//--------------------------------------------------------------------------------------------------------------
// Scout Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "ScoutIsKillSpeechObject" "ScoutKillSpeechObject" "1" "required" weight 0
Criterion "ScoutIsNotStillonFire" "ScoutOnFire" "!=1" "required" weight 0
Criterion "ScoutIsStillonFire" "ScoutOnFire" "1" "required" weight 0
Criterion "ScoutNotKillSpeech" "ScoutKillSpeech" "!=1" "required" weight 0
Criterion "ScoutNotKillSpeechMelee" "ScoutKillSpeechMelee" "!=1" "required" weight 0
Criterion "ScoutNotKillSpeechMeleeFat" "ScoutKillSpeechMeleeFat" "!=1" "required" weight 0
Criterion "ScoutNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0
Criterion "ScoutNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0
Criterion "ScoutNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0
Criterion "ScoutNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0
Criterion "ScoutNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0
Criterion "ScoutNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0
Criterion "ScoutNotSaidHealThanks" "ScoutSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapScout" "ScoutHelpCap" "1" "required" weight 0
Criterion "NotSaidScoutHitBallSpeech" "ScoutHitBallSpeech" "!=1" "required"
Criterion "NotScoutGrabbedIntelligence" "ScoutGrabbedIntelligence" "!=1" "required"
Criterion "ScoutIsNotInvuln" "ScoutInvuln" "!=1" "required"
//Custom stuff
Criterion "ScoutNotInvulnerableSpeech" "ScoutInvulnerableSpeech" "!=1" "required" weight 0
Criterion "ScoutNotAssistSpeech" "ScoutAssistSpeech" "!=1" "required" weight 0
Criterion "ScoutNotDoubleJumpSpeech" "ScoutDoubleJumpSpeech" "!=1" "required" weight 0
Criterion "ScoutNotAwardSpeech" "ScoutAwardSpeech" "!=1" "required" weight 0
Criterion "ScoutNotDrinkReadySpeech" "ScoutDrinkReadySpeech" "!=1" "required" weight 0
Criterion "ScoutIsNotCrit" "ScoutIsCrit" "1" "required" weight 0
Criterion "ScoutHasFired" "ScoutFired" "1" "required" weight 0

Response PlayerCloakedSpyDemomanScoutTFC
{
	scene "scenes/Player/Scout/low/386.vcd" 
}
Rule PlayerCloakedSpyDemomanScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout IsOnDemoman
	Response PlayerCloakedSpyDemomanScoutTFC
}

Response PlayerCloakedSpyEngineerScoutTFC
{
	scene "scenes/Player/Scout/low/389.vcd" 
}
Rule PlayerCloakedSpyEngineerScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout IsOnEngineer
	Response PlayerCloakedSpyEngineerScoutTFC
}

Response PlayerCloakedSpyHeavyScoutTFC
{
	scene "scenes/Player/Scout/low/384.vcd" 
}
Rule PlayerCloakedSpyHeavyScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout IsOnHeavy
	Response PlayerCloakedSpyHeavyScoutTFC
}

Response PlayerCloakedSpyMedicScoutTFC
{
	scene "scenes/Player/Scout/low/388.vcd" 
}
Rule PlayerCloakedSpyMedicScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout IsOnMedic
	Response PlayerCloakedSpyMedicScoutTFC
}

Response PlayerCloakedSpyPyroScoutTFC
{
	scene "scenes/Player/Scout/low/385.vcd" 
}
Rule PlayerCloakedSpyPyroScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout IsOnPyro
	Response PlayerCloakedSpyPyroScoutTFC
}

Response PlayerCloakedSpyScoutScoutTFC
{
	scene "scenes/Player/Scout/low/382.vcd" 
}
Rule PlayerCloakedSpyScoutScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout IsOnScout
	Response PlayerCloakedSpyScoutScoutTFC
}

Response PlayerCloakedSpySniperScoutTFC
{
	scene "scenes/Player/Scout/low/390.vcd" 
}
Rule PlayerCloakedSpySniperScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout IsOnSniper
	Response PlayerCloakedSpySniperScoutTFC
}

Response PlayerCloakedSpySoldierScoutTFC
{
	scene "scenes/Player/Scout/low/383.vcd" 
}
Rule PlayerCloakedSpySoldierScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout IsOnSoldier
	Response PlayerCloakedSpySoldierScoutTFC
}

Response PlayerCloakedSpySpyScoutTFC
{
	scene "scenes/Player/Scout/low/387.vcd" 
}
Rule PlayerCloakedSpySpyScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout IsOnSpy
	Response PlayerCloakedSpySpyScoutTFC
}


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

// Custom achievement stuff
Response AwardScoutTFC
{
	scene "scenes/Player/Scout/low/2501.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2502.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2503.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2504.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2505.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2507.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2509.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2510.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2511.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2681.vcd" predelay "2.5" 
	scene "scenes/Player/Scout/low/2682.vcd" predelay "2.5"
}
Rule AwardScoutTFC
{
	criteria IsTFC ConceptAchievementAward IsScout ScoutNotAwardSpeech
	ApplyContext "ScoutAwardSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response AwardScoutTFC
}
//End custom achievement

Response HealThanksScoutTFC
{
	scene "scenes/Player/Scout/low/510.vcd" 
	scene "scenes/Player/Scout/low/511.vcd" 
	scene "scenes/Player/Scout/low/512.vcd" 
}
Rule HealThanksScoutTFC
{
	criteria IsTFC ConceptMedicChargeStopped IsScout SuperHighHealthContext ScoutNotSaidHealThanks 50PercentChance
	ApplyContext "ScoutSaidHealThanks:1:20"
	Response HealThanksScoutTFC
}

Response PlayerRoundStartScoutTFC
{
	scene "scenes/Player/Scout/low/367.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/369.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/370.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/371.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/368.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartScoutTFC
{
	criteria IsTFC ConceptPlayerRoundStart IsScout
	Response PlayerRoundStartScoutTFC
}

Response PlayerCappedIntelligenceScoutTFC
{
	scene "scenes/Player/Scout/low/359.vcd" 
	scene "scenes/Player/Scout/low/360.vcd" 
	scene "scenes/Player/Scout/low/361.vcd" 
	scene "scenes/Player/Scout/low/1289.vcd" 
}
Rule PlayerCappedIntelligenceScoutTFC
{
	criteria IsTFC ConceptPlayerCapturedIntelligence IsScout
	Response PlayerCappedIntelligenceScoutTFC
}

Response PlayerCapturedPointScoutTFC
{
	scene "scenes/Player/Scout/low/356.vcd" 
	scene "scenes/Player/Scout/low/1280.vcd" 
	scene "scenes/Player/Scout/low/357.vcd" 
	scene "scenes/Player/Scout/low/358.vcd" 
}
Rule PlayerCapturedPointScoutTFC
{
	criteria IsTFC ConceptPlayerCapturedPoint IsScout
	Response PlayerCapturedPointScoutTFC
}

Response PlayerGrabbedIntelligenceScoutTFC
{
	scene "scenes/Player/Scout/low/480.vcd" 
}
Rule PlayerGrabbedIntelligenceScoutTFC
{
	criteria IsTFC ConceptPlayerGrabbedIntelligence IsScout NotScoutGrabbedIntelligence 10PercentChance
	ApplyContext "ScoutGrabbedIntelligence:1:30"
	Response PlayerGrabbedIntelligenceScoutTFC
}

Response PlayerSuddenDeathScoutTFC
{
	scene "scenes/Player/Scout/low/419.vcd" 
	scene "scenes/Player/Scout/low/420.vcd" 
	scene "scenes/Player/Scout/low/421.vcd" 
	scene "scenes/Player/Scout/low/422.vcd" 
	scene "scenes/Player/Scout/low/423.vcd" 
	scene "scenes/Player/Scout/low/424.vcd" 
	scene "scenes/Player/Scout/low/425.vcd" 
	scene "scenes/Player/Scout/low/426.vcd" 
	scene "scenes/Player/Scout/low/427.vcd" 
	scene "scenes/Player/Scout/low/428.vcd" 
	scene "scenes/Player/Scout/low/430.vcd" 
}
Rule PlayerSuddenDeathScoutTFC
{
	criteria IsTFC ConceptPlayerSuddenDeathStart IsScout
	Response PlayerSuddenDeathScoutTFC
}

Response PlayerStalemateScoutTFC
{
	scene "scenes/Player/Scout/low/362.vcd" 
	scene "scenes/Player/Scout/low/1281.vcd" 
	scene "scenes/Player/Scout/low/363.vcd" 
	scene "scenes/Player/Scout/low/364.vcd" 
}
Rule PlayerStalemateScoutTFC
{
	criteria IsTFC ConceptPlayerStalemate IsScout
	Response PlayerStalemateScoutTFC
}

Response PlayerTeleporterThanksScoutTFC
{
	scene "scenes/Player/Scout/low/513.vcd" 
	scene "scenes/Player/Scout/low/514.vcd" 
	scene "scenes/Player/Scout/low/515.vcd" 
}
Rule PlayerTeleporterThanksScoutTFC
{
	criteria IsTFC ConceptTeleported IsNotEngineer IsScout 30PercentChance
	Response PlayerTeleporterThanksScoutTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------
Response CartMovingBackwardsDefenseScoutTFC
{
	scene "scenes/Player/Scout/low/2513.vcd" 
	scene "scenes/Player/Scout/low/2514.vcd" 
	scene "scenes/Player/Scout/low/2512.vcd" 
	scene "scenes/Player/Scout/low/2515.vcd" 
	scene "scenes/Player/Scout/low/2516.vcd" 
	scene "scenes/Player/Scout/low/2517.vcd" 
}
Rule CartMovingBackwardsDefenseScoutTFC
{
	criteria IsTFC ConceptCartMovingBackward IsOnDefense IsScout ScoutNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingBackwardD:1:20"
	Response CartMovingBackwardsDefenseScoutTFC
}

Response CartMovingBackwardsOffenseScoutTFC
{
	scene "scenes/Player/Scout/low/2518.vcd" 
	scene "scenes/Player/Scout/low/2519.vcd" 
	scene "scenes/Player/Scout/low/2520.vcd" 
	scene "scenes/Player/Scout/low/2522.vcd" 
	scene "scenes/Player/Scout/low/2524.vcd" 
	scene "scenes/Player/Scout/low/2709.vcd" 
	scene "scenes/Player/Scout/low/2521.vcd" 
	scene "scenes/Player/Scout/low/2523.vcd" 
}
Rule CartMovingBackwardsOffenseScoutTFC
{
	criteria IsTFC ConceptCartMovingBackward IsOnOffense IsScout ScoutNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingBackwardO:1:20"
	Response CartMovingBackwardsOffenseScoutTFC
}

Response CartMovingForwardDefenseScoutTFC
{
	scene "scenes/Player/Scout/low/2525.vcd" 
	scene "scenes/Player/Scout/low/2526.vcd" 
	scene "scenes/Player/Scout/low/2527.vcd" 
	scene "scenes/Player/Scout/low/2528.vcd" 
	scene "scenes/Player/Scout/low/2529.vcd" 
	scene "scenes/Player/Scout/low/2530.vcd" 
}
Rule CartMovingForwardDefenseScoutTFC
{
	criteria IsTFC ConceptCartMovingForward IsOnDefense IsScout ScoutNotSaidCartMovingForwardD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingForwardD:1:20"
	Response CartMovingForwardDefenseScoutTFC
}

Response CartMovingForwardOffenseScoutTFC
{
	scene "scenes/Player/Scout/low/2532.vcd" 
	scene "scenes/Player/Scout/low/2533.vcd" 
	scene "scenes/Player/Scout/low/2534.vcd" 
	scene "scenes/Player/Scout/low/2535.vcd" 
	scene "scenes/Player/Scout/low/2537.vcd" 
	scene "scenes/Player/Scout/low/2536.vcd" 
	scene "scenes/Player/Scout/low/2538.vcd" 
	scene "scenes/Player/Scout/low/2540.vcd" 
	scene "scenes/Player/Scout/low/2541.vcd" 
	scene "scenes/Player/Scout/low/2539.vcd" 
	scene "scenes/Player/Scout/low/2542.vcd" 
	scene "scenes/Player/Scout/low/2543.vcd" 
}
Rule CartMovingForwardOffenseScoutTFC
{
	criteria IsTFC ConceptCartMovingForward IsOnOffense IsScout ScoutNotSaidCartMovingForwardO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseScoutTFC
}

Response CartMovingStoppedDefenseScoutTFC
{
	scene "scenes/Player/Scout/low/2544.vcd" 
	scene "scenes/Player/Scout/low/2545.vcd" 
	scene "scenes/Player/Scout/low/2546.vcd" 
}
Rule CartMovingStoppedDefenseScoutTFC
{
	criteria IsTFC ConceptCartMovingStopped IsOnDefense IsScout ScoutNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingStoppedD:1:20"
	Response CartMovingStoppedDefenseScoutTFC
}

Response CartMovingStoppedOffenseScoutTFC
{
	scene "scenes/Player/Scout/low/2548.vcd" 
	scene "scenes/Player/Scout/low/2549.vcd" 
	scene "scenes/Player/Scout/low/2550.vcd" 
}
Rule CartMovingStoppedOffenseScoutTFC
{
	criteria IsTFC ConceptCartMovingStopped IsOnOffense IsScout ScoutNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseScoutTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response DefendOnThePointScoutTFC
{
	scene "scenes/Player/Scout/low/489.vcd" 
	scene "scenes/Player/Scout/low/1305.vcd" 
}
Rule DefendOnThePointScoutTFC
{
	criteria IsTFC ConceptFireWeapon IsScout IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointScoutTFC
}

// Custom stuff
Response InvulnerableSpeechScoutTFC
{
	scene "scenes/Player/Scout/low/486.vcd" 
	scene "scenes/Player/Scout/low/491.vcd" 
	scene "scenes/Player/Scout/low/2505.vcd" 
	scene "scenes/Player/Scout/low/499.vcd" 
}
Rule InvulnerableSpeechScoutTFC
{
	criteria IsTFC ConceptFireWeapon IsScout IsInvulnerable ScoutNotInvulnerableSpeech
	ApplyContext "ScoutInvulnerableSpeech:1:30"
	Response InvulnerableSpeechScoutTFC
}

Response KilledPlayerAssistAutoScoutTFC
{
	scene "scenes/Player/Scout/low/487.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/488.vcd" predelay "2.5"
}
Rule KilledPlayerAssistAutoScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance ScoutNotAssistSpeech
	ApplyContext "ScoutAssistSpeech:1:20"
	Response KilledPlayerAssistAutoScoutTFC
}
// End custom stuff


Response KilledPlayerManyScoutTFC
{
	scene "scenes/Player/Scout/low/396.vcd" 
	scene "scenes/Player/Scout/low/1297.vcd" 
	scene "scenes/Player/Scout/low/432.vcd" 
	scene "scenes/Player/Scout/low/433.vcd" 
	scene "scenes/Player/Scout/low/1295.vcd" 
	scene "scenes/Player/Scout/low/1296.vcd" 
	scene "scenes/Player/Scout/low/434.vcd" 
	scene "scenes/Player/Scout/low/435.vcd" 
	scene "scenes/Player/Scout/low/493.vcd" 
	scene "scenes/Player/Scout/low/506.vcd" 
}
Rule KilledPlayerManyScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay ScoutNotKillSpeech IsScout
	ApplyContext "ScoutKillSpeech:1:5"
	Response KilledPlayerManyScoutTFC
}

// Custom modified stuff
// Modified to split into groups
// Baseball bats use generic and bat lines
// Candy, Basher, Fish and Mace will use their own lines in addition to the generic lines

Response KilledPlayerMeleeBatScoutTFC
{
	scene "scenes/Player/Scout/low/479.vcd" 
	scene "scenes/Player/Scout/low/482.vcd" 
	scene "scenes/Player/Scout/low/481.vcd" 
	scene "scenes/Player/Scout/low/483.vcd" 
	scene "scenes/Player/Scout/low/501.vcd" 
}

Response KilledPlayerMeleeGenericScoutTFC
{
	scene "scenes/Player/Scout/low/476.vcd" 
	scene "scenes/Player/Scout/low/477.vcd" 
	scene "scenes/Player/Scout/low/484.vcd" 
	scene "scenes/Player/Scout/low/498.vcd" 
}

// This rule excludes all weapons that are not the Sandman or vanilla bat

Rule KilledPlayerMeleeBatScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee WeaponIsNotCandy WeaponIsNotBasher WeaponIsNotGunbai WeaponIsNotMace WeaponIsNotFish WeaponIsNotTRBlade WeaponIsNotSaxxy ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	Response KilledPlayerMeleeBatScout
	Response KilledPlayerMeleeGenericScoutTFC
}

Response KilledPlayerMeleeBasherScoutTFC
{
	scene "scenes/player/Scout/low/2586.vcd"
	scene "scenes/player/Scout/low/2643.vcd"
}

Rule KilledPlayerMeleeBasherScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsBasher ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	Response KilledPlayerMeleeBasherScout
	Response KilledPlayerMeleeGenericScoutTFC
}

Response KilledPlayerMeleeCandyScoutTFC
{
	scene "scenes/player/Scout/low/377.vcd"
	scene "scenes/player/Scout/low/503.vcd"
	scene "scenes/player/Scout/low/505.vcd"
}

Rule KilledPlayerMeleeCandyScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsCandy ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	Response KilledPlayerMeleeCandyScout
	Response KilledPlayerMeleeGenericScoutTFC
}

Response KilledPlayerMeleeMaceScoutTFC
{
	scene "scenes/player/Scout/low/2560.vcd"
	scene "scenes/player/Scout/low/1289.vcd"
	scene "scenes/player/Scout/low/2706.vcd"
}

Rule KilledPlayerMeleeMaceScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee WeaponIsMace ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	Response KilledPlayerMeleeMaceScout
	Response KilledPlayerMeleeGenericScoutTFC
}

Response KilledPlayerMeleeFishScoutTFC
{
	scene "scenes/player/Scout/low/433.vcd"
	scene "scenes/player/Scout/low/435.vcd"
	scene "scenes/player/Scout/low/1308.vcd"
	scene "scenes/player/Scout/low/2554.vcd"
}

Rule KilledPlayerMeleeFishScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee WeaponIsHolyMackerel ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	Response KilledPlayerMeleeFishScout
	Response KilledPlayerMeleeGenericScoutTFC
}

Rule KilledPlayerMeleeFestiveFishScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee WeaponIsFestiveHolyMackerel ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	Response KilledPlayerMeleeFishScout
	Response KilledPlayerMeleeGenericScoutTFC
}

// A rule for the Scout Gunbai
// it will share with the Fish as getting killed by this must be very humiliating
// even moreso than the Fish
Rule KilledPlayerMeleeGunbaiScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee WeaponIsGunbai ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	Response KilledPlayerMeleeFishScout
	Response KilledPlayerMeleeGenericScoutTFC
}

Rule KilledPlayerMeleeSwordScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee WeaponIsTRBlade ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	Response KilledPlayerMeleeMaceScout
	Response KilledPlayerMeleeGenericScoutTFC
}


Rule KilledPlayerMeleeSaxxyScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee WeaponIsSaxxy ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	Response KilledPlayerMeleeFishScout
	Response KilledPlayerMeleeGenericScoutTFC
}

Response KilledPlayerMeleeScoutFatScoutTFC
{
	scene "scenes/Player/Scout/low/475.vcd" 
}
Rule KilledPlayerMeleeScoutFatScoutTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 75PercentChance  IsWeaponMelee ScoutNotKillSpeechMeleeFat IsScout IsVictimHeavy
	ApplyContext "ScoutKillSpeechMeleeFat:1:10"
	Response KilledPlayerMeleeScoutFatScoutTFC
}

Response MedicFollowScoutTFC
{
	scene "scenes/Player/Scout/low/2574.vcd" predelay ".25"
	scene "scenes/Player/Scout/low/2575.vcd" predelay ".25"
	scene "scenes/Player/Scout/low/2577.vcd" predelay ".25"
	scene "scenes/Player/Scout/low/2578.vcd" predelay ".25"
}
Rule MedicFollowScoutTFC
{
	criteria IsTFC ConceptPlayerMedic IsOnMedic IsScout IsNotCrossHairEnemy NotLowHealth ScoutIsNotStillonFire
	ApplyContext "ScoutKillSpeech:1:10"
	Response MedicFollowScoutTFC
}

Response ScoutJarateHit
{
	scene "scenes/Player/Scout/low/364.vcd"  
	scene "scenes/Player/Scout/low/426.vcd"  
	scene "scenes/Player/Scout/low/450.vcd"  
	scene "scenes/Player/Scout/low/451.vcd"  
}
Rule ScoutJarateHit
{
	criteria IsTFC ConceptJarateHit IsScout 50PercentChance
	Response ScoutJarateHit
}

Response PlayerBeingShotInvincibleScoutTFC
{
	scene "scenes/Player/Scout/low/2632.vcd" 
	scene "scenes/Player/Scout/low/2631.vcd" 
	scene "scenes/Player/Scout/low/2636.vcd" 
	scene "scenes/Player/Scout/low/2629.vcd" 
	scene "scenes/Player/Scout/low/2690.vcd" 
	scene "scenes/Player/Scout/low/2638.vcd" 
	scene "scenes/Player/Scout/low/2630.vcd" 
	scene "scenes/Player/Scout/low/2634.vcd" 
	scene "scenes/Player/Scout/low/2635.vcd" 
	scene "scenes/Player/Scout/low/2637.vcd" 
	scene "scenes/Player/Scout/low/2737.vcd" 
	scene "scenes/Player/Scout/low/2738.vcd" 
	scene "scenes/Player/Scout/low/2739.vcd" 
	scene "scenes/Player/Scout/low/2740.vcd" 
	scene "scenes/Player/Scout/low/2741.vcd" 
	scene "scenes/Player/Scout/low/2742.vcd" 
	scene "scenes/Player/Scout/low/2743.vcd" 
	scene "scenes/Player/Scout/low/2744.vcd" 
	scene "scenes/Player/Scout/low/2745.vcd" 
	scene "scenes/Player/Scout/low/2746.vcd" 
	scene "scenes/Player/Scout/low/2747.vcd" 
	scene "scenes/Player/Scout/low/2748.vcd" 
	scene "scenes/Player/Scout/low/2749.vcd" 
	scene "scenes/Player/Scout/low/2750.vcd" 
	scene "scenes/Player/Scout/low/2751.vcd" 
	scene "scenes/Player/Scout/low/2752.vcd" 
	scene "scenes/Player/Scout/low/2753.vcd" 
	scene "scenes/Player/Scout/low/2754.vcd" 
	scene "scenes/Player/Scout/low/2755.vcd" 
	scene "scenes/Player/Scout/low/2756.vcd" 
	scene "scenes/Player/Scout/low/2757.vcd" 
	scene "scenes/Player/Scout/low/2758.vcd" 
	scene "scenes/Player/Scout/low/2759.vcd" 
	scene "scenes/Player/Scout/low/2760.vcd" 
	scene "scenes/Player/Scout/low/2761.vcd" 
	scene "scenes/Player/Scout/low/2762.vcd" 
	scene "scenes/Player/Scout/low/2728.vcd" 
	scene "scenes/Player/Scout/low/2771.vcd" 
	scene "scenes/Player/Scout/low/2729.vcd"
	scene "scenes/Player/Scout/low/2730.vcd"
}
Rule PlayerBeingShotInvincibleScoutTFC
{
	criteria IsTFC ConceptDodgeShot IsScout LoadoutIsDrink // Exclude Crit-a-Cola
	Response PlayerBeingShotInvincibleScoutTFC
}

Response PlayerDodgingScoutTFC
{
	scene "scenes/Player/Scout/low/2505.vcd" predelay "2,3"
	scene "scenes/Player/Scout/low/2615.vcd" predelay "2,3"
	scene "scenes/Player/Scout/low/2616.vcd" predelay "2,3"
	scene "scenes/Player/Scout/low/2628.vcd" predelay "2,3"
	scene "scenes/Player/Scout/low/2621.vcd" predelay "2,3"
}
Rule PlayerDodgingScoutTFC
{
	criteria IsTFC ConceptDodging IsScout ScoutIsNotInvuln LoadoutIsDrink // Exclude Crit-a-Cola
	ApplyContext "ScoutInvuln:1:20"
	Response PlayerDodgingScoutTFC
}

// Custom Stuff
Response PlayerDoubleJumpScoutTFC
{
	scene "scenes/Player/Scout/low/2608.vcd" 
	scene "scenes/Player/Scout/low/2610.vcd" 
	scene "scenes/Player/Scout/low/2609.vcd" 
	scene "scenes/Player/Scout/low/2611.vcd" 
}
Rule PlayerDoubleJumpScoutTFC
{
	criteria IsTFC ConceptFireWeapon IsScout IsDoubleJumping WeaponIsScattergunDouble 20PercentChance
	Response PlayerDoubleJumpScoutTFC
}
Rule PlayerDoubleJumpScoutFestive
{
	criteria IsTFC ConceptFireWeapon IsScout IsDoubleJumping WeaponIsScattergunDoubleFestive 20PercentChance
	Response PlayerDoubleJumpScoutTFC
}

// Double jump response
Response DoubleJumpScoutTFC
{
	scene "scenes/Player/Scout/low/2624.vcd" 
	scene "scenes/Player/Scout/low/2625.vcd" 
	scene "scenes/Player/Scout/low/2627.vcd" 
	scene "scenes/Player/Scout/low/2685.vcd" 
	scene "scenes/Player/Scout/low/2689.vcd" 
}
Rule DoubleJumpScoutTFC
{
	criteria IsTFC ConceptDoubleJump IsScout IsARecentKill IsNotDoubleJumping WeaponIsNotScattergunDouble ScoutHasFired ScoutNotDoubleJumpSpeech 2PercentChance
	ApplyContext "ScoutDoubleJumpSpeech:1:90"
	Response DoubleJumpScoutTFC
}

// Invincible not ready
Response DrinkNotReady
{
	scene "scenes/player/Scout/low/2732.vcd"
	scene "scenes/player/Scout/low/2733.vcd"
	scene "scenes/player/Scout/low/2734.vcd"
	scene "scenes/player/Scout/low/2774.vcd"
	scene "scenes/player/Scout/low/2775.vcd"
	scene "scenes/player/Scout/low/2776.vcd"
}
Rule DrinkNotReady
{
	criteria IsTFC ConceptPain IsScout WeaponIsLunchboxDrink BonkHealthContext ScoutNotDrinkReadySpeech LoadoutIsDrink // Exclude Crit-a-Cola
	ApplyContext "ScoutDrinkReadySpeech:1:5"
	Response DrinkNotReady
}

// Crit-a-Cola lines
//
// Explanation:
//
// When the player drinks the cola, a context called ScoutIsCrit is set to 1 for 3-ish seconds in tf.txt (saves having the rule duped here)
// This is then picked up by the Rule PlayerCritColaVocalScout, which checks if the player has fired their weapon.
// If they have fired, then the rule checks the ScoutIsNotCrit, which has just been set to 1 during the drinking
// of the cola. Therefore, if the player fires during this period, they will say the response.
//
// We then changed the PostTired response for the cola for teh lulz.
//
// This is a tricky workaround, but necessary as we cannot 'layer' vcds (i.e.  play one vcd on top of the other)

// These are the reesponses we play when firing under the effects.
Response PlayerCritColaVocalScoutTFC
{
	scene "scenes/player/Scout/low/507.vcd"
	scene "scenes/player/Scout/low/2510.vcd"
	scene "scenes/player/Scout/low/396.vcd"
}
Rule PlayerCritColaVocalScoutTFC
{
	criteria IsTFC ConceptFireWeapon IsScout LoadoutIsCritDrink ScoutIsNotCrit // The crit context is read in here via this criterion, which is set at the top of the file
	Response PlayerCritColaVocalScoutTFC
}

// Here we alter what he says after the effects finish.
// Note this is 50PercentChance, so he has 50% chance of just doing the normal tired breathing.
Response PostCritScoutTFC
{
	scene "scenes/player/Scout/low/2734.vcd"
	scene "scenes/player/Scout/low/2774.vcd"
	scene "scenes/player/Scout/low/2775.vcd"
	scene "scenes/player/Scout/low/2776.vcd"
}

Rule PostCritScoutTFC
{
	criteria IsTFC ConceptTired IsScout 50PercentChance LoadoutIsCritDrink
	Response PostCritScoutTFC
}

// Milk toss
Response MilkLaunchScoutTFC
{
	scene "scenes/player/Scout/low/504.vcd"
	scene "scenes/player/Scout/low/2705.vcd"
	scene "scenes/player/Scout/low/2604.vcd"
}
Rule MilkLaunchScoutTFC
{
	criteria IsTFC ConceptJarateLaunch IsScout 50PercentChance
	Response MilkLaunchScoutTFC
}

// End custom

Response PlayerKilledCapperScoutTFC
{
	scene "scenes/Player/Scout/low/359.vcd" 
	scene "scenes/Player/Scout/low/372.vcd" 
	scene "scenes/Player/Scout/low/373.vcd" 
	scene "scenes/Player/Scout/low/454.vcd" 
	scene "scenes/Player/Scout/low/488.vcd" 
	scene "scenes/Player/Scout/low/491.vcd" 
	scene "scenes/Player/Scout/low/499.vcd" 
	scene "scenes/Player/Scout/low/1308.vcd" 
}
Rule PlayerKilledCapperScoutTFC
{
	criteria IsTFC ConceptCapBlocked IsScout
	ApplyContext "ScoutKillSpeech:1:10"
	Response PlayerKilledCapperScoutTFC
}

// Custom stuff
// The other 2 unimplemented dominations do not have respective vcds.
// Will build them sometime later.
Response PlayerKilledDominatingScoutTFC
{
	scene "scenes/Player/Scout/low/2551.vcd" predelay "2.5"
	scene "scenes/player/Scout/low/2687.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2764.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2765.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated 30PercentChance
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingScoutTFC
}

Response PlayerKilledDominatingBatScoutTFC
{
	scene "scenes/player/scout/low/2648.vcd" predelay "2.5"
	scene "scenes/player/scout/low/2643.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingBatScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated IsWeaponMelee
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingBatScoutTFC
}
//End custom

Response PlayerKilledDominatingDemomanScoutTFC
{
	scene "scenes/Player/Scout/low/2763.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2649.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2564.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2565.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2679.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2680.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2678.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingDemomanScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated  IsVictimDemoman
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingDemomanScoutTFC
}

Response PlayerKilledDominatingEngineerScoutTFC
{
	scene "scenes/Player/Scout/low/2766.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2556.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2675.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2676.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2677.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2710.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2711.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingEngineerScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated  IsVictimEngineer
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingEngineerScoutTFC
}

Response PlayerKilledDominatingHeavyScoutTFC
{
	scene "scenes/Player/Scout/low/2553.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2646.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2647.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2557.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2558.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2655.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2656.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2657.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2659.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2660.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2693.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2712.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2713.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2642.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingHeavyScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated  IsVictimHeavy
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingHeavyScoutTFC
}

Response PlayerKilledDominatingMedicScoutTFC
{
	scene "scenes/Player/Scout/low/2714.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2715.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2716.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2736.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2665.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2559.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2641.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingMedicScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated  IsVictimMedic
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingMedicScoutTFC
}

Response PlayerKilledDominatingPyroScoutTFC
{
	scene "scenes/player/Scout/low/2688.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2644.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2560.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2673.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2674.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2725.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2726.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2718.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingPyroScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated  IsVictimPyro
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingPyroScoutTFC
}

Response PlayerKilledDominatingScoutScoutTFC
{
	scene "scenes/Player/Scout/low/2555.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2645.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2691.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2719.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2554.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2654.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2768.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2566.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2666.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2667.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingScoutScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated  IsVictimScout
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingScoutScoutTFC
}

Response PlayerKilledDominatingSniperScoutTFC
{
	scene "scenes/Player/Scout/low/2686.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2567.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2668.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2672.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2769.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2770.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSniperScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated  IsVictimSniper
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSniperScoutTFC
}

Response PlayerKilledDominatingSoldierScoutTFC
{
	scene "scenes/Player/Scout/low/2562.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2669.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2670.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2671.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2720.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2721.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSoldierScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated  IsVictimSoldier
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSoldierScoutTFC
}

Response PlayerKilledDominatingSpyScoutTFC
{
	scene "scenes/Player/Scout/low/2682.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2552.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2563.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2661.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2662.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2663.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSpyScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsDominated  IsVictimSpy
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSpyScoutTFC
}

Response PlayerKilledForRevengeScoutTFC
{
	scene "scenes/Player/Scout/low/2681.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/374.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2641.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2706.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/453.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2586.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2587.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2588.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2589.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2590.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2591.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2592.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2593.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/2594.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/486.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeScoutTFC
{
	criteria IsTFC ConceptKilledPlayer IsScout IsRevenge
	ApplyContext "ScoutKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeScoutTFC
}

Response PlayerKilledObjectScoutTFC
{
	scene "scenes/Player/Scout/low/485.vcd" 
}
Rule PlayerKilledObjectScoutTFC
{
	criteria IsTFC ConceptKilledObject IsScout 30PercentChance IsARecentKill
	ApplyContext "ScoutKillSpeechObject:1:30"
	Response PlayerKilledObjectScoutTFC
}

Response PlayerStunBallHitScoutTFC
{
	scene "scenes/Player/Scout/low/2767.vcd" 
	scene "scenes/Player/Scout/low/2597.vcd" 
	scene "scenes/Player/Scout/low/2598.vcd" 
	scene "scenes/Player/Scout/low/2599.vcd" 
	scene "scenes/Player/Scout/low/2600.vcd" 
	scene "scenes/Player/Scout/low/2601.vcd" 
	scene "scenes/Player/Scout/low/2602.vcd" 
	scene "scenes/Player/Scout/low/2684.vcd" 
	scene "scenes/Player/Scout/low/2694.vcd" 
	scene "scenes/Player/Scout/low/2695.vcd" 
	scene "scenes/Player/Scout/low/2700.vcd" 
	scene "scenes/Player/Scout/low/2702.vcd" 
	scene "scenes/Player/Scout/low/2705.vcd" 
	scene "scenes/Player/Scout/low/2707.vcd" 
	scene "scenes/Player/Scout/low/2697.vcd" 
	scene "scenes/Player/Scout/low/2701.vcd" 
}
Rule PlayerStunBallHitScoutTFC
{
	criteria IsTFC ConceptStunnedTarget IsScout NotSaidScoutHitBallSpeech 50PercentChance
	Response PlayerStunBallHitScoutTFC
}

Response PlayerStunBallHittingItScoutTFC
{
	scene "scenes/Player/Scout/low/2606.vcd" 
	scene "scenes/Player/Scout/low/2604.vcd" 
	scene "scenes/Player/Scout/low/2651.vcd" 
	scene "scenes/Player/Scout/low/2703.vcd" 
}
Rule PlayerStunBallHittingItScoutTFC
{
	criteria IsTFC ConceptFireWeapon IsScout WeaponIsWoodBat 10PercentChance
	ApplyContext "ScoutHitBallSpeech:1:10"
	Response PlayerStunBallHittingItScoutTFC
}

Response PlayerStunBallPickUpScoutTFC
{
	scene "scenes/Player/Scout/low/2722.vcd" 
	scene "scenes/Player/Scout/low/2723.vcd" 
	scene "scenes/Player/Scout/low/2724.vcd" 
	scene "scenes/Player/Scout/low/2772.vcd" 
	scene "scenes/Player/Scout/low/2773.vcd" 
}
Rule PlayerStunBallPickUpScoutTFC
{
	criteria IsTFC ConceptScoutBallGrab IsScout 50PercentChance
	Response PlayerStunBallPickUpScoutTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainScoutTFC
{
	scene "scenes/Player/Scout/low/461.vcd" 
	scene "scenes/Player/Scout/low/462.vcd" 
	scene "scenes/Player/Scout/low/463.vcd" 
	scene "scenes/Player/Scout/low/1361.vcd" 
	scene "scenes/Player/Scout/low/1362.vcd" 
	scene "scenes/Player/Scout/low/1363.vcd" 
}
Rule PlayerAttackerPainScoutTFC
{
	criteria IsTFC ConceptAttackerPain IsScout IsNotDominating
	Response PlayerAttackerPainScoutTFC
}

Response PlayerOnFireScoutTFC
{
	scene "scenes/Player/Scout/low/365.vcd" 
}
Rule PlayerOnFireScoutTFC
{
	criteria IsTFC ConceptFire IsScout ScoutIsNotStillonFire IsNotDominating
	ApplyContext "ScoutOnFire:1:7"
	Response PlayerOnFireScoutTFC
}

Response PlayerOnFireRareScoutTFC
{
	scene "scenes/Player/Scout/low/366.vcd" 
}
Rule PlayerOnFireRareScoutTFC
{
	criteria IsTFC ConceptFire IsScout 10PercentChance ScoutIsNotStillonFire IsNotDominating
	ApplyContext "ScoutOnFire:1:7"
	Response PlayerOnFireRareScoutTFC
}

Response PlayerPainScoutTFC
{
	scene "scenes/Player/Scout/low/464.vcd" 
	scene "scenes/Player/Scout/low/465.vcd" 
	scene "scenes/Player/Scout/low/466.vcd" 
	scene "scenes/Player/Scout/low/1364.vcd" 
	scene "scenes/Player/Scout/low/1365.vcd" 
	scene "scenes/Player/Scout/low/1366.vcd" 
	scene "scenes/Player/Scout/low/1367.vcd" 
	scene "scenes/Player/Scout/low/1368.vcd" 
}
Rule PlayerPainScoutTFC
{
	criteria IsTFC ConceptPain IsScout IsNotDominating
	Response PlayerPainScoutTFC
}

Response PlayerStillOnFireScoutTFC
{
	scene "scenes/Player/Scout/low/1932.vcd" 
}
Rule PlayerStillOnFireScoutTFC
{
	criteria IsTFC ConceptFire IsScout  ScoutIsStillonFire IsNotDominating
	ApplyContext "ScoutOnFire:1:7"
	Response PlayerStillOnFireScoutTFC
}


//--------------------------------------------------------------------------------------------------------------
// Duel Speech
//--------------------------------------------------------------------------------------------------------------
Response AcceptedDuelScoutTFC
{
	scene "scenes/Player/Scout/low/377.vcd" 
	scene "scenes/Player/Scout/low/491.vcd" 
	scene "scenes/Player/Scout/low/494.vcd" 
	scene "scenes/Player/Scout/low/496.vcd" 
	scene "scenes/Player/Scout/low/516.vcd" 
}
Rule AcceptedDuelScoutTFC
{
	criteria IsTFC ConceptIAcceptDuel IsScout
	Response AcceptedDuelScoutTFC
}

Response MeleeDareScoutTFC
{
	scene "scenes/Player/Scout/low/2579.vcd" 
	scene "scenes/Player/Scout/low/2580.vcd" 
	scene "scenes/Player/Scout/low/2582.vcd" 
	scene "scenes/Player/Scout/low/2583.vcd" 
	scene "scenes/Player/Scout/low/2581.vcd" 
}
Rule MeleeDareScoutTFC
{
	criteria IsTFC ConceptRequestDuel IsScout
	Response MeleeDareScoutTFC
}

Response RejectedDuelScoutTFC
{
	scene "scenes/Player/Scout/low/362.vcd" 
	scene "scenes/Player/Scout/low/1281.vcd" 
	scene "scenes/Player/Scout/low/363.vcd" 
	scene "scenes/Player/Scout/low/364.vcd" 
	scene "scenes/Player/Scout/low/2554.vcd" 
	scene "scenes/Player/Scout/low/2768.vcd" 
	scene "scenes/Player/Scout/low/419.vcd" 
	scene "scenes/Player/Scout/low/421.vcd" 
	scene "scenes/Player/Scout/low/2706.vcd" 
}
Rule RejectedDuelScoutTFC
{
	criteria IsTFC ConceptDuelRejected IsScout
	Response RejectedDuelScoutTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoScoutTFC
{
	scene "scenes/Player/Scout/low/393.vcd" 
	scene "scenes/Player/Scout/low/1286.vcd" 
	scene "scenes/Player/Scout/low/392.vcd" 
	scene "scenes/Player/Scout/low/394.vcd" 
}
Rule PlayerGoScoutTFC
{
	criteria IsTFC ConceptPlayerGo IsScout
	Response PlayerGoScoutTFC
}

Response PlayerHeadLeftScoutTFC
{
	scene "scenes/Player/Scout/low/398.vcd" 
	scene "scenes/Player/Scout/low/399.vcd" 
	scene "scenes/Player/Scout/low/400.vcd" 
}
Rule PlayerHeadLeftScoutTFC
{
	criteria IsTFC ConceptPlayerLeft  IsScout
	Response PlayerHeadLeftScoutTFC
}

Response PlayerHeadRightScoutTFC
{
	scene "scenes/Player/Scout/low/401.vcd" 
	scene "scenes/Player/Scout/low/402.vcd" 
	scene "scenes/Player/Scout/low/403.vcd" 
}
Rule PlayerHeadRightScoutTFC
{
	criteria IsTFC ConceptPlayerRight  IsScout
	Response PlayerHeadRightScoutTFC
}

Response PlayerHelpScoutTFC
{
	scene "scenes/Player/Scout/low/404.vcd" 
	scene "scenes/Player/Scout/low/1290.vcd" 
	scene "scenes/Player/Scout/low/405.vcd" 
	scene "scenes/Player/Scout/low/406.vcd" 
}
Rule PlayerHelpScoutTFC
{
	criteria IsTFC ConceptPlayerHelp IsScout
	Response PlayerHelpScoutTFC
}

Response PlayerHelpCaptureScoutTFC
{
	scene "scenes/Player/Scout/low/407.vcd" 
	scene "scenes/Player/Scout/low/408.vcd" 
	scene "scenes/Player/Scout/low/409.vcd" 
}
Rule PlayerHelpCaptureScoutTFC
{
	criteria IsTFC ConceptPlayerHelp IsScout IsOnCappableControlPoint
	ApplyContext "ScoutHelpCap:1:10"
	Response PlayerHelpCaptureScoutTFC
}

Response PlayerHelpCapture2ScoutTFC
{
	scene "scenes/Player/Scout/low/489.vcd" 
	scene "scenes/Player/Scout/low/1304.vcd" 
	scene "scenes/Player/Scout/low/1305.vcd" 
	scene "scenes/Player/Scout/low/1306.vcd" 
	scene "scenes/Player/Scout/low/1307.vcd" 
}
Rule PlayerHelpCapture2ScoutTFC
{
	criteria IsTFC ConceptPlayerHelp IsScout IsOnCappableControlPoint IsHelpCapScout
	Response PlayerHelpCapture2ScoutTFC
}

// Custom stuff
// Response for when the Scout is fighting on a cappable point
Response PlayerGetOnPointScoutTFC
{
	scene "scenes/Player/Scout/low/2568.vcd" 
	scene "scenes/Player/Scout/low/2569.vcd" 
	scene "scenes/Player/Scout/low/2570.vcd" 
	scene "scenes/Player/Scout/low/2572.vcd" 
}

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

Response PlayerHelpDefendScoutTFC
{
	scene "scenes/Player/Scout/low/410.vcd" 
	scene "scenes/Player/Scout/low/411.vcd" 
	scene "scenes/Player/Scout/low/412.vcd" 
}
Rule PlayerHelpDefendScoutTFC
{
	criteria IsTFC ConceptPlayerHelp IsScout IsOnFriendlyControlPoint
	Response PlayerHelpDefendScoutTFC
}

Response PlayerMedicScoutTFC
{
	scene "scenes/Player/Scout/low/438.vcd" 
	scene "scenes/Player/Scout/low/439.vcd" 
	scene "scenes/Player/Scout/low/440.vcd" 
}
Rule PlayerMedicScoutTFC
{
	criteria IsTFC ConceptPlayerMedic IsScout
	Response PlayerMedicScoutTFC
}

Response PlayerAskForBallScoutTFC
{
}
Rule PlayerAskForBallScoutTFC
{
	criteria IsTFC ConceptPlayerAskForBall IsScout
	Response PlayerAskForBallScoutTFC
}

Response PlayerMoveUpScoutTFC
{
	scene "scenes/Player/Scout/low/441.vcd" 
	scene "scenes/Player/Scout/low/442.vcd" 
	scene "scenes/Player/Scout/low/443.vcd" 
}
Rule PlayerMoveUpScoutTFC
{
	criteria IsTFC ConceptPlayerMoveUp  IsScout
	Response PlayerMoveUpScoutTFC
}

Response PlayerNoScoutTFC
{
	scene "scenes/Player/Scout/low/455.vcd" 
	scene "scenes/Player/Scout/low/456.vcd" 
	scene "scenes/Player/Scout/low/457.vcd" 
}
Rule PlayerNoScoutTFC
{
	criteria IsTFC ConceptPlayerNo  IsScout
	Response PlayerNoScoutTFC
}

Response PlayerThanksScoutTFC
{
	scene "scenes/Player/Scout/low/508.vcd" 
	scene "scenes/Player/Scout/low/509.vcd" 
}
Rule PlayerThanksScoutTFC
{
	criteria IsTFC ConceptPlayerThanks IsScout
	Response PlayerThanksScoutTFC
}

// 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 KilledPlayerAssistScoutTFC
{
	scene "scenes/Player/Scout/low/487.vcd"
	scene "scenes/Player/Scout/low/488.vcd"
}
Rule KilledPlayerAssistScoutTFC
{
	criteria IsTFC ConceptPlayerThanks IsScout IsARecentKill KilledPlayerDelay ScoutNotAssistSpeech
	ApplyContext "ScoutAssistSpeech:1:20"
	Response KilledPlayerAssistScoutTFC
}
// End custom

Response PlayerYesScoutTFC
{
	scene "scenes/Player/Scout/low/516.vcd" 
	scene "scenes/Player/Scout/low/517.vcd" 
	scene "scenes/Player/Scout/low/518.vcd" 
}
Rule PlayerYesScoutTFC
{
	criteria IsTFC ConceptPlayerYes  IsScout
	Response PlayerYesScoutTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeScoutTFC
{
	scene "scenes/Player/Scout/low/353.vcd" 
	scene "scenes/Player/Scout/low/354.vcd" 
	scene "scenes/Player/Scout/low/355.vcd" 
}
Rule PlayerActivateChargeScoutTFC
{
	criteria IsTFC ConceptPlayerActivateCharge IsScout
	Response PlayerActivateChargeScoutTFC
}

Response PlayerCloakedSpyScoutTFC
{
	scene "scenes/Player/Scout/low/380.vcd" 
	scene "scenes/Player/Scout/low/379.vcd" 
	scene "scenes/Player/Scout/low/1285.vcd" 
	scene "scenes/Player/Scout/low/381.vcd" 
}
Rule PlayerCloakedSpyScoutTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsScout
	Response PlayerCloakedSpyScoutTFC
}

Response PlayerDispenserHereScoutTFC
{
	scene "scenes/Player/Scout/low/444.vcd" 
}
Rule PlayerDispenserHereScoutTFC
{
	criteria IsTFC ConceptPlayerDispenserHere IsScout
	Response PlayerDispenserHereScoutTFC
}

Response PlayerIncomingScoutTFC
{
	scene "scenes/Player/Scout/low/413.vcd" 
	scene "scenes/Player/Scout/low/414.vcd" 
	scene "scenes/Player/Scout/low/415.vcd" 
}
Rule PlayerIncomingScoutTFC
{
	criteria IsTFC ConceptPlayerIncoming IsScout
	Response PlayerIncomingScoutTFC
}

Response PlayerSentryAheadScoutTFC
{
	scene "scenes/Player/Scout/low/472.vcd" 
	scene "scenes/Player/Scout/low/473.vcd" 
	scene "scenes/Player/Scout/low/474.vcd" 
}
Rule PlayerSentryAheadScoutTFC
{
	criteria IsTFC ConceptPlayerSentryAhead IsScout
	Response PlayerSentryAheadScoutTFC
}

Response PlayerSentryHereScoutTFC
{
	scene "scenes/Player/Scout/low/445.vcd" 
}
Rule PlayerSentryHereScoutTFC
{
	criteria IsTFC ConceptPlayerSentryHere IsScout
	Response PlayerSentryHereScoutTFC
}

Response PlayerTeleporterHereScoutTFC
{
	scene "scenes/Player/Scout/low/446.vcd" 
}
Rule PlayerTeleporterHereScoutTFC
{
	criteria IsTFC ConceptPlayerTeleporterHere IsScout
	Response PlayerTeleporterHereScoutTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryScoutTFC
{
	scene "scenes/Player/Scout/low/367.vcd" 
	scene "scenes/Player/Scout/low/369.vcd" 
	scene "scenes/Player/Scout/low/370.vcd" 
	scene "scenes/Player/Scout/low/371.vcd" 
	scene "scenes/Player/Scout/low/368.vcd" 
}
Rule PlayerBattleCryScoutTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsScout
	Response PlayerBattleCryScoutTFC
}

// Custom stuff - melee dare
// Look at enemy, then do battle cry voice command while holding a melee weapon.
Response MeleeDareCombatScoutTFC
{
	scene "scenes/Player/Scout/low/2584.vcd"
	scene "scenes/Player/Scout/low/2579.vcd" 
	scene "scenes/Player/Scout/low/2580.vcd" 
	scene "scenes/Player/Scout/low/2582.vcd" 
	scene "scenes/Player/Scout/low/2583.vcd" 
	scene "scenes/Player/Scout/low/2581.vcd" 
	scene "scenes/Player/Scout/low/2642.vcd" 
	scene "scenes/Player/Scout/low/500.vcd" 
	scene "scenes/Player/Scout/low/494.vcd"
	scene "scenes/Player/Scout/low/496.vcd"
}
Rule MeleeDareCombatScoutTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsWeaponMelee IsScout IsCrosshairEnemy
	Response MeleeDareCombatScoutTFC
}
//End custom

Response PlayerCheersScoutTFC
{
	scene "scenes/Player/Scout/low/372.vcd" 
	scene "scenes/Player/Scout/low/374.vcd" 
	scene "scenes/Player/Scout/low/375.vcd" 
	scene "scenes/Player/Scout/low/377.vcd" 
	scene "scenes/Player/Scout/low/376.vcd" 
	scene "scenes/Player/Scout/low/373.vcd" 
}
Rule PlayerCheersScoutTFC
{
	criteria IsTFC ConceptPlayerCheers IsScout
	Response PlayerCheersScoutTFC
}

Response PlayerGoodJobScoutTFC
{
	scene "scenes/Player/Scout/low/395.vcd" 
	scene "scenes/Player/Scout/low/396.vcd" 
	scene "scenes/Player/Scout/low/397.vcd" 
	scene "scenes/Player/Scout/low/1288.vcd" 
}
Rule PlayerGoodJobScoutTFC
{
	criteria IsTFC ConceptPlayerGoodJob IsScout
	Response PlayerGoodJobScoutTFC
}

Response PlayerJeersScoutTFC
{
	scene "scenes/Player/Scout/low/419.vcd" 
	scene "scenes/Player/Scout/low/420.vcd" 
	scene "scenes/Player/Scout/low/421.vcd" 
	scene "scenes/Player/Scout/low/422.vcd" 
	scene "scenes/Player/Scout/low/423.vcd" 
	scene "scenes/Player/Scout/low/424.vcd" 
	scene "scenes/Player/Scout/low/425.vcd" 
	scene "scenes/Player/Scout/low/426.vcd" 
	scene "scenes/Player/Scout/low/427.vcd" 
	scene "scenes/Player/Scout/low/428.vcd" 
	scene "scenes/Player/Scout/low/430.vcd" 
}
Rule PlayerJeersScoutTFC
{
	criteria IsTFC ConceptPlayerJeers IsScout
	Response PlayerJeersScoutTFC
}

Response PlayerLostPointScoutTFC
{
	scene "scenes/Player/Scout/low/451.vcd" 
	scene "scenes/Player/Scout/low/447.vcd" 
	scene "scenes/Player/Scout/low/449.vcd" 
	scene "scenes/Player/Scout/low/450.vcd" 
	scene "scenes/Player/Scout/low/448.vcd" 
}
Rule PlayerLostPointScoutTFC
{
	criteria IsTFC ConceptPlayerLostPoint IsScout
	Response PlayerLostPointScoutTFC
}

Response PlayerNegativeScoutTFC
{
	scene "scenes/Player/Scout/low/451.vcd" 
	scene "scenes/Player/Scout/low/447.vcd" 
	scene "scenes/Player/Scout/low/449.vcd" 
	scene "scenes/Player/Scout/low/450.vcd" 
	scene "scenes/Player/Scout/low/448.vcd" 
}
Rule PlayerNegativeScoutTFC
{
	criteria IsTFC ConceptPlayerNegative IsScout
	Response PlayerNegativeScoutTFC
}

Response PlayerNiceShotScoutTFC
{
	scene "scenes/Player/Scout/low/452.vcd" 
	scene "scenes/Player/Scout/low/453.vcd" 
	scene "scenes/Player/Scout/low/454.vcd" 
}
Rule PlayerNiceShotScoutTFC
{
	criteria IsTFC ConceptPlayerNiceShot IsScout
	Response PlayerNiceShotScoutTFC
}

Response PlayerPositiveScoutTFC
{
	scene "scenes/Player/Scout/low/1302.vcd" 
	scene "scenes/Player/Scout/low/467.vcd" 
	scene "scenes/Player/Scout/low/469.vcd" 
	scene "scenes/Player/Scout/low/470.vcd" 
	scene "scenes/Player/Scout/low/471.vcd" 
}

Response PlayerTauntsScoutTFC
{
	scene "scenes/Player/Scout/low/1298.vcd" 
	scene "scenes/Player/Scout/low/436.vcd" 
	scene "scenes/Player/Scout/low/437.vcd" 
	scene "scenes/Player/Scout/low/1299.vcd" 
	scene "scenes/Player/Scout/low/1300.vcd" 
	scene "scenes/Player/Scout/low/1301.vcd" 
}
Rule PlayerPositiveScoutTFC
{
	criteria IsTFC ConceptPlayerPositive IsScout
	Response PlayerPositiveScout
	Response PlayerTauntsScoutTFC
}

//--------------------------------------------------------------------------------------------------------------
// Begin Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------
Response PlayerFirstRoundStartCompScoutTFC
{
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_13.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_14.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_15.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_16.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_17.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_18.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_13.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_14.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_15.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_16.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_17.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_18.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_19.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_20.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_21.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_03.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartCompScoutTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsScout IsFirstRound IsNotComp6v6 40PercentChance
	Response PlayerFirstRoundStartCompScoutTFC
}

Response PlayerFirstRoundStartComp6sScoutTFC
{
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_13.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_14.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_15.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_16.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_17.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_18.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_13.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_14.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_15.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_16.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_17.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_18.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_19.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_20.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_21.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_rare_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_comp_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamefirst_6s_rare_01.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartComp6sScoutTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsScout IsFirstRound IsComp6v6 40PercentChance
	Response PlayerFirstRoundStartComp6sScoutTFC
}

Response PlayerWonPrevRoundCompScoutTFC
{
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_comp_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_comp_rare_02.vcd" predelay "1.0, 5.0"
}
Rule PlayerWonPrevRoundCompScoutTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsScout IsNotFirstRound IsNotComp6v6 PlayerWonPreviousRound 40PercentChance
	Response PlayerWonPrevRoundCompScoutTFC
}

Response PlayerWonPrevRoundComp6sScoutTFC
{
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_rare_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_comp_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_comp_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_6s_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamewonlast_6s_02.vcd" predelay "1.0, 5.0"
}
Rule PlayerWonPrevRoundComp6sScoutTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsScout IsNotFirstRound IsComp6v6 PlayerWonPreviousRound 40PercentChance
	Response PlayerWonPrevRoundComp6sScoutTFC
}

Response PlayerLostPrevRoundCompScoutTFC
{
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregamelostlast_rare_03.vcd" predelay "1.0, 5.0"
}
Rule PlayerLostPrevRoundCompScoutTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsScout IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance
	Response PlayerLostPrevRoundCompScoutTFC
}

Response PlayerTiedPrevRoundCompScoutTFC
{
	scene "scenes/Player/Scout/low/cm_scout_pregametie_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregametie_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregametie_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregametie_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregametie_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregametie_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_pregametie_07.vcd" predelay "1.0, 5.0"
}
Rule PlayerTiedPrevRoundCompScoutTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsScout IsNotFirstRound PreviousRoundWasTie 40PercentChance
	Response PlayerTiedPrevRoundCompScoutTFC
}

Response PlayerGameWinCompScoutTFC
{
	scene "scenes/Player/Scout/low/cm_scout_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_08.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_09.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_10.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_11.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_12.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_13.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_14.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_15.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_rare_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Scout/low/cm_scout_gamewon_rare_02.vcd" predelay "2.0, 5.0"
}
Rule PlayerGameWinCompScoutTFC
{
	criteria IsTFC ConceptPlayerGameOverComp PlayerOnWinningTeam IsScout 40PercentChance
	Response PlayerGameWinCompScoutTFC
}

Response PlayerMatchWinCompScoutTFC
{
	scene "scenes/Player/Scout/low/cm_scout_matchwon_01.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Scout/low/cm_scout_matchwon_02.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Scout/low/cm_scout_matchwon_03.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Scout/low/cm_scout_matchwon_04.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Scout/low/cm_scout_matchwon_05.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Scout/low/cm_scout_matchwon_06.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Scout/low/cm_scout_matchwon_07.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Scout/low/cm_scout_matchwon_08.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Scout/low/cm_scout_matchwon_09.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Scout/low/cm_scout_matchwon_10.vcd" predelay "1.0, 2.0"
}
Rule PlayerMatchWinCompScoutTFC
{
	criteria IsTFC ConceptPlayerMatchOverComp PlayerOnWinningTeam IsScout 40PercentChance
	Response PlayerMatchWinCompScoutTFC
}
//--------------------------------------------------------------------------------------------------------------
// End Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------