTFC
{
	scene "scenes/Player/Heavy/low/4012.vcd" 
	scene "scenes/Player/Heavy/low/4013.vcd" 
}
Rule MvMAttackTheTankHeavyTFC
{
	criteria IsTFC ConceptMvMAttackTheTank 50PercentChance IsMvMDefender IsHeavy
	Response MvMAttackTheTankHeavyTFC
}

Response MvMTauntHeavyTFC
{
	scene "scenes/Player/Heavy/low/3977.vcd" 
	scene "scenes/Player/Heavy/low/3978.vcd" 
}
Rule MvMTauntHeavyTFC
{
	criteria IsTFC ConceptMvMTaunt 50PercentChance IsMvMDefender IsHeavy
	Response MvMTauntHeavyTFC
}

Response MvMWaveWinHeavyTFC
{
	scene "scenes/Player/Heavy/low/3949.vcd" 
	scene "scenes/Player/Heavy/low/3950.vcd" 
	scene "scenes/Player/Heavy/low/3951.vcd" 
	scene "scenes/Player/Heavy/low/3952.vcd" 
	scene "scenes/Player/Heavy/low/3953.vcd" 
}
Rule MvMWaveWinHeavyTFC
{
	criteria IsTFC ConceptMvMWaveWin 50PercentChance IsMvMDefender IsHeavy
	Response MvMWaveWinHeavyTFC
}

Response MvMGiantKilledHeavyTFC
{
	scene "scenes/Player/Heavy/low/4023.vcd" 
}
Rule MvMGiantKilledHeavyTFC
{
	criteria IsTFC ConceptMvMGiantKilled 50PercentChance IsMvMDefender IsHeavy
	Response MvMGiantKilledHeavyTFC
}

Response MvMGiantKilledTeammateHeavyTFC
{
	scene "scenes/Player/Heavy/low/4022.vcd" 
}
Rule MvMGiantKilledTeammateHeavyTFC
{
	criteria IsTFC ConceptMvMGiantKilledTeammate 50PercentChance IsMvMDefender IsHeavy
	Response MvMGiantKilledTeammateHeavyTFC
}

Response MvMDeployRageHeavyTFC
{
	scene "scenes/Player/Heavy/low/3983.vcd" 
	scene "scenes/Player/Heavy/low/3985.vcd" 
	scene "scenes/Player/Heavy/low/3986.vcd" 
	scene "scenes/Player/Heavy/low/3987.vcd" 
}
Rule MvMDeployRageHeavyTFC
{
	criteria IsTFC ConceptMvMDeployRage 50PercentChance IsMvMDefender IsHeavy
	Response MvMDeployRageHeavyTFC
}

Response RocketDestroyedHeavyTFC
{
	scene "scenes/Player/Heavy/low/3979.vcd" 
	scene "scenes/Player/Heavy/low/3980.vcd" 
	scene "scenes/Player/Heavy/low/3982.vcd" 
}
Rule RocketDestroyedHeavyTFC
{
	criteria IsTFC ConceptRocketDestroyed 50PercentChance IsHeavy
	Response RocketDestroyedHeavyTFC
}

//--------------------------------------------------------------------------------------------------------------
// Begin Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------
Response PlayerFirstRoundStartCompHeavyTFC
{
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_comp_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartCompHeavyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsHeavy IsFirstRound IsNotComp6v6 40PercentChance
	Response PlayerFirstRoundStartCompHeavyTFC
}

Response PlayerFirstRoundStartComp6sHeavyTFC
{
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_comp_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_6s_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_6s_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamefirst_6s_03.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartComp6sHeavyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsHeavy IsFirstRound IsComp6v6 40PercentChance
	Response PlayerFirstRoundStartComp6sHeavyTFC
}

Response PlayerWonPrevRoundCompHeavyTFC
{
	scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamewonlast_06.vcd" predelay "1.0, 5.0"
}
Rule PlayerWonPrevRoundCompHeavyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsHeavy IsNotFirstRound PlayerWonPreviousRound 40PercentChance
	Response PlayerWonPrevRoundCompHeavyTFC
}

Response PlayerLostPrevRoundCompHeavyTFC
{
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregamelostlast_10.vcd" predelay "1.0, 5.0"
}
Rule PlayerLostPrevRoundCompHeavyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsHeavy IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance
	Response PlayerLostPrevRoundCompHeavyTFC
}

Response PlayerTiedPrevRoundCompHeavyTFC
{
	scene "scenes/Player/Heavy/low/cm_heavy_pregametie_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregametie_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregametie_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_pregametie_04.vcd" predelay "1.0, 5.0"
}
Rule PlayerTiedPrevRoundCompHeavyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsHeavy IsNotFirstRound PreviousRoundWasTie 40PercentChance
	Response PlayerTiedPrevRoundCompHeavyTFC
}

Response PlayerGameWinCompHeavyTFC
{
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_rare_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_rare_02.vcd" predelay "2.0, 5.0"
}
Rule PlayerGameWinCompHeavyTFC
{
	criteria IsTFC ConceptPlayerGameOverComp PlayerOnWinningTeam IsNotComp6v6 IsHeavy 40PercentChance
	Response PlayerGameWinCompHeavyTFC
}

Response PlayerGameWinComp6sHeavyTFC
{
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_comp_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_rare_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_rare_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Heavy/low/cm_heavy_gamewon_6s_01.vcd" predelay "2.0, 5.0"
}
Rule PlayerGameWinComp6sHeavyTFC
{
	criteria IsTFC ConceptPlayerGameOverComp PlayerOnWinningTeam IsComp6v6 IsHeavy 40PercentChance
	Response PlayerGameWinComp6sHeavyTFC
}

Response PlayerMatchWinCompHeavyTFC
{
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_01.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_02.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_03.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_04.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_05.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_06.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_07.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_08.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_09.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Heavy/low/cm_heavy_matchwon_10.vcd" predelay "1.0, 2.0"
}
Rule PlayerMatchWinCompHeavyTFC
{
	criteria IsTFC ConceptPlayerMatchOverComp PlayerOnWinningTeam IsHeavy 40PercentChance
	Response PlayerMatchWinCompHeavyTFC
}
//--------------------------------------------------------------------------------------------------------------
// End Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------