//--------------------------------------------------------------------------------------------------------------
// Mercenary Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "MercenaryIsKillSpeechObject" "MercenaryKillSpeechObject" "1" "required" weight 0
Criterion "MercenaryIsNotStillonFire" "MercenaryOnFire" "!=1" "required" weight 0
Criterion "MercenaryIsStillonFire" "MercenaryOnFire" "1" "required" weight 0
Criterion "MercenaryNotKillSpeech" "MercenaryKillSpeech" "!=1" "required" weight 0
Criterion "MercenaryNotKillSpeechMelee" "MercenaryKillSpeechMelee" "!=1" "required" weight 0
Criterion "MercenaryNotSaidHealThanks" "MercenarySaidHealThanks" "!=1" "required"
Criterion "IsHelpCapMercenary" "MercenaryHelpCap" "1" "required" weight 0


Response PlayerCloakedSpyDemomanMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/CloakedSpyIdentify05.vcd" 
}
Rule PlayerCloakedSpyDemomanMercenaryTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsMercenary IsOnDemoman
	Response PlayerCloakedSpyDemomanMercenaryTFC
}

Response PlayerCloakedSpyEngineerMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/CloakedSpyIdentify07.vcd" 
}
Rule PlayerCloakedSpyEngineerMercenaryTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsMercenary IsOnEngineer
	Response PlayerCloakedSpyEngineerMercenaryTFC
}

Response PlayerCloakedSpyHeavyMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/CloakedSpyIdentify03.vcd" 
}
Rule PlayerCloakedSpyHeavyMercenaryTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsMercenary IsOnHeavy
	Response PlayerCloakedSpyHeavyMercenaryTFC
}

Response PlayerCloakedSpyMedicMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/CloakedSpyIdentify06.vcd" 
}
Rule PlayerCloakedSpyMedicMercenaryTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsMercenary IsOnMedic
	Response PlayerCloakedSpyMedicMercenaryTFC
}

Response PlayerCloakedSpyPyroMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/CloakedSpyIdentify04.vcd" 
}
Rule PlayerCloakedSpyPyroMercenaryTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsMercenary IsOnPyro
	Response PlayerCloakedSpyPyroMercenaryTFC
}

Response PlayerCloakedSpySniperMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/CloakedSpyIdentify08.vcd" 
}
Rule PlayerCloakedSpySniperMercenaryTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsMercenary IsOnSniper
	Response PlayerCloakedSpySniperMercenaryTFC
}

Response PlayerCloakedSpyMercenaryMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/CloakedSpyIdentify02.vcd" 
}
Rule PlayerCloakedSpyMercenaryMercenaryTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsMercenary IsOnMercenary
	Response PlayerCloakedSpyMercenaryMercenaryTFC
}

Response PlayerCloakedSpySpyMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/CloakedSpyIdentify09.vcd" 
}
Rule PlayerCloakedSpySpyMercenaryTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsMercenary IsOnSpy
	Response PlayerCloakedSpySpyMercenaryTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/ThanksForTheHeal01.vcd" 
	scene "scenes/Player/Mercenary/low/ThanksForTheHeal02.vcd" 
	scene "scenes/Player/Mercenary/low/ThanksForTheHeal03.vcd" 
}
Rule HealThanksMercenaryTFC
{
	criteria IsTFC ConceptMedicChargeStopped IsMercenary SuperHighHealthContext MercenaryNotSaidHealThanks 50PercentChance
	ApplyContext "MercenarySaidHealThanks:1:20"
	Response HealThanksMercenaryTFC
}

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

Response PlayerCappedIntelligenceMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/AutoCappedIntelligence01.vcd" 
	scene "scenes/Player/Mercenary/low/AutoCappedIntelligence02.vcd" 
	scene "scenes/Player/Mercenary/low/AutoCappedIntelligence03.vcd" 
}
Rule PlayerCappedIntelligenceMercenaryTFC
{
	criteria IsTFC ConceptPlayerCapturedIntelligence IsMercenary
	Response PlayerCappedIntelligenceMercenaryTFC
}

Response PlayerGrabbedIntelligenceMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/AutoGrabbedIntelligence01.vcd" 
	scene "scenes/Player/Mercenary/low/AutoGrabbedIntelligence02.vcd" 
	scene "scenes/Player/Mercenary/low/AutoGrabbedIntelligence03.vcd" 
}
Rule PlayerGrabbedIntelligenceMercenaryTFC
{
	criteria IsTFC ConceptPlayerGrabbedIntelligence IsMercenary
	Response PlayerGrabbedIntelligenceMercenaryTFC
}

Response PlayerCapturedPointMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/AutoCappedControlPoint01.vcd" 
	scene "scenes/Player/Mercenary/low/AutoCappedControlPoint02.vcd" 
	scene "scenes/Player/Mercenary/low/AutoCappedControlPoint03.vcd" 
}
Rule PlayerCapturedPointMercenaryTFC
{
	criteria IsTFC ConceptPlayerCapturedPoint IsMercenary
	Response PlayerCapturedPointMercenaryTFC
}

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

Response PlayerStalemateMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/AutoDejectedTie01.vcd" 
	scene "scenes/Player/Mercenary/low/AutoDejectedTie02.vcd" 
	scene "scenes/Player/Mercenary/low/AutoDejectedTie03.vcd" 
}
Rule PlayerStalemateMercenaryTFC
{
	criteria IsTFC ConceptPlayerStalemate IsMercenary
	Response PlayerStalemateMercenaryTFC
}

Response PlayerTeleporterThanksMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/ThanksForTheTeleporter01.vcd" 
	scene "scenes/Player/Mercenary/low/ThanksForTheTeleporter02.vcd" 
	scene "scenes/Player/Mercenary/low/ThanksForTheTeleporter03.vcd" 
}
Rule PlayerTeleporterThanksMercenaryTFC
{
	criteria IsTFC ConceptTeleported IsNotEngineer IsMercenary 30PercentChance
	Response PlayerTeleporterThanksMercenaryTFC
}

Response PlayerRespawnMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Respawn01.vcd" 
	scene "scenes/Player/Mercenary/low/Respawn02.vcd" 
	scene "scenes/Player/Mercenary/low/Respawn03.vcd" 
}
Rule PlayerRespawnMercenaryTFC
{
	criteria IsTFC ConceptPlayerRespawn 30PercentChance IsMercenary NotKilled
	Response PlayerRespawnMercenaryTFC
}

Response PlayerRespawnKilledMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Respawn01.vcd" 
	scene "scenes/Player/Mercenary/low/Respawn02.vcd" 
	scene "scenes/Player/Mercenary/low/Respawn03.vcd" 
	scene "scenes/Player/Mercenary/low/RespawnKilled01.vcd" 
}
Rule PlayerRespawnKilledMercenaryTFC
{
	criteria IsTFC ConceptPlayerRespawn 30PercentChance IsMercenary GotKilled
	Response PlayerRespawnKilledMercenaryTFC
}

//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response KilledPlayerManyMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Taunts01.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts02.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts04.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers01.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers06.vcd" 
}
Rule KilledPlayerManyMercenaryTFC
{
	criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary IsWeaponNotMelee WeaponIsNotDMRevolver WeaponIsNotShotgunMercenary WeaponIsNotRocket WeaponIsNotGrenade WeaponIsNotOriginal WeaponIsNotDMGrenade WeaponIsNotDynamiteBundle WeaponIsNotPistolMercenary WeaponIsNotPistolAkimbo
	ApplyContext "MercenaryKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyMercenaryTFC
}

Response KilledPlayerManyMercenaryRevolver
{
    scene "scenes/Player/Mercenary/low/RevolverKill01.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts01.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts03.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts05.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers06.vcd" 
}
Rule KilledPlayerManyMercenaryRevolver
{
    criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary WeaponIsDMRevolver
    ApplyContext "MercenaryKillSpeech:1:10"
    applycontexttoworld
    Response KilledPlayerManyMercenaryRevolver
}

Response KilledPlayerManyMercenaryPistol
{
	scene "scenes/Player/Mercenary/low/Taunts01.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts02.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts03.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts05.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers06.vcd" 
}
Rule KilledPlayerManyMercenaryPistol
{
    criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary WeaponIsPistolMercenary
    ApplyContext "MercenaryKillSpeech:1:10"
    applycontexttoworld
    Response KilledPlayerManyMercenaryPistol
}
Rule KilledPlayerManyMercenaryAkimboPistol
{
    criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary WeaponIsPistolAkimbo
    ApplyContext "MercenaryKillSpeech:1:10"
    applycontexttoworld
    Response KilledPlayerManyMercenaryPistol
}

Response KilledPlayerManyMercenaryShotgun
{
    scene "scenes/Player/Mercenary/low/ShotgunKill01.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts01.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts02.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts03.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts05.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers06.vcd" 
}
Rule KilledPlayerManyMercenaryShotgun
{
    criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary WeaponIsShotgunMercenary
    ApplyContext "MercenaryKillSpeech:1:10"
    applycontexttoworld
    Response KilledPlayerManyMercenaryShotgun
}

Response KilledPlayerManyMercenaryExplosive
{
	scene "scenes/Player/Mercenary/low/ExplosiveKill01.vcd" 
	scene "scenes/Player/Mercenary/low/ExplosiveKill02.vcd" 
	scene "scenes/Player/Mercenary/low/ExplosiveKill03.vcd" 
	scene "scenes/Player/Mercenary/low/ExplosiveKill04.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers06.vcd" 
	scene "scenes/Player/Mercenary/low/LaughEvil01.vcd" 
}
Rule KilledPlayerManyMercenaryRL
{
	criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary WeaponIsRocket
	ApplyContext "MercenaryKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyMercenaryExplosive
}
Rule KilledPlayerManyMercenaryRLDM
{
	criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary WeaponIsOriginal
	ApplyContext "MercenaryKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyMercenaryExplosive
}
Rule KilledPlayerManyMercenaryGL
{
	criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary WeaponIsGrenade
	ApplyContext "MercenaryKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyMercenaryExplosive
}
Rule KilledPlayerManyMercenaryGLDM
{
	criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary WeaponIsDMGrenade
	ApplyContext "MercenaryKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyMercenaryExplosive
}
Rule KilledPlayerManyMercenaryDynamite
{
	criteria IsTFC ConceptKilledPlayer 30PercentChance KilledPlayerDelay MercenaryNotKillSpeech IsMercenary WeaponIsDynamiteBundle
	ApplyContext "MercenaryKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyMercenaryExplosive
}

Response KilledPlayerMeleeMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/SpecialCompleted05.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts02.vcd" 
	scene "scenes/Player/Mercenary/low/Taunts04.vcd" 
}
Rule KilledPlayerMeleeMercenaryTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  WeaponIsCrowbar MercenaryNotKillSpeechMelee IsMercenary
	ApplyContext "MercenaryKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeMercenaryTFC
}

Response KilledPlayerVeryManyMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/LaughEvil01.vcd" 
}
Rule KilledPlayerVeryManyMercenaryTFC
{
	criteria IsTFC ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay MercenaryNotKillSpeech IsMercenary
	ApplyContext "MercenaryKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerVeryManyMercenaryTFC
}

Response PlayerKilledCapperMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Cheers04.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers05.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers06.vcd" 
}
Rule PlayerKilledCapperMercenaryTFC
{
	criteria IsTFC ConceptCapBlocked IsMercenary
	ApplyContext "MercenaryKillSpeech:1:10"
	Response PlayerKilledCapperMercenaryTFC
}

Response PlayerKilledDominatingMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/LaughEvil01.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/LaughEvil02.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/LaughHappy01.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/Domination01.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/Domination02.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/Domination03.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/Domination04.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/Domination05.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/Domination06.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingMercenaryTFC
{
	criteria IsTFC ConceptKilledPlayer IsMercenary IsDominated
	ApplyContext "MercenaryKillSpeech:1:10"
	Response PlayerKilledDominatingMercenaryTFC
}

Response PlayerKilledForRevengeMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Revenge01.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/Revenge02.vcd" predelay "2.5"
	scene "scenes/Player/Mercenary/low/Revenge03.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeMercenaryTFC
{
	criteria IsTFC ConceptKilledPlayer IsMercenary IsRevenge
	ApplyContext "MercenaryKillSpeech:1:10"
	Response PlayerKilledForRevengeMercenaryTFC
}

Response PlayerKilledObjectMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/BattleCry01.vcd" 
	scene "scenes/Player/Mercenary/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Mercenary/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Mercenary/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers06.vcd" 
}
Rule PlayerKilledObjectMercenaryTFC
{
	criteria IsTFC ConceptKilledObject IsMercenary 30PercentChance IsARecentKill
	ApplyContext "MercenaryKillSpeechObject:1:30"
	applycontexttoworld
	Response PlayerKilledObjectMercenaryTFC
}


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

Response PlayerOnFireMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/AutoOnFire01.vcd" 
	scene "scenes/Player/Mercenary/low/AutoOnFire02.vcd" 
	scene "scenes/Player/Mercenary/low/AutoOnFire03.vcd" 
}
Rule PlayerOnFireMercenaryTFC
{
	criteria IsTFC ConceptFire IsMercenary MercenaryIsNotStillonFire
	ApplyContext "MercenaryOnFire:1:7"
	Response PlayerOnFireMercenaryTFC
}

Response PlayerOnFireRareMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/AutoOnFire02.vcd" 
	scene "scenes/Player/Mercenary/low/AutoOnFire03.vcd" 
}
Rule PlayerOnFireRareMercenaryTFC
{
	criteria IsTFC ConceptFire IsMercenary 10PercentChance MercenaryIsNotStillonFire
	ApplyContext "MercenaryOnFire:1:7"
	Response PlayerOnFireRareMercenaryTFC
}

Response PlayerPainMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/PainSharp01.vcd" 
	scene "scenes/Player/Mercenary/low/PainSharp02.vcd" 
	scene "scenes/Player/Mercenary/low/PainSharp03.vcd" 
	scene "scenes/Player/Mercenary/low/PainSharp04.vcd" 
	scene "scenes/Player/Mercenary/low/PainSharp05.vcd" 
	scene "scenes/Player/Mercenary/low/PainSharp06.vcd" 
	scene "scenes/Player/Mercenary/low/PainSharp07.vcd" 
	scene "scenes/Player/Mercenary/low/PainSharp08.vcd" 
}
Rule PlayerPainMercenaryTFC
{
	criteria IsTFC ConceptPain IsMercenary
	Response PlayerPainMercenaryTFC
}

Response PlayerStillOnFireMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/autoonfiresecondary01.vcd" 
}
Rule PlayerStillOnFireMercenaryTFC
{
	criteria IsTFC ConceptFire IsMercenary  MercenaryIsStillonFire
	ApplyContext "MercenaryOnFire:1:7"
	Response PlayerStillOnFireMercenaryTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Go01.vcd" 
	scene "scenes/Player/Mercenary/low/Go02.vcd" 
	scene "scenes/Player/Mercenary/low/Go03.vcd" 
	scene "scenes/Player/Mercenary/low/Go04.vcd" 
}
Rule PlayerGoMercenaryTFC
{
	criteria IsTFC ConceptPlayerGo IsMercenary
	Response PlayerGoMercenaryTFC
}

Response PlayerHeadLeftMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/HeadLeft01.vcd" 
	scene "scenes/Player/Mercenary/low/HeadLeft02.vcd" 
	scene "scenes/Player/Mercenary/low/HeadLeft03.vcd" 
}
Rule PlayerHeadLeftMercenaryTFC
{
	criteria IsTFC ConceptPlayerLeft  IsMercenary
	Response PlayerHeadLeftMercenaryTFC
}

Response PlayerHeadRightMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/HeadRight01.vcd" 
	scene "scenes/Player/Mercenary/low/HeadRight02.vcd" 
	scene "scenes/Player/Mercenary/low/HeadRight03.vcd" 
}
Rule PlayerHeadRightMercenaryTFC
{
	criteria IsTFC ConceptPlayerRight  IsMercenary
	Response PlayerHeadRightMercenaryTFC
}

Response PlayerHelpMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/HelpMe01.vcd" 
	scene "scenes/Player/Mercenary/low/HelpMe02.vcd" 
	scene "scenes/Player/Mercenary/low/HelpMe03.vcd" 
}
Rule PlayerHelpMercenaryTFC
{
	criteria IsTFC ConceptPlayerHelp IsMercenary
	Response PlayerHelpMercenaryTFC
}

Response PlayerHelpCaptureMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/HelpMeCapture01.vcd" 
	scene "scenes/Player/Mercenary/low/HelpMeCapture02.vcd" 
	scene "scenes/Player/Mercenary/low/HelpMeCapture03.vcd" 
}
Rule PlayerHelpCaptureMercenaryTFC
{
	criteria IsTFC ConceptPlayerHelp IsMercenary IsOnCappableControlPoint
	ApplyContext "MercenaryHelpCap:1:10"
	Response PlayerHelpCaptureMercenaryTFC
}

Response PlayerHelpCapture2MercenaryTFC
{
	scene "scenes/Player/Mercenary/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Mercenary/low/StandOnThePoint02.vcd" 
	scene "scenes/Player/Mercenary/low/StandOnThePoint03.vcd" 
}
Rule PlayerHelpCapture2MercenaryTFC
{
	criteria IsTFC ConceptPlayerHelp IsMercenary IsOnCappableControlPoint IsHelpCapMercenary
	Response PlayerHelpCapture2MercenaryTFC
}

Response PlayerHelpDefendMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/HelpMeDefend01.vcd" 
	scene "scenes/Player/Mercenary/low/HelpMeDefend02.vcd" 
	scene "scenes/Player/Mercenary/low/HelpMeDefend03.vcd" 
	scene "scenes/Player/Mercenary/low/HelpMeDefend04.vcd" 
}
Rule PlayerHelpDefendMercenaryTFC
{
	criteria IsTFC ConceptPlayerHelp IsMercenary IsOnFriendlyControlPoint
	Response PlayerHelpDefendMercenaryTFC
}

Response PlayerMedicMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Medic01.vcd" 
	scene "scenes/Player/Mercenary/low/Medic02.vcd" 
	scene "scenes/Player/Mercenary/low/Medic03.vcd" 
}
Rule PlayerMedicMercenaryTFC
{
	criteria IsTFC ConceptPlayerMedic IsMercenary
	Response PlayerMedicMercenaryTFC
}

Response PlayerMoveUpMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/MoveUp01.vcd" 
	scene "scenes/Player/Mercenary/low/MoveUp02.vcd" 
	scene "scenes/Player/Mercenary/low/MoveUp03.vcd" 
}
Rule PlayerMoveUpMercenaryTFC
{
	criteria IsTFC ConceptPlayerMoveUp  IsMercenary
	Response PlayerMoveUpMercenaryTFC
}

Response PlayerNoMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/No01.vcd" 
	scene "scenes/Player/Mercenary/low/No02.vcd" 
	scene "scenes/Player/Mercenary/low/No03.vcd" 
}
Rule PlayerNoMercenaryTFC
{
	criteria IsTFC ConceptPlayerNo  IsMercenary
	Response PlayerNoMercenaryTFC
}

Response PlayerThanksMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Thanks01.vcd" 
	scene "scenes/Player/Mercenary/low/Thanks02.vcd" 
}
Rule PlayerThanksMercenaryTFC
{
	criteria IsTFC ConceptPlayerThanks IsMercenary
	Response PlayerThanksMercenaryTFC
}

Response PlayerYesMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Yes01.vcd" 
	scene "scenes/Player/Mercenary/low/Yes02.vcd" 
	scene "scenes/Player/Mercenary/low/Yes03.vcd" 
	scene "scenes/Player/Mercenary/low/Yes04.vcd" 
}
Rule PlayerYesMercenaryTFC
{
	criteria IsTFC ConceptPlayerYes  IsMercenary
	Response PlayerYesMercenaryTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/ActivateCharge01.vcd" 
	scene "scenes/Player/Mercenary/low/ActivateCharge02.vcd" 
	scene "scenes/Player/Mercenary/low/ActivateCharge03.vcd" 
}
Rule PlayerActivateChargeMercenaryTFC
{
	criteria IsTFC ConceptPlayerActivateCharge IsMercenary
	Response PlayerActivateChargeMercenaryTFC
}

Response PlayerCloakedSpyMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/CloakedSpy01.vcd" 
	scene "scenes/Player/Mercenary/low/CloakedSpy02.vcd" 
	scene "scenes/Player/Mercenary/low/CloakedSpy03.vcd" 
}
Rule PlayerCloakedSpyMercenaryTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsMercenary
	Response PlayerCloakedSpyMercenaryTFC
}

Response PlayerDispenserHereMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/NeedDispenser01.vcd" 
}
Rule PlayerDispenserHereMercenaryTFC
{
	criteria IsTFC ConceptPlayerDispenserHere IsMercenary
	Response PlayerDispenserHereMercenaryTFC
}

Response PlayerIncomingMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Incoming01.vcd" 
	scene "scenes/Player/Mercenary/low/Incoming02.vcd" 
	scene "scenes/Player/Mercenary/low/Incoming03.vcd" 
	scene "scenes/Player/Mercenary/low/Incoming04.vcd" 
}
Rule PlayerIncomingMercenaryTFC
{
	criteria IsTFC ConceptPlayerIncoming IsMercenary
	Response PlayerIncomingMercenaryTFC
}

Response PlayerSentryAheadMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/SentryAhead01.vcd" 
	scene "scenes/Player/Mercenary/low/SentryAhead02.vcd" 
	scene "scenes/Player/Mercenary/low/SentryAhead03.vcd" 
}
Rule PlayerSentryAheadMercenaryTFC
{
	criteria IsTFC ConceptPlayerSentryAhead IsMercenary
	Response PlayerSentryAheadMercenaryTFC
}

Response PlayerSentryHereMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/NeedSentry01.vcd" 
}
Rule PlayerSentryHereMercenaryTFC
{
	criteria IsTFC ConceptPlayerSentryHere IsMercenary
	Response PlayerSentryHereMercenaryTFC
}

Response PlayerTeleporterHereMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/NeedTeleporter01.vcd" 
}
Rule PlayerTeleporterHereMercenaryTFC
{
	criteria IsTFC ConceptPlayerTeleporterHere IsMercenary
	Response PlayerTeleporterHereMercenaryTFC
}


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

Response PlayerCheersMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Cheers01.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers02.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers03.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers04.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers05.vcd" 
	scene "scenes/Player/Mercenary/low/Cheers06.vcd" 
}
Rule PlayerCheersMercenaryTFC
{
	criteria IsTFC ConceptPlayerCheers IsMercenary
	Response PlayerCheersMercenaryTFC
}

Response PlayerGoodJobMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/GoodJob01.vcd" 
	scene "scenes/Player/Mercenary/low/GoodJob02.vcd" 
	scene "scenes/Player/Mercenary/low/GoodJob03.vcd" 
}
Rule PlayerGoodJobMercenaryTFC
{
	criteria IsTFC ConceptPlayerGoodJob IsMercenary
	Response PlayerGoodJobMercenaryTFC
}

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

Response PlayerLostPointMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization06.vcd" 
}
Rule PlayerLostPointMercenaryTFC
{
	criteria IsTFC ConceptPlayerLostPoint IsMercenary
	Response PlayerLostPointMercenaryTFC
}

Response PlayerNegativeMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/NegativeVocalization01.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization02.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization03.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization04.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization05.vcd" 
	scene "scenes/Player/Mercenary/low/NegativeVocalization06.vcd" 
}
Rule PlayerNegativeMercenaryTFC
{
	criteria IsTFC ConceptPlayerNegative IsMercenary
	Response PlayerNegativeMercenaryTFC
}

Response PlayerNiceShotMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/NiceShot01.vcd" 
	scene "scenes/Player/Mercenary/low/NiceShot02.vcd" 
	scene "scenes/Player/Mercenary/low/NiceShot03.vcd" 
}
Rule PlayerNiceShotMercenaryTFC
{
	criteria IsTFC ConceptPlayerNiceShot IsMercenary
	Response PlayerNiceShotMercenaryTFC
}

Response PlayerPositiveMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/PositiveVocalization01.vcd" 
	scene "scenes/Player/Mercenary/low/PositiveVocalization02.vcd" 
	scene "scenes/Player/Mercenary/low/PositiveVocalization03.vcd" 
	scene "scenes/Player/Mercenary/low/PositiveVocalization04.vcd" 
	scene "scenes/Player/Mercenary/low/PositiveVocalization05.vcd" 
}
Rule PlayerPositiveMercenaryTFC
{
	criteria IsTFC ConceptPlayerPositive IsMercenary
	Response PlayerPositiveMercenaryTFC
}

Response PlayerBerserkMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/Berserk01.vcd" 
	scene "scenes/Player/Mercenary/low/Berserk02.vcd" 
	scene "scenes/Player/Mercenary/low/Berserk03.vcd" 
	scene "scenes/Player/Mercenary/low/Berserk04.vcd" 
}
Rule PlayerBerserkMercenaryTFC
{
	criteria IsTFC ConceptPlayerPositive IsMercenary IsBerserk
	Response PlayerBerserkMercenaryTFC
}

Response PlayerPowerupSpentMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/PowerupSpent01.vcd" 
	scene "scenes/Player/Mercenary/low/PowerupSpent02.vcd" 
	scene "scenes/Player/Mercenary/low/PowerupSpent03.vcd" 
}
Rule PlayerPowerupSpentMercenaryTFC
{
	criteria IsTFC ConceptPlayerNegative IsMercenary InPowerup
	Response PlayerPowerupSpentMercenaryTFC
}

Response PlayerTauntsMercenaryTFC
{
	scene "scenes/Player/Mercenary/low/LaughLong02.vcd" 
	scene "scenes/Player/Mercenary/low/LaughShort01.vcd" 
	scene "scenes/Player/Mercenary/low/LaughShort02.vcd" 
	scene "scenes/Player/Mercenary/low/LaughShort03.vcd" 
	scene "scenes/Player/Mercenary/low/LaughShort04.vcd" 
}
Rule PlayerTauntsMercenaryTFC
{
	criteria IsTFC ConceptPlayerTaunts IsMercenary
	Response PlayerTauntsMercenaryTFC
}

