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

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

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

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

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

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

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

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

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

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


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

Response PlayerRoundStartMedicTFC
{
	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 PlayerRoundStartMedicTFC
{
	criteria IsTFC ConceptPlayerRoundStart IsMedic
	Response PlayerRoundStartMedicTFC
}

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

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

Response PlayerSuddenDeathMedicTFC
{
	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 PlayerSuddenDeathMedicTFC
{
	criteria IsTFC ConceptPlayerSuddenDeathStart IsMedic
	Response PlayerSuddenDeathMedicTFC
}

Response PlayerStalemateMedicTFC
{
	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 PlayerStalemateMedicTFC
{
	criteria IsTFC ConceptPlayerStalemate IsMedic
	Response PlayerStalemateMedicTFC
}

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


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response DefendOnThePointMedicTFC
{
	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 DefendOnThePointMedicTFC
{
	criteria IsTFC ConceptFireWeapon IsMedic IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointMedicTFC
}

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

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 IsTFC ConceptJarateHit IsMedic 50PercentChance
	Response MedicJarateHit
}

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

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

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

// 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 KilledPlayerManyMedicTFC
{
	scene "scenes/Player/Medic/low/651.vcd"
	scene "scenes/Player/Medic/low/663.vcd"
}
Rule KilledPlayerManyMedicTFC
{
	criteria IsTFC ConceptKilledPlayer IsManyRecentKills 30PercentChance KilledPlayerDelay MedicNotKillSpeech IsMedic
	ApplyContext "MedicKillSpeech:1:10"
	Response KilledPlayerManyMedicTFC
}
Response KilledPlayerVeryManyMedicTFC
{
	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 KilledPlayerVeryManyMedicTFC
{
	criteria IsTFC ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance KilledPlayerDelay MedicNotKillSpeech IsMedic
	ApplyContext "MedicKillSpeech:1:10"
	Response KilledPlayerVeryManyMedicTFC
}

Response PlayerKilledDominatingMedicTFC
{
	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 PlayerKilledDominatingMedicTFC
{
	criteria IsTFC ConceptKilledPlayer IsMedic IsDominated
	ApplyContext "MedicKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingMedicTFC
}


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

// Done

Response PlayerKilledCapperMedicTFC
{
	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 PlayerKilledCapperMedicTFC
{
	criteria IsTFC ConceptCapBlocked IsMedic
	ApplyContext "MedicKillSpeech:1:10"
	Response PlayerKilledCapperMedicTFC
}

Response PlayerKilledForRevengeMedicTFC
{
	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 PlayerKilledForRevengeMedicTFC
{
	criteria IsTFC ConceptKilledPlayer IsMedic IsRevenge
	ApplyContext "MedicKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeMedicTFC
}

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


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainMedicTFC
{
	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 PlayerAttackerPainMedicTFC
{
	criteria IsTFC ConceptAttackerPain IsMedic IsNotDominating
	Response PlayerAttackerPainMedicTFC
}

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

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

Response PlayerPainMedicTFC
{
	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 PlayerPainMedicTFC
{
	criteria IsTFC ConceptPain IsMedic IsNotDominating
	Response PlayerPainMedicTFC
}

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


//--------------------------------------------------------------------------------------------------------------
// Duel Speech
//--------------------------------------------------------------------------------------------------------------
Response AcceptedDuelMedicTFC
{
	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 AcceptedDuelMedicTFC
{
	criteria IsTFC ConceptIAcceptDuel IsMedic
	Response AcceptedDuelMedicTFC
}

Response MeleeDareMedicTFC
{
	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 MeleeDareMedicTFC
{
	criteria IsTFC ConceptRequestDuel IsMedic
	Response MeleeDareMedicTFC
}

Response RejectedDuelMedicTFC
{
	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 RejectedDuelMedicTFC
{
	criteria IsTFC ConceptDuelRejected IsMedic
	Response RejectedDuelMedicTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoMedicTFC
{
	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 PlayerGoMedicTFC
{
	criteria IsTFC ConceptPlayerGo IsMedic
	Response PlayerGoMedicTFC
}

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

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

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

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

Response PlayerHelpCapture2MedicTFC
{
	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 PlayerHelpCapture2MedicTFC
{
	criteria IsTFC ConceptPlayerHelp IsMedic IsOnCappableControlPoint IsHelpCapMedic
	Response PlayerHelpCapture2MedicTFC
}

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

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

Response PlayerAskForBallMedicTFC
{
}
Rule PlayerAskForBallMedicTFC
{
	criteria IsTFC ConceptPlayerAskForBall IsMedic
	Response PlayerAskForBallMedicTFC
}

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

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

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

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

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


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

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

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

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

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

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

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

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


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryMedicTFC
{
	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 PlayerBattleCryMedicTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsMedic
	Response PlayerBattleCryMedicTFC
}

// Custom stuff - melee dare
// Look at enemy, then do battle cry voice command while holding a melee weapon.
Response MeleeDareCombatMedicTFC
{
	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 MeleeDareCombatMedicTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsWeaponMelee IsMedic IsCrosshairEnemy
	Response MeleeDareCombatMedicTFC
}
//End custom

Response PlayerCheersMedicTFC
{
	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 PlayerCheersMedicTFC
{
	criteria IsTFC ConceptPlayerCheers IsMedic
	Response PlayerCheersMedicTFC
}

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

Response PlayerJeersMedicTFC
{
	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 PlayerJeersMedicTFC
{
	criteria IsTFC ConceptPlayerJeers IsMedic
	Response PlayerJeersMedicTFC
}

Response PlayerLostPointMedicTFC
{
	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 PlayerLostPointMedicTFC
{
	criteria IsTFC ConceptPlayerLostPoint IsMedic
	Response PlayerLostPointMedicTFC
}

Response PlayerNegativeMedicTFC
{
	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 PlayerNegativeMedicTFC
{
	criteria IsTFC ConceptPlayerNegative IsMedic
	Response PlayerNegativeMedicTFC
}

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

Response PlayerPositiveMedicTFC
{
	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 PlayerTauntsMedicTFC
{
	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 PlayerPositiveMedicTFC
{
	criteria IsTFC ConceptPlayerPositive IsMedic
	Response PlayerPositiveMedic
	Response PlayerTauntsMedicTFC
}

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

Response MvMBombCarrierUpgrade1MedicTFC
{
	scene "scenes/Player/Medic/low/4200.vcd" 
}
Rule MvMBombCarrierUpgrade1MedicTFC
{
	criteria IsTFC ConceptMvMBombCarrierUpgrade1 5PercentChance IsMvMDefender IsMedic 
	Response MvMBombCarrierUpgrade1MedicTFC
}

Response MvMBombCarrierUpgrade2MedicTFC
{
	scene "scenes/Player/Medic/low/4201.vcd" 
}
Rule MvMBombCarrierUpgrade2MedicTFC
{
	criteria IsTFC ConceptMvMBombCarrierUpgrade2 5PercentChance IsMvMDefender IsMedic 
	Response MvMBombCarrierUpgrade2MedicTFC
}

Response MvMBombCarrierUpgrade3MedicTFC
{
	scene "scenes/Player/Medic/low/4202.vcd" 
}
Rule MvMBombCarrierUpgrade3MedicTFC
{
	criteria IsTFC ConceptMvMBombCarrierUpgrade3 5PercentChance IsMvMDefender IsMedic 
	Response MvMBombCarrierUpgrade3MedicTFC
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Response MvMLastManStandingMedicTFC
{
	scene "scenes/Player/Medic/low/4182.vcd" 
}
Rule MvMLastManStandingMedicTFC
{
	criteria IsTFC ConceptMvMLastManStanding 20PercentChance IsMvMDefender IsMedic
	Response MvMLastManStandingMedicTFC
}

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

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

Response MvMUpgradeCompleteMedicTFC
{
	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 MvMUpgradeCompleteMedicTFC
{
	criteria IsTFC ConceptMvMUpgradeComplete 5PercentChance IsMvMDefender IsMedic
	Response MvMUpgradeCompleteMedicTFC
}

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

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

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

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

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

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

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

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

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

Response MvMWaveLoseMedicTFC
{
	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 MvMWaveLoseMedicTFC
{
	criteria IsTFC ConceptMvMWaveLose 50PercentChance IsMvMDefender IsMedic
	Response MvMWaveLoseMedicTFC
}

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

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


//--------------------------------------------------------------------------------------------------------------
// 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 IsTFC 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 IsTFC 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 IsTFC 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 IsTFC ConceptCartMovingForward IsOnOffense IsMedic MedicNotSaidCartMovingForwardO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseMedic                                                       
}
Response CartMovingStoppedDefenseMedic                                                       
{
	scene "scenes/Player/Medic/low/6786.vcd"
}
Rule CartMovingStoppedDefenseMedic                                                       
{
	criteria IsTFC 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 IsTFC ConceptCartMovingStopped IsOnOffense IsMedic MedicNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseMedic                                                       
}
//--------------------------------------------------------------------------------------------------------------
// END OF Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------





















