//--------------------------------------------------------------------------------------------------------------
// Sniper Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "SniperIsNotStillonFire" "SniperOnFire" "!=1" "required" weight 0
Criterion "SniperIsStillonFire" "SniperOnFire" "1" "required" weight 0
Criterion "SniperNotKillSpeech" "SniperKillSpeech" "!=1" "required" weight 0
Criterion "SniperNotKillSpeechMelee" "SniperKillSpeechMelee" "!=1" "required" weight 0
Criterion "SniperNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0
Criterion "SniperNotSaidHealThanks" "SniperSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapSniper" "SniperHelpCap" "1" "required" weight 0
// Custom stuff
Criterion "SniperNotInvulnerableSpeech" "SniperInvulnerableSpeech" "!=1" "required" weight 0
Criterion "SniperNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0
Criterion "SniperNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0
Criterion "SniperNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0
Criterion "SniperNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0
Criterion "SniperNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0
Criterion "SniperNotAwardSpeech" "SniperAwardSpeech" "!=1" "required" weight 0
Criterion "SniperNotAssistSpeech" "SniperAssistSpeech" "!=1" "required" weight 0
Criterion "SniperNotHoldStill" "SniperHoldStill" "!=1" "required" weight 0


Response PlayerCloakedSpyDemomanSniperTFC
{
	scene "scenes/Player/Sniper/low/1633.vcd" 
}
Rule PlayerCloakedSpyDemomanSniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper IsOnDemoman
	Response PlayerCloakedSpyDemomanSniperTFC
}

Response PlayerCloakedSpyEngineerSniperTFC
{
	scene "scenes/Player/Sniper/low/1636.vcd" 
}
Rule PlayerCloakedSpyEngineerSniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper IsOnEngineer
	Response PlayerCloakedSpyEngineerSniperTFC
}

Response PlayerCloakedSpyHeavySniperTFC
{
	scene "scenes/Player/Sniper/low/1631.vcd" 
}
Rule PlayerCloakedSpyHeavySniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper IsOnHeavy
	Response PlayerCloakedSpyHeavySniperTFC
}

Response PlayerCloakedSpyMedicSniperTFC
{
	scene "scenes/Player/Sniper/low/1635.vcd" 
}
Rule PlayerCloakedSpyMedicSniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper IsOnMedic
	Response PlayerCloakedSpyMedicSniperTFC
}

Response PlayerCloakedSpyPyroSniperTFC
{
	scene "scenes/Player/Sniper/low/1632.vcd" 
}
Rule PlayerCloakedSpyPyroSniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper IsOnPyro
	Response PlayerCloakedSpyPyroSniperTFC
}

Response PlayerCloakedSpyScoutSniperTFC
{
	scene "scenes/Player/Sniper/low/1629.vcd" 
}
Rule PlayerCloakedSpyScoutSniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper IsOnScout
	Response PlayerCloakedSpyScoutSniperTFC
}

Response PlayerCloakedSpySniperSniperTFC
{
	scene "scenes/Player/Sniper/low/1637.vcd" 
}
Rule PlayerCloakedSpySniperSniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper IsOnSniper
	Response PlayerCloakedSpySniperSniperTFC
}

Response PlayerCloakedSpySoldierSniperTFC
{
	scene "scenes/Player/Sniper/low/1630.vcd" 
}
Rule PlayerCloakedSpySoldierSniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper IsOnSoldier
	Response PlayerCloakedSpySoldierSniperTFC
}

Response PlayerCloakedSpySpySniperTFC
{
	scene "scenes/Player/Sniper/low/1634.vcd" 
}
Rule PlayerCloakedSpySpySniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper IsOnSpy
	Response PlayerCloakedSpySpySniperTFC
}


// Modified to only have whisper lines when headshot with rifle.
// Other lines for when you get a kill with rifle/bow against a Soldier.
Response SniperKillSoldier
{
	scene "scenes/Player/Sniper/low/1719.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1727.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1731.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1757.vcd" predelay "1"
}
Rule SniperKillSoldier
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsSniperRifle 50PercentChance IsVictimSoldier SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKillSoldier
}
Rule SniperKillSoldierClassic
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle 50PercentChance IsVictimSoldier SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKillSoldier
}
Rule SniperKillSoldierBow
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsBow 50PercentChance IsVictimSoldier SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKillSoldier
}

Response SniperHeadShotKillSoldier
{
	scene "scenes/Player/Sniper/low/1725.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1807.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1803.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1831.vcd" predelay "1.75"
}
Rule SniperHeadShotKillSoldier
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot 50PercentChance IsVictimSoldier SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperHeadShotKillSoldier
}
Rule SniperHeadShotKillSoldierClassic
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle IsHeadShot 50PercentChance IsVictimSoldier SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperHeadShotKillSoldier
}

// Same for the Heavy

Response SniperKillHeavy
{
	scene "scenes/Player/Sniper/low/1758.vcd" predelay "1"
}
Rule SniperKillHeavy
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsSniperRifle 50PercentChance IsVictimHeavy SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKillHeavy
}
Rule SniperKillHeavyClassic
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle 50PercentChance IsVictimHeavy SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKillHeavy
}
Rule SniperKillHeavyBow
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsBow 50PercentChance IsVictimHeavy SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKillHeavy
}

Response SniperHeadShotKillHeavy
{
	scene "scenes/Player/Sniper/low/1832.vcd" predelay "1.75"
}
Rule SniperHeadShotKillHeavy
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot 50PercentChance IsVictimHeavy SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperHeadShotKillHeavy
}
Rule SniperHeadShotKillHeavyClassic
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle IsHeadShot 50PercentChance IsVictimHeavy SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperHeadShotKillHeavy
}

// Modified to only have whisper lines when headshot with rifle.
// Other lines for when you get a kill with any weapon against a Spy.
Response SniperKillSpy
{
	scene "scenes/Player/Sniper/low/1712.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1723.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1729.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1732.vcd" predelay "1"
}
Rule SniperKillSpy
{
	criteria IsTFC ConceptKilledPlayer IsSniper 50PercentChance IsVictimSpy SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKillSpy
}

Response SniperHeadShotKillSpy
{
	scene "scenes/Player/Sniper/low/1805.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1806.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1808.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1798.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1799.vcd" predelay "1.75"
}
Rule SniperHeadShotKillSpy
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot 50PercentChance IsVictimSpy SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperHeadShotKillSpy
}
Rule SniperHeadShotKillSpyClassic
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle IsHeadShot 50PercentChance IsVictimSpy SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperHeadShotKillSpy
}

//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksSniperTFC
{
	scene "scenes/Player/Sniper/low/1761.vcd" 
	scene "scenes/Player/Sniper/low/1762.vcd" 
	scene "scenes/Player/Sniper/low/1763.vcd" 
}
Rule HealThanksSniperTFC
{
	criteria IsTFC ConceptMedicChargeStopped IsSniper SuperHighHealthContext SniperNotSaidHealThanks 50PercentChance
	ApplyContext "SniperSaidHealThanks:1:20"
	Response HealThanksSniperTFC
}

// Custom achievement stuff
Response AwardSniperTFC
{
	scene "scenes/Player/Sniper/low/2298.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2299.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2339.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2340.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2341.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2343.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2344.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2346.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2347.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2350.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2351.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2423.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2436.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2453.vcd" predelay "2.5"
}
Rule AwardSniperTFC
{
	criteria IsTFC ConceptAchievementAward IsSniper SniperNotAwardSpeech
	ApplyContext "SniperAwardSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response AwardSniperTFC
}
//End custom achievement

Response PlayerRoundStartSniperTFC
{
	scene "scenes/Player/Sniper/low/1612.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/1613.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/1614.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/1615.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/1616.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/1617.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartSniperTFC
{
	criteria IsTFC ConceptPlayerRoundStart IsSniper
	Response PlayerRoundStartSniperTFC
}

Response PlayerCappedIntelligenceSniperTFC
{
	scene "scenes/Player/Sniper/low/1603.vcd" 
	scene "scenes/Player/Sniper/low/1604.vcd" 
	scene "scenes/Player/Sniper/low/1605.vcd" 
	scene "scenes/Player/Sniper/low/1771.vcd" 
	scene "scenes/Player/Sniper/low/1772.vcd" 
}
Rule PlayerCappedIntelligenceSniperTFC
{
	criteria IsTFC ConceptPlayerCapturedIntelligence IsSniper
	Response PlayerCappedIntelligenceSniperTFC
}

Response PlayerCapturedPointSniperTFC
{
	scene "scenes/Player/Sniper/low/1600.vcd" 
	scene "scenes/Player/Sniper/low/1601.vcd" 
	scene "scenes/Player/Sniper/low/1602.vcd" 
}
Rule PlayerCapturedPointSniperTFC
{
	criteria IsTFC ConceptPlayerCapturedPoint IsSniper
	Response PlayerCapturedPointSniperTFC
}

Response PlayerSuddenDeathSniperTFC
{
	scene "scenes/Player/Sniper/low/1662.vcd" 
	scene "scenes/Player/Sniper/low/1663.vcd" 
	scene "scenes/Player/Sniper/low/1664.vcd" 
	scene "scenes/Player/Sniper/low/1665.vcd" 
	scene "scenes/Player/Sniper/low/1666.vcd" 
	scene "scenes/Player/Sniper/low/1667.vcd" 
	scene "scenes/Player/Sniper/low/1668.vcd" 
	scene "scenes/Player/Sniper/low/1669.vcd" 
}
Rule PlayerSuddenDeathSniperTFC
{
	criteria IsTFC ConceptPlayerSuddenDeathStart IsSniper
	Response PlayerSuddenDeathSniperTFC
}

Response PlayerStalemateSniperTFC
{
	scene "scenes/Player/Sniper/low/1606.vcd" 
	scene "scenes/Player/Sniper/low/1607.vcd" 
	scene "scenes/Player/Sniper/low/1608.vcd" 
}
Rule PlayerStalemateSniperTFC
{
	criteria IsTFC ConceptPlayerStalemate IsSniper
	Response PlayerStalemateSniperTFC
}

Response PlayerTeleporterThanksSniperTFC
{
	scene "scenes/Player/Sniper/low/1764.vcd" 
	scene "scenes/Player/Sniper/low/1765.vcd" 
	scene "scenes/Player/Sniper/low/1766.vcd" 
}
Rule PlayerTeleporterThanksSniperTFC
{
	criteria IsTFC ConceptTeleported IsNotEngineer IsSniper 30PercentChance
	Response PlayerTeleporterThanksSniperTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------
Response CartMovingBackwardsDefenseSniperTFC
{
	scene "scenes/Player/Sniper/low/2334.vcd" 
	scene "scenes/Player/Sniper/low/2335.vcd" 
	scene "scenes/Player/Sniper/low/2336.vcd" 
	scene "scenes/Player/Sniper/low/2352.vcd" 
	scene "scenes/Player/Sniper/low/2431.vcd" 
	scene "scenes/Player/Sniper/low/2432.vcd" 
	scene "scenes/Player/Sniper/low/2444.vcd" 
	scene "scenes/Player/Sniper/low/2445.vcd" 
}
Rule CartMovingBackwardsDefenseSniperTFC
{
	criteria IsTFC ConceptCartMovingBackward IsOnDefense IsSniper Unzoomed SniperNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingBackwardD:1:20"
	Response CartMovingBackwardsDefenseSniperTFC
}

// Custom added stuff
// We fire this response if the Sniper is scoped, these are softer versions of the normal lines.
Response CartMovingBackwardsDefenseScopedSniperTFC
{
	scene "scenes/Player/Sniper/low/2518.vcd" 
	scene "scenes/Player/Sniper/low/2519.vcd" 
	scene "scenes/Player/Sniper/low/2520.vcd" 
	scene "scenes/Player/Sniper/low/2521.vcd" 
	scene "scenes/Player/Sniper/low/2540.vcd" 
	scene "scenes/Player/Sniper/low/2541.vcd" 
	scene "scenes/Player/Sniper/low/2542.vcd" 
	scene "scenes/Player/Sniper/low/2543.vcd" 
}
Rule CartMovingBackwardsDefenseScopedSniperTFC
{
	criteria IsTFC ConceptCartMovingBackward IsOnDefense IsSniper DeployedContext SniperNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingBackwardD:1:20"
	Response CartMovingBackwardsDefenseScopedSniperTFC
}

// Offense backwards
Response CartMovingBackwardsOffenseSniperTFC
{
	scene "scenes/Player/Sniper/low/2331.vcd" 
	scene "scenes/Player/Sniper/low/2332.vcd" 
	scene "scenes/Player/Sniper/low/2333.vcd" 
	scene "scenes/Player/Sniper/low/2353.vcd" 
	scene "scenes/Player/Sniper/low/2354.vcd" 
	scene "scenes/Player/Sniper/low/2429.vcd" 
	scene "scenes/Player/Sniper/low/2430.vcd" 
}
Rule CartMovingBackwardsOffenseSniperTFC
{
	criteria IsTFC ConceptCartMovingBackward IsOnOffense IsSniper Unzoomed SniperNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingBackwardO:1:20"
	Response CartMovingBackwardsOffenseSniperTFC
}

Response CartMovingBackwardsOffenseScopedSniperTFC
{
	scene "scenes/Player/Sniper/low/2515.vcd" 
	scene "scenes/Player/Sniper/low/2516.vcd" 
	scene "scenes/Player/Sniper/low/2517.vcd" 
	scene "scenes/Player/Sniper/low/2522.vcd" 
	scene "scenes/Player/Sniper/low/2523.vcd" 
	scene "scenes/Player/Sniper/low/2538.vcd" 
	scene "scenes/Player/Sniper/low/2539.vcd" 
}
Rule CartMovingBackwardsOffenseScopedSniperTFC
{
	criteria IsTFC ConceptCartMovingBackward IsOnOffense IsSniper DeployedContext SniperNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingBackwardO:1:20"
	Response CartMovingBackwardsOffenseScopedSniperTFC
}

// Defense forward
Response CartMovingForwardDefenseSniperTFC
{
	scene "scenes/Player/Sniper/low/2328.vcd" 
	scene "scenes/Player/Sniper/low/2329.vcd" 
	scene "scenes/Player/Sniper/low/2330.vcd" 
	scene "scenes/Player/Sniper/low/2355.vcd" 
	scene "scenes/Player/Sniper/low/2446.vcd" 
	scene "scenes/Player/Sniper/low/2447.vcd" 
}
Rule CartMovingForwardDefenseSniperTFC
{
	criteria IsTFC ConceptCartMovingForward IsOnDefense IsSniper Unzoomed SniperNotSaidCartMovingForwardD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingForwardD:1:20"
	Response CartMovingForwardDefenseSniperTFC
}

Response CartMovingForwardDefenseScopedSniperTFC
{
	scene "scenes/Player/Sniper/low/2512.vcd"  
	scene "scenes/Player/Sniper/low/2513.vcd"  
	scene "scenes/Player/Sniper/low/2514.vcd"  
	scene "scenes/Player/Sniper/low/2524.vcd"  
	scene "scenes/Player/Sniper/low/2544.vcd"  
	scene "scenes/Player/Sniper/low/2545.vcd"  
}
Rule CartMovingForwardDefenseSniperTFC
{
	criteria IsTFC ConceptCartMovingForward IsOnDefense IsSniper DeployedContext SniperNotSaidCartMovingForwardD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingForwardD:1:20"
	Response CartMovingForwardDefenseScopedSniperTFC
}

// Offense forward

Response CartMovingForwardOffenseSniperTFC
{
	scene "scenes/Player/Sniper/low/2307.vcd"  
	scene "scenes/Player/Sniper/low/2308.vcd"  
	scene "scenes/Player/Sniper/low/2309.vcd"  
	scene "scenes/Player/Sniper/low/2402.vcd"  
	scene "scenes/Player/Sniper/low/2403.vcd"  
	scene "scenes/Player/Sniper/low/2404.vcd"   
	scene "scenes/Player/Sniper/low/2406.vcd"  
	scene "scenes/Player/Sniper/low/2407.vcd"  
	scene "scenes/Player/Sniper/low/2408.vcd"  
	scene "scenes/Player/Sniper/low/2409.vcd"  
	scene "scenes/Player/Sniper/low/2301.vcd"  
	scene "scenes/Player/Sniper/low/2302.vcd"  
	scene "scenes/Player/Sniper/low/2303.vcd"  
	scene "scenes/Player/Sniper/low/2416.vcd"  
	scene "scenes/Player/Sniper/low/2424.vcd"  
	scene "scenes/Player/Sniper/low/2425.vcd"  
	scene "scenes/Player/Sniper/low/2454.vcd"  
}
Rule CartMovingForwardOffenseSniperTFC
{
	criteria IsTFC ConceptCartMovingForward IsOnOffense IsSniper Unzoomed SniperNotSaidCartMovingForwardO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseSniperTFC
}

Response CartMovingForwardOffenseScopedSniperTFC
{
	scene "scenes/Player/Sniper/low/2506.vcd"  
	scene "scenes/Player/Sniper/low/2507.vcd"  
	scene "scenes/Player/Sniper/low/2508.vcd"  
	scene "scenes/Player/Sniper/low/2525.vcd"  
	scene "scenes/Player/Sniper/low/2526.vcd"  
	scene "scenes/Player/Sniper/low/2527.vcd"  
	scene "scenes/Player/Sniper/low/2529.vcd"  
	scene "scenes/Player/Sniper/low/2530.vcd"  
	scene "scenes/Player/Sniper/low/2531.vcd"  
	scene "scenes/Player/Sniper/low/2532.vcd"  
	scene "scenes/Player/Sniper/low/2500.vcd"  
	scene "scenes/Player/Sniper/low/2501.vcd"  
	scene "scenes/Player/Sniper/low/2502.vcd"  
	scene "scenes/Player/Sniper/low/2535.vcd"  
	scene "scenes/Player/Sniper/low/2536.vcd"  
	scene "scenes/Player/Sniper/low/2537.vcd"  
	scene "scenes/Player/Sniper/low/2546.vcd"  
}
Rule CartMovingForwardOffenseScopedSniperTFC
{
	criteria IsTFC ConceptCartMovingForward IsOnOffense IsSniper DeployedContext SniperNotSaidCartMovingForwardO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseScopedSniperTFC
}
// Cart stopped Defense

Response CartMovingStoppedDefenseSniperTFC
{
	scene "scenes/Player/Sniper/low/2310.vcd" 
	scene "scenes/Player/Sniper/low/2311.vcd" 
	scene "scenes/Player/Sniper/low/2312.vcd" 
	scene "scenes/Player/Sniper/low/2414.vcd" 
	scene "scenes/Player/Sniper/low/2455.vcd" 
	scene "scenes/Player/Sniper/low/2456.vcd" 
}
Rule CartMovingStoppedDefenseSniperTFC
{
	criteria IsTFC ConceptCartMovingStopped IsOnDefense IsSniper Unzoomed SniperNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingStoppedD:1:20"
	Response CartMovingStoppedDefenseSniperTFC
}

Response CartMovingStoppedDefenseScopedSniperTFC
{
	scene "scenes/Player/Sniper/low/2509.vcd"  
	scene "scenes/Player/Sniper/low/2510.vcd"  
	scene "scenes/Player/Sniper/low/2511.vcd"  
	scene "scenes/Player/Sniper/low/2533.vcd"  
	scene "scenes/Player/Sniper/low/2558.vcd"  
}
Rule CartMovingStoppedDefenseScopedSniperTFC
{
	criteria IsTFC ConceptCartMovingStopped IsOnDefense IsSniper DeployedContext SniperNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingStoppedD:1:20"
	Response CartMovingStoppedDefenseScopedSniperTFC
}

// Cart stopped Offense

Response CartMovingStoppedOffenseSniperTFC
{
	scene "scenes/Player/Sniper/low/2304.vcd" 
	scene "scenes/Player/Sniper/low/2305.vcd" 
	scene "scenes/Player/Sniper/low/2306.vcd" 
	scene "scenes/Player/Sniper/low/2415.vcd" 
	scene "scenes/Player/Sniper/low/2457.vcd" 
}
Rule CartMovingStoppedOffenseSniperTFC
{
	criteria IsTFC ConceptCartMovingStopped IsOnOffense IsSniper Unzoomed SniperNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseSniperTFC
}

Response CartMovingStoppedOffenseScopedSniperTFC
{
	scene "scenes/Player/Sniper/low/2503.vcd"  
	scene "scenes/Player/Sniper/low/2504.vcd"  
	scene "scenes/Player/Sniper/low/2505.vcd"  
	scene "scenes/Player/Sniper/low/2534.vcd"  
	scene "scenes/Player/Sniper/low/2549.vcd"  
}
Rule CartMovingStoppedOffenseScopedSniperTFC
{
	criteria IsTFC ConceptCartMovingStopped IsOnOffense IsSniper DeployedContext SniperNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseScopedSniperTFC
}
// End custom


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response DefendOnThePointSniperTFC
{
	scene "scenes/Player/Sniper/low/1736.vcd" 
	scene "scenes/Player/Sniper/low/1737.vcd" 
}
Rule DefendOnThePointSniperTFC
{
	criteria IsTFC ConceptFireWeapon IsSniper IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointSniperTFC
}

// Custom stuff

Response InvulnerableSpeechSniperTFC
{
	scene "scenes/Player/Sniper/low/1750.vcd"
	scene "scenes/Player/Sniper/low/1751.vcd"
	scene "scenes/Player/Sniper/low/1754.vcd"
	scene "scenes/Player/Sniper/low/1756.vcd"
}
Rule InvulnerableSpeechSniperTFC
{
	criteria IsTFC ConceptFireWeapon IsSniper IsInvulnerable SniperNotInvulnerableSpeech
	ApplyContext "SniperInvulnerableSpeech:1:30"
	Response InvulnerableSpeechSniperTFC
}

// End custom

Response KilledPlayerManySniperTFC
{
	scene "scenes/Player/Sniper/low/1670.vcd" 
	scene "scenes/Player/Sniper/low/1671.vcd" 
	scene "scenes/Player/Sniper/low/1672.vcd" 
	scene "scenes/Player/Sniper/low/1673.vcd" 
	scene "scenes/Player/Sniper/low/1674.vcd" 
	scene "scenes/Player/Sniper/low/1675.vcd" 
	scene "scenes/Player/Sniper/low/1715.vcd" 
	scene "scenes/Player/Sniper/low/1726.vcd" 
	scene "scenes/Player/Sniper/low/1810.vcd" 
}
Rule KilledPlayerManySniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SniperNotKillSpeech IsSniper
	ApplyContext "SniperKillSpeech:1:10"
	Response KilledPlayerManySniperTFC
}

// Custom stuff
// Allow the Huntsman to use the above response group
Rule KilledPlayerManySniperBow
{
	criteria IsTFC ConceptKilledPlayer IsManyRecentKills 30PercentChance WeaponIsBow KilledPlayerDelay SniperNotKillSpeech IsSniper
	ApplyContext "SniperKillSpeech:1:10"
	Response KilledPlayerManySniperTFC
}

// End custom

Response KilledPlayerMeleeSniperTFC
{
	scene "scenes/Player/Sniper/low/1717.vcd" 
	scene "scenes/Player/Sniper/low/1720.vcd" 
}
Rule KilledPlayerMeleeSniperTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee SniperNotKillSpeechMelee WeaponIsNotSaxxy IsSniper
	ApplyContext "SniperKillSpeechMelee:1:10"
	Response KilledPlayerMeleeSniperTFC
}

Response KilledPlayerSaxxySniperTFC
{
	scene "scenes/Player/Sniper/low/1718.vcd"
	scene "scenes/Player/Sniper/low/1675.vcd"
	scene "scenes/Player/Sniper/low/1670.vcd"
	scene "scenes/Player/Sniper/low/1671.vcd"
	scene "scenes/Player/Sniper/low/1674.vcd"
}
Rule KilledPlayerSaxxySniperTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance WeaponIsSaxxy SniperNotKillSpeechMelee IsSniper
	ApplyContext "SniperKillSpeechMelee:1:10"
	Response KilledPlayerSaxxySniperTFC
}

// Custom stuff
// Shiv kill

Response KilledPlayerShivSniperTFC
{
	scene "scenes/Player/Sniper/low/2387.vcd" 
}
Rule KilledPlayerShivSniperTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee WeaponIsShiv SniperNotKillSpeechMelee IsSniper
	ApplyContext "SniperKillSpeechMelee:1:10"
	Response KilledPlayerShivSniper
	Response KilledPlayerMeleeSniperTFC
}

// End custom

Response KilledPlayerVeryManySniperTFC
{
	scene "scenes/Player/Sniper/low/1714.vcd" 
	scene "scenes/Player/Sniper/low/1718.vcd" 
	scene "scenes/Player/Sniper/low/1721.vcd" 
	scene "scenes/Player/Sniper/low/1742.vcd" 
	scene "scenes/Player/Sniper/low/1743.vcd" 
	scene "scenes/Player/Sniper/low/1744.vcd" 
	scene "scenes/Player/Sniper/low/1748.vcd" 
	scene "scenes/Player/Sniper/low/1755.vcd" 
}
Rule KilledPlayerVeryManySniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay SniperNotKillSpeech IsSniper
	ApplyContext "SniperKillSpeech:1:10"
	Response KilledPlayerVeryManySniperTFC
}

// Custom stuff
// Allow the Huntsman to use the above response group
Rule KilledPlayerVeryManySniperBow
{
	criteria IsTFC ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance WeaponIsBow KilledPlayerDelay SniperNotKillSpeech IsSniper
	ApplyContext "SniperKillSpeech:1:10"
	Response KilledPlayerVeryManySniperTFC
}

Response MedicFollowSniperTFC
{
	scene "scenes/Player/Sniper/low/2277.vcd" predelay ".25"
	scene "scenes/Player/Sniper/low/2278.vcd" predelay ".25"
	scene "scenes/Player/Sniper/low/2279.vcd" predelay ".25"
	scene "scenes/Player/Sniper/low/2280.vcd" predelay ".25"
	scene "scenes/Player/Sniper/low/2281.vcd" predelay ".25"
}
Rule MedicFollowSniperTFC
{
	criteria IsTFC ConceptPlayerMedic IsOnMedic IsSniper IsNotCrossHairEnemy NotLowHealth SniperIsNotStillonFire
	ApplyContext "SniperKillSpeech:1:10"
	Response MedicFollowSniperTFC
}

// Custom stuff
Response SniperJarateHit
{
	scene "scenes/Player/Sniper/low/1608.vcd"    
	scene "scenes/Player/Sniper/low/1688.vcd"    
	scene "scenes/Player/Sniper/low/1689.vcd"    
}
Rule SniperJarateHit
{
	criteria IsTFC ConceptJarateHit IsSniper 50PercentChance
	Response SniperJarateHit
}

Response SniperJarateHitScoped
{
	scene "scenes/Player/Sniper/low/1780.vcd"    
	scene "scenes/Player/Sniper/low/1690.vcd"    
	scene "scenes/Player/Sniper/low/1778.vcd"    
}
Rule SniperJarateHitScoped
{
	criteria IsTFC ConceptJarateHit IsSniper DeployedContext
	Response SniperJarateHitScoped
}
// End custom

Response PlayerJarateToss
{
	scene "scenes/Player/Sniper/low/3131.vcd" 
	scene "scenes/Player/Sniper/low/3132.vcd" 
	scene "scenes/Player/Sniper/low/3133.vcd" 
}
Rule PlayerJarateToss
{
	criteria IsTFC ConceptJarateLaunch IsSniper
	Response PlayerJarateToss
}

Response PlayerKilledCapperSniperTFC
{
	scene "scenes/Player/Sniper/low/1614.vcd" 
	scene "scenes/Player/Sniper/low/1619.vcd" 
	scene "scenes/Player/Sniper/low/1620.vcd" 
	scene "scenes/Player/Sniper/low/1710.vcd" 
	scene "scenes/Player/Sniper/low/1733.vcd" 
}
Rule PlayerKilledCapperSniperTFC
{
	criteria IsTFC ConceptCapBlocked IsSniper
	ApplyContext "SniperKillSpeech:1:10"
	Response PlayerKilledCapperSniperTFC
}

// Custom stuff
Response KilledPlayerAssistAutoSniperTFC
{
	scene "scenes/Player/Sniper/low/1734.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/1735.vcd" predelay "2.5"
}
Rule KilledPlayerAssistAutoSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsBeingHealed IsARecentKill KilledPlayerDelay 20PercentChance SniperNotAssistSpeech
	ApplyContext "SniperAssistSpeech:1:20"
	Response KilledPlayerAssistAutoSniperTFC
}
// End custom

Response KilledPlayerSMGSniperTFC
{
	scene "scenes/Player/Sniper/low/2461.vcd" 
}
Rule KilledPlayerSMGSniperTFC
{
	criterion ConceptKilledPlayer KilledPlayerDelay 5PercentChance IsSniper WeaponIsSMG SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response KilledPlayerSMGSniperTFC
}

Response KilledPlayerDominatingSniperTFC
{
	scene "scenes/Player/Sniper/low/2292.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2293.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2294.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2356.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2357.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2358.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2360.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2362.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2363.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2364.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2365.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2366.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2367.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2385.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2397.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2417.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2434.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2458.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2459.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2460.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2462.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2463.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2464.vcd" predelay "2.5"
	
}
Rule KilledPlayerDominatingSniperTFC
{
	criterion ConceptKilledPlayer IsSniper DeployedContext 50PercentChance IsDominated
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response KilledPlayerDominatingSniperTFC
}
// End custom

Response PlayerKilledDominatingDemomanSniperTFC
{
	scene "scenes/Player/Sniper/low/3080.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3081.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3082.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3083.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3084.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingDemomanSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsDominated  IsVictimDemoman
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingDemomanSniperTFC
}

Response PlayerKilledDominatingEngineerSniperTFC
{
	scene "scenes/Player/Sniper/low/3085.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3086.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3087.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3088.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3089.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3090.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingEngineerSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsDominated  IsVictimEngineer
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingEngineerSniperTFC
}

Response PlayerKilledDominatingHeavySniperTFC
{
	scene "scenes/Player/Sniper/low/3091.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3092.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3093.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3094.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3095.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3096.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3097.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingHeavySniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsDominated  IsVictimHeavy
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingHeavySniperTFC
}

Response PlayerKilledDominatingMedicSniperTFC
{
	scene "scenes/Player/Sniper/low/3098.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3099.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3100.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3101.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3102.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingMedicSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsDominated  IsVictimMedic
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingMedicSniperTFC
}

Response PlayerKilledDominatingPyroSniperTFC
{
	scene "scenes/Player/Sniper/low/3103.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3104.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3105.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3106.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3107.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingPyroSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsDominated  IsVictimPyro
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingPyroSniperTFC
}

Response PlayerKilledDominatingScoutSniperTFC
{
	scene "scenes/Player/Sniper/low/3108.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3109.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3110.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3111.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3112.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingScoutSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsDominated  IsVictimScout
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingScoutSniperTFC
}

Response PlayerKilledDominatingSniperSniperTFC
{
	scene "scenes/Player/Sniper/low/2366.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2397.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2417.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2434.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3113.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3114.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3115.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3116.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3117.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSniperSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsDominated  IsVictimSniper
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSniperSniperTFC
}

Response PlayerKilledDominatingSoldierSniperTFC
{
	scene "scenes/Player/Sniper/low/3118.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3119.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3120.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3121.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3122.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3123.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSoldierSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsDominated  IsVictimSoldier
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSoldierSniperTFC
}

Response PlayerKilledDominatingSpySniperTFC
{
	scene "scenes/Player/Sniper/low/3124.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3125.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3126.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3127.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3128.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3129.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/3130.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSpySniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsDominated  IsVictimSpy
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSpySniperTFC
}

// Custom stuff
// Directed revenge lines
Response PlayerKilledForRevengeSniperSniperTFC
{
	scene "scenes/Player/Sniper/low/2466.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2468.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2469.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2473.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSniperSniperTFC
{
	criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimSniper
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeSniperSniperTFC
}

Response PlayerKilledForRevengeSpySniperTFC
{
	scene "scenes/Player/Sniper/low/2381.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2383.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2384.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2391.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2325.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSpySniperTFC
{
	criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimSpy
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeSpySniperTFC
}

Response PlayerKilledForRevengeScoutSniperTFC
{
	scene "scenes/Player/Sniper/low/2296.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2394.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2475.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeScoutSniperTFC
{
	criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimScout
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeScoutSniperTFC
}

Response PlayerKilledForRevengeDemomanSniperTFC
{
	scene "scenes/Player/Sniper/low/2295.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2386.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeDemomanSniperTFC
{
	criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimDemoman
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeDemomanSniperTFC
}

Response PlayerKilledForRevengeEngineerSniperTFC
{
	scene "scenes/Player/Sniper/low/2393.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeEngineerSniperTFC
{
	criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimEngineer
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeEngineerSniperTFC
}

Response PlayerKilledForRevengeSoldierSniperTFC
{
	scene "scenes/Player/Sniper/low/2390.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2472.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSoldierSniperTFC
{
	criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimSoldier
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeSoldierSniperTFC
}

Response PlayerKilledForRevengeMedicSniperTFC
{
	scene "scenes/Player/Sniper/low/2474.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeMedicSniperTFC
{
	criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimMedic
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeMedicSniperTFC
}

Response PlayerKilledForRevengePyroSniperTFC
{
	scene "scenes/Player/Sniper/low/2392.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2395.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2467.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengePyroSniperTFC
{
	criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimPyro
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengePyroSniperTFC
}

Response PlayerKilledForRevengeHeavySniperTFC
{
	scene "scenes/Player/Sniper/low/2465.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2471.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/2465.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeHeavySniperTFC
{
	criterion ConceptKilledPlayer IsSniper IsRevenge IsVictimHeavy
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeHeavySniperTFC
}

// End directed revenge lines

Response PlayerKilledForRevengeSniperTFC
{
	scene "scenes/Player/Sniper/low/1622.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/1641.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/1708.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/1709.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/1741.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/1740.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/1752.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/1753.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsRevenge 50PercentChance
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeSniperTFC
}

// Scoped revenge lines, whispers
Response PlayerKilledForRevengeSoftSniperTFC
{
	scene "scenes/Player/Sniper/low/1814.vcd" predelay "2.5"
	scene "scenes/Player/Sniper/low/1815.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSoftSniperTFC
{
	criteria IsTFC ConceptKilledPlayer IsSniper IsRevenge DeployedContext 50PercentChance
	ApplyContext "SniperKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeSoftSniper
	Response PlayerKilledForRevengeSniperTFC
}

// Here we have normal kills, normal scoped kills and headshots
// Scoped kills are whisper lines, normal kills are not
// So Huntsman kills shouldn't be whispers
// Only headshot kills use all three response groups, to spice things up

Response SniperKill
{
	scene "scenes/Player/Sniper/low/1724.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1834.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1759.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1745.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1746.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1747.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1750.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1751.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1754.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1756.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1739.vcd" predelay "1"
}

Response SniperKillSoft
{
	scene "scenes/Player/Sniper/low/1809.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1813.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1826.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1827.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1828.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1816.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1817.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1818.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1819.vcd" predelay "1"
	scene "scenes/Player/Sniper/low/1820.vcd" predelay "1"
}

Rule SniperKill
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsSniperrifle 20PercentChance SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKill
}
Rule SniperKillClassic
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle 20PercentChance SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKill
}

Rule SniperKillSoft
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsSniperrifle DeployedContext 20PercentChance SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKillSoft
}
Rule SniperKillSoftClassic
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle DeployedContext 20PercentChance SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKillSoft
}

Rule SniperKillBow
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsBow 20PercentChance SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:10"
	Response SniperKill
}

Response SniperHeadShotKill
{
	scene "scenes/Player/Sniper/low/1790.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1795.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1801.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1802.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1713.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1728.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1789.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1791.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1792.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1800.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1811.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1738.vcd" predelay "1.75"
	scene "scenes/Player/Sniper/low/1812.vcd" predelay "1.75"
}
Rule SniperHeadShotKill
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsSniperrifle IsHeadShot SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:20"
	Response SniperHeadShotKill
	Response SniperKillSoft
	Response SniperKill
}
Rule SniperHeadShotKillClassic
{
	criteria IsTFC ConceptKilledPlayer IsSniper WeaponIsClassicSniperrifle IsHeadShot SniperNotKillSpeech
	ApplyContext "SniperKillSpeech:1:20"
	Response SniperHeadShotKill
	Response SniperKillSoft
	Response SniperKill
}

// Response to play when looking at enemy in scope

Response SniperHoldStill
{
	scene "scenes/Player/Sniper/low/1835.vcd"
	scene "scenes/Player/Sniper/low/1804.vcd"
	scene "scenes/Player/Sniper/low/1833.vcd"
	scene "scenes/Player/Sniper/low/1829.vcd"
	scene "scenes/Player/Sniper/low/1830.vcd"
	scene "scenes/Player/Sniper/low/1821.vcd"
	scene "scenes/Player/Sniper/low/1822.vcd"
	scene "scenes/Player/Sniper/low/1823.vcd"
	scene "scenes/Player/Sniper/low/1824.vcd"
	scene "scenes/Player/Sniper/low/1825.vcd"
}
Rule SniperHoldStill
{
	criteria IsTFC ConceptPlayerExpression IsSniper IsCrosshairEnemy DeployedContext SniperNotHoldStill
	ApplyContext "SniperHoldStill:1:10"
	Response SniperHoldStill
}

// End custom

//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainSniperTFC
{
	scene "scenes/Player/Sniper/low/1700.vcd" 
	scene "scenes/Player/Sniper/low/1701.vcd" 
	scene "scenes/Player/Sniper/low/1702.vcd" 
	scene "scenes/Player/Sniper/low/1838.vcd" 
}
Rule PlayerAttackerPainSniperTFC
{
	criteria IsTFC ConceptAttackerPain IsSniper IsNotDominating
	Response PlayerAttackerPainSniperTFC
}

Response PlayerOnFireSniperTFC
{
	scene "scenes/Player/Sniper/low/1609.vcd" 
	scene "scenes/Player/Sniper/low/1610.vcd" 
	scene "scenes/Player/Sniper/low/1611.vcd" 
}
Rule PlayerOnFireSniperTFC
{
	criteria IsTFC ConceptFire IsSniper SniperIsNotStillonFire IsNotDominating
	ApplyContext "SniperOnFire:1:7"
	Response PlayerOnFireSniperTFC
}

Response PlayerPainSniperTFC
{
	scene "scenes/Player/Sniper/low/1705.vcd" 
	scene "scenes/Player/Sniper/low/1704.vcd" 
	scene "scenes/Player/Sniper/low/1703.vcd" 
	scene "scenes/Player/Sniper/low/1837.vcd" 
}
Rule PlayerPainSniperTFC
{
	criteria IsTFC ConceptPain IsSniper IsNotDominating
	Response PlayerPainSniperTFC
}

Response PlayerStillOnFireSniperTFC
{
	scene "scenes/Player/Sniper/low/1929.vcd" 
}
Rule PlayerStillOnFireSniperTFC
{
	criteria IsTFC ConceptFire IsSniper  SniperIsStillonFire IsNotDominating
	ApplyContext "SniperOnFire:1:7"
	Response PlayerStillOnFireSniperTFC
}


//--------------------------------------------------------------------------------------------------------------
// Duel Speech
//--------------------------------------------------------------------------------------------------------------
Response AcceptedDuelSniperTFC
{
	scene "scenes/Player/Sniper/low/2340.vcd" 
	scene "scenes/Player/Sniper/low/2341.vcd" 
	scene "scenes/Player/Sniper/low/2351.vcd" 
	scene "scenes/Player/Sniper/low/1613.vcd" 
	scene "scenes/Player/Sniper/low/1614.vcd" 
	scene "scenes/Player/Sniper/low/2321.vcd" 
	scene "scenes/Player/Sniper/low/2389.vcd" 
	scene "scenes/Player/Sniper/low/1749.vcd" 
	scene "scenes/Player/Sniper/low/1768.vcd" 
	scene "scenes/Player/Sniper/low/1769.vcd" 
}
Rule AcceptedDuelSniperTFC
{
	criteria IsTFC ConceptIAcceptDuel IsSniper
	Response AcceptedDuelSniperTFC
}

Response MeleeDareSniperTFC
{
	scene "scenes/Player/Sniper/low/2320.vcd" 
	scene "scenes/Player/Sniper/low/2369.vcd" 
	scene "scenes/Player/Sniper/low/2372.vcd" 
	scene "scenes/Player/Sniper/low/2373.vcd" 
}
Rule MeleeDareSniperTFC
{
	criteria IsTFC ConceptRequestDuel IsSniper
	Response MeleeDareSniperTFC
}

Response RejectedDuelSniperTFC
{
	scene "scenes/Player/Sniper/low/1606.vcd" 
	scene "scenes/Player/Sniper/low/1607.vcd" 
	scene "scenes/Player/Sniper/low/1608.vcd" 
	scene "scenes/Player/Sniper/low/3100.vcd" 
	scene "scenes/Player/Sniper/low/1663.vcd" 
	scene "scenes/Player/Sniper/low/1686.vcd" 
	scene "scenes/Player/Sniper/low/1687.vcd" 
	scene "scenes/Player/Sniper/low/1716.vcd" 
	scene "scenes/Player/Sniper/low/1722.vcd" 
}
Rule RejectedDuelSniperTFC
{
	criteria IsTFC ConceptDuelRejected IsSniper
	Response RejectedDuelSniperTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoSniperTFC
{
	scene "scenes/Player/Sniper/low/1640.vcd" 
	scene "scenes/Player/Sniper/low/1639.vcd" 
	scene "scenes/Player/Sniper/low/1638.vcd" 
}
Rule PlayerGoSniperTFC
{
	criteria IsTFC ConceptPlayerGo IsSniper
	Response PlayerGoSniperTFC
}

Response PlayerHeadLeftSniperTFC
{
	scene "scenes/Player/Sniper/low/1644.vcd" 
	scene "scenes/Player/Sniper/low/1645.vcd" 
	scene "scenes/Player/Sniper/low/1646.vcd" 
}
Rule PlayerHeadLeftSniperTFC
{
	criteria IsTFC ConceptPlayerLeft  IsSniper
	Response PlayerHeadLeftSniperTFC
}

Response PlayerHeadRightSniperTFC
{
	scene "scenes/Player/Sniper/low/1647.vcd" 
	scene "scenes/Player/Sniper/low/1648.vcd" 
	scene "scenes/Player/Sniper/low/1649.vcd" 
}
Rule PlayerHeadRightSniperTFC
{
	criteria IsTFC ConceptPlayerRight  IsSniper
	Response PlayerHeadRightSniperTFC
}

Response PlayerHelpSniperTFC
{
	scene "scenes/Player/Sniper/low/1650.vcd" 
	scene "scenes/Player/Sniper/low/1651.vcd" 
	scene "scenes/Player/Sniper/low/1652.vcd" 
}
Rule PlayerHelpSniperTFC
{
	criteria IsTFC ConceptPlayerHelp IsSniper
	Response PlayerHelpSniperTFC
}

Response PlayerHelpCaptureSniperTFC
{
	scene "scenes/Player/Sniper/low/1653.vcd" 
	scene "scenes/Player/Sniper/low/1654.vcd" 
	scene "scenes/Player/Sniper/low/1655.vcd" 
}
Rule PlayerHelpCaptureSniperTFC
{
	criteria IsTFC ConceptPlayerHelp IsSniper IsOnCappableControlPoint
	ApplyContext "SniperHelpCap:1:10"
	Response PlayerHelpCaptureSniperTFC
}

Response PlayerHelpCapture2SniperTFC
{
	scene "scenes/Player/Sniper/low/1736.vcd" 
	scene "scenes/Player/Sniper/low/1737.vcd" 
}
Rule PlayerHelpCapture2SniperTFC
{
	criteria IsTFC ConceptPlayerHelp IsSniper IsOnCappableControlPoint IsHelpCapSniper
	Response PlayerHelpCapture2SniperTFC
}

// Custom stuff
// Response for when the Sniper is fighting on a cappable point
Response PlayerGetOnPointSniperTFC
{
	scene "scenes/Player/Sniper/low/2289.vcd" 
	scene "scenes/Player/Sniper/low/2290.vcd" 
	scene "scenes/Player/Sniper/low/2291.vcd" 
	scene "scenes/Player/Sniper/low/2418.vcd" 
	scene "scenes/Player/Sniper/low/2419.vcd" 
	scene "scenes/Player/Sniper/low/2420.vcd" 
}

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

Response PlayerHelpDefendSniperTFC
{
	scene "scenes/Player/Sniper/low/1656.vcd" 
	scene "scenes/Player/Sniper/low/1657.vcd" 
	scene "scenes/Player/Sniper/low/1658.vcd" 
}
Rule PlayerHelpDefendSniperTFC
{
	criteria IsTFC ConceptPlayerHelp IsSniper IsOnFriendlyControlPoint
	Response PlayerHelpDefendSniperTFC
}

Response PlayerMedicSniperTFC
{
	scene "scenes/Player/Sniper/low/1678.vcd" 
	scene "scenes/Player/Sniper/low/1679.vcd" 
}
Rule PlayerMedicSniperTFC
{
	criteria IsTFC ConceptPlayerMedic IsSniper
	Response PlayerMedicSniperTFC
}

Response PlayerAskForBallSniperTFC
{
}
Rule PlayerAskForBallSniperTFC
{
	criteria IsTFC ConceptPlayerAskForBall IsSniper
	Response PlayerAskForBallSniperTFC
}

Response PlayerMoveUpSniperTFC
{
	scene "scenes/Player/Sniper/low/1681.vcd" 
	scene "scenes/Player/Sniper/low/1682.vcd" 
}
Rule PlayerMoveUpSniperTFC
{
	criteria IsTFC ConceptPlayerMoveUp  IsSniper
	Response PlayerMoveUpSniperTFC
}

Response PlayerNoSniperTFC
{
	scene "scenes/Player/Sniper/low/1694.vcd" 
	scene "scenes/Player/Sniper/low/1695.vcd" 
	scene "scenes/Player/Sniper/low/1696.vcd" 
	scene "scenes/Player/Sniper/low/1782.vcd" 
}
Rule PlayerNoSniperTFC
{
	criteria IsTFC ConceptPlayerNo  IsSniper
	Response PlayerNoSniperTFC
}

Response PlayerThanksSniperTFC
{
	scene "scenes/Player/Sniper/low/1760.vcd" 
	scene "scenes/Player/Sniper/low/1836.vcd" 
}
Rule PlayerThanksSniperTFC
{
	criteria IsTFC ConceptPlayerThanks IsSniper
	Response PlayerThanksSniperTFC
}

// 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 KilledPlayerAssistSniperTFC
{
	scene "scenes/Player/Sniper/low/1734.vcd"
	scene "scenes/Player/Sniper/low/1735.vcd"
}
Rule KilledPlayerAssistSniperTFC
{
	criteria IsTFC ConceptPlayerThanks IsSniper IsARecentKill KilledPlayerDelay SniperNotAssistSpeech
	ApplyContext "SniperAssistSpeech:1:20"
	Response KilledPlayerAssistSniperTFC
}
// End custom

Response PlayerYesSniperTFC
{
	scene "scenes/Player/Sniper/low/1767.vcd" 
	scene "scenes/Player/Sniper/low/1768.vcd" 
	scene "scenes/Player/Sniper/low/1769.vcd" 
}
Rule PlayerYesSniperTFC
{
	criteria IsTFC ConceptPlayerYes  IsSniper
	Response PlayerYesSniperTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeSniperTFC
{
	scene "scenes/Player/Sniper/low/1597.vcd" 
	scene "scenes/Player/Sniper/low/1599.vcd" 
	scene "scenes/Player/Sniper/low/1598.vcd" 
	scene "scenes/Player/Sniper/low/1770.vcd" 
}
Rule PlayerActivateChargeSniperTFC
{
	criteria IsTFC ConceptPlayerActivateCharge IsSniper
	Response PlayerActivateChargeSniperTFC
}

Response PlayerCloakedSpySniperTFC
{
	scene "scenes/Player/Sniper/low/1626.vcd" 
	scene "scenes/Player/Sniper/low/1627.vcd" 
	scene "scenes/Player/Sniper/low/1628.vcd" 
}
Rule PlayerCloakedSpySniperTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSniper
	Response PlayerCloakedSpySniperTFC
}

Response PlayerDispenserHereSniperTFC
{
	scene "scenes/Player/Sniper/low/1683.vcd" 
}
Rule PlayerDispenserHereSniperTFC
{
	criteria IsTFC ConceptPlayerDispenserHere IsSniper
	Response PlayerDispenserHereSniperTFC
}

Response PlayerIncomingSniperTFC
{
	scene "scenes/Player/Sniper/low/1659.vcd" 
	scene "scenes/Player/Sniper/low/1660.vcd" 
	scene "scenes/Player/Sniper/low/1661.vcd" 
	scene "scenes/Player/Sniper/low/1773.vcd" 
}
Rule PlayerIncomingSniperTFC
{
	criteria IsTFC ConceptPlayerIncoming IsSniper
	Response PlayerIncomingSniperTFC
}

Response PlayerSentryAheadSniperTFC
{
	scene "scenes/Player/Sniper/low/1711.vcd" 
}
Rule PlayerSentryAheadSniperTFC
{
	criteria IsTFC ConceptPlayerSentryAhead IsSniper
	Response PlayerSentryAheadSniperTFC
}

Response PlayerSentryHereSniperTFC
{
	scene "scenes/Player/Sniper/low/1684.vcd" 
}
Rule PlayerSentryHereSniperTFC
{
	criteria IsTFC ConceptPlayerSentryHere IsSniper
	Response PlayerSentryHereSniperTFC
}

Response PlayerTeleporterHereSniperTFC
{
	scene "scenes/Player/Sniper/low/1685.vcd" 
}
Rule PlayerTeleporterHereSniperTFC
{
	criteria IsTFC ConceptPlayerTeleporterHere IsSniper
	Response PlayerTeleporterHereSniperTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCrySniperTFC
{
	scene "scenes/Player/Sniper/low/1612.vcd" 
	scene "scenes/Player/Sniper/low/1613.vcd" 
	scene "scenes/Player/Sniper/low/1614.vcd" 
	scene "scenes/Player/Sniper/low/1615.vcd" 
	scene "scenes/Player/Sniper/low/1616.vcd" 
	scene "scenes/Player/Sniper/low/1617.vcd" 
}
Rule PlayerBattleCrySniperTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsSniper
	Response PlayerBattleCrySniperTFC
}

// Custom stuff - melee dare
// Look at enemy, then do battle cry voice command while holding a melee weapon.
Response MeleeDareCombatSniperTFC
{
	scene "scenes/Player/Sniper/low/2319.vcd"
	scene "scenes/Player/Sniper/low/2320.vcd"
	scene "scenes/Player/Sniper/low/2321.vcd"
	scene "scenes/Player/Sniper/low/2369.vcd"
	scene "scenes/Player/Sniper/low/2372.vcd"
	scene "scenes/Player/Sniper/low/2373.vcd"
	scene "scenes/Player/Sniper/low/2374.vcd"
	scene "scenes/Player/Sniper/low/2388.vcd"
	scene "scenes/Player/Sniper/low/2389.vcd"
}
Rule MeleeDareCombatSniperTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsWeaponMelee IsSniper IsCrosshairEnemy
	Response MeleeDareCombatSniperTFC
}

// New wepaon lines

Response PlayerShinyCrySniperTFC
{
	scene "scenes/Player/Sniper/low/2284.vcd"
	scene "scenes/Player/Sniper/low/2285.vcd"
	scene "scenes/Player/Sniper/low/2286.vcd"
	scene "scenes/Player/Sniper/low/2287.vcd"
	scene "scenes/Player/Sniper/low/2288.vcd"
	scene "scenes/Player/Sniper/low/2421.vcd"
	scene "scenes/Player/Sniper/low/2422.vcd"
	scene "scenes/Player/Sniper/low/2433.vcd"
	scene "scenes/Player/Sniper/low/2477.vcd"
}
Rule PlayerShinyCrySniperTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsSniper 30PercentChance IsWeaponPrimary WeaponIsNotVanillaPrimary WeaponIsNotTaggedRifle
	Response PlayerShinyCrySniperTFC
}

Rule PlayerShinyCrySniperBow
{
	criteria IsTFC ConceptPlayerBattleCry IsSniper 30PercentChance WeaponIsBow WeaponIsNotVanillaPrimary
	Response PlayerShinyCrySniperTFC
}

// This rule is here for future-proofing

Rule PlayerShinyCrySniperSecondary
{
	criteria IsTFC ConceptPlayerBattleCry IsSniper 30PercentChance IsWeaponSecondary WeaponIsNotVanillaSecondary WeaponIsNotTaggedSMG
	Response PlayerShinyCrySniperTFC
}

// Some achievement weapons seem to use the item1 etc weapon mode, so we use a hard rule for Jarate or Bow
Rule PlayerShinyCrySniperJarate
{
	criteria IsTFC ConceptPlayerBattleCry IsSniper 30PercentChance WeaponIsJarate WeaponIsNotVanillaSecondary
	Response PlayerShinyCrySniperTFC
}

Rule PlayerShinyCrySniperMelee
{
	criteria IsTFC ConceptPlayerBattleCry IsSniper 30PercentChance IsWeaponMelee IsNotCrossHairEnemy WeaponIsNotVanillaMelee WeaponIsNotTaggedKukri
	Response PlayerShinyCrySniperTFC
}

//End custom

Response PlayerCheersSniperTFC
{
	scene "scenes/Player/Sniper/low/1618.vcd" 
	scene "scenes/Player/Sniper/low/1619.vcd" 
	scene "scenes/Player/Sniper/low/1620.vcd" 
	scene "scenes/Player/Sniper/low/1621.vcd" 
	scene "scenes/Player/Sniper/low/1622.vcd" 
	scene "scenes/Player/Sniper/low/1623.vcd" 
	scene "scenes/Player/Sniper/low/1624.vcd" 
	scene "scenes/Player/Sniper/low/1625.vcd" 
}
Rule PlayerCheersSniperTFC
{
	criteria IsTFC ConceptPlayerCheers IsSniper
	Response PlayerCheersSniperTFC
}

Response PlayerGoodJobSniperTFC
{
	scene "scenes/Player/Sniper/low/1641.vcd" 
	scene "scenes/Player/Sniper/low/1642.vcd" 
	scene "scenes/Player/Sniper/low/1643.vcd" 
}
Rule PlayerGoodJobSniperTFC
{
	criteria IsTFC ConceptPlayerGoodJob IsSniper
	Response PlayerGoodJobSniperTFC
}

Response PlayerJeersSniperTFC
{
	scene "scenes/Player/Sniper/low/1662.vcd" 
	scene "scenes/Player/Sniper/low/1663.vcd" 
	scene "scenes/Player/Sniper/low/1664.vcd" 
	scene "scenes/Player/Sniper/low/1665.vcd" 
	scene "scenes/Player/Sniper/low/1666.vcd" 
	scene "scenes/Player/Sniper/low/1667.vcd" 
	scene "scenes/Player/Sniper/low/1668.vcd" 
	scene "scenes/Player/Sniper/low/1669.vcd" 
}
Rule PlayerJeersSniperTFC
{
	criteria IsTFC ConceptPlayerJeers IsSniper
	Response PlayerJeersSniperTFC
}

Response PlayerLostPointSniperTFC
{
	scene "scenes/Player/Sniper/low/1686.vcd" 
	scene "scenes/Player/Sniper/low/1687.vcd" 
	scene "scenes/Player/Sniper/low/1688.vcd" 
	scene "scenes/Player/Sniper/low/1689.vcd" 
	scene "scenes/Player/Sniper/low/1690.vcd" 
	scene "scenes/Player/Sniper/low/1778.vcd" 
	scene "scenes/Player/Sniper/low/1779.vcd" 
	scene "scenes/Player/Sniper/low/1780.vcd" 
	scene "scenes/Player/Sniper/low/1781.vcd" 
}
Rule PlayerLostPointSniperTFC
{
	criteria IsTFC ConceptPlayerLostPoint IsSniper
	Response PlayerLostPointSniperTFC
}

Response PlayerNegativeSniperTFC
{
	scene "scenes/Player/Sniper/low/1686.vcd" 
	scene "scenes/Player/Sniper/low/1687.vcd" 
	scene "scenes/Player/Sniper/low/1688.vcd" 
	scene "scenes/Player/Sniper/low/1689.vcd" 
	scene "scenes/Player/Sniper/low/1690.vcd" 
	scene "scenes/Player/Sniper/low/1778.vcd" 
	scene "scenes/Player/Sniper/low/1779.vcd" 
	scene "scenes/Player/Sniper/low/1780.vcd" 
	scene "scenes/Player/Sniper/low/1781.vcd" 
}
Rule PlayerNegativeSniperTFC
{
	criteria IsTFC ConceptPlayerNegative IsSniper
	Response PlayerNegativeSniperTFC
}

Response PlayerNiceShotSniperTFC
{
	scene "scenes/Player/Sniper/low/1691.vcd" 
	scene "scenes/Player/Sniper/low/1692.vcd" 
	scene "scenes/Player/Sniper/low/1693.vcd" 
}
Rule PlayerNiceShotSniperTFC
{
	criteria IsTFC ConceptPlayerNiceShot IsSniper
	Response PlayerNiceShotSniperTFC
}

Response PlayerPositiveSniperTFC
{
	scene "scenes/Player/Sniper/low/1706.vcd" 
	scene "scenes/Player/Sniper/low/1707.vcd" 
	scene "scenes/Player/Sniper/low/1708.vcd" 
	scene "scenes/Player/Sniper/low/1709.vcd" 
	scene "scenes/Player/Sniper/low/1710.vcd" 
	scene "scenes/Player/Sniper/low/1783.vcd" 
	scene "scenes/Player/Sniper/low/1784.vcd" 
	scene "scenes/Player/Sniper/low/1785.vcd" 
	scene "scenes/Player/Sniper/low/1786.vcd" 
	scene "scenes/Player/Sniper/low/1787.vcd" 
}

Response PlayerTauntsSniperTFC
{
	scene "scenes/Player/Sniper/low/1774.vcd" 
	scene "scenes/Player/Sniper/low/1676.vcd" 
	scene "scenes/Player/Sniper/low/1677.vcd" 
	scene "scenes/Player/Sniper/low/1775.vcd" 
	scene "scenes/Player/Sniper/low/1776.vcd" 
	scene "scenes/Player/Sniper/low/1777.vcd" 
}
Rule PlayerPositiveSniperTFC
{
	criteria IsTFC ConceptPlayerPositive IsSniper
	Response PlayerPositiveSniper
	Response PlayerTauntsSniperTFC
}

//--------------------------------------------------------------------------------------------------------------
// Begin Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------
Response PlayerFirstRoundStartCompSniperTFC
{
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_14.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_15.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_16.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_17.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_04.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartCompSniperTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSniper IsFirstRound IsNotComp6v6 40PercentChance
	Response PlayerFirstRoundStartCompSniperTFC
}

Response PlayerFirstRoundStartComp6sSniperTFC
{
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_14.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_15.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_16.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_17.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_comp_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_rare_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamefirst_6s_05.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartComp6sSniperTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSniper IsFirstRound IsComp6v6 40PercentChance
	Response PlayerFirstRoundStartComp6sSniperTFC
}

Response PlayerWonPrevRoundCompSniperTFC
{
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0"
}
Rule PlayerWonPrevRoundCompSniperTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSniper IsNotFirstRound PlayerWonPreviousRound 40PercentChance
	Response PlayerWonPrevRoundCompSniperTFC
}

Response PlayerLostPrevRoundCompSniperTFC
{
	scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregamelostlast_rare_02.vcd" predelay "1.0, 5.0"
}
Rule PlayerLostPrevRoundCompSniperTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSniper IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance
	Response PlayerLostPrevRoundCompSniperTFC
}

Response PlayerTiedPrevRoundCompSniperTFC
{
	scene "scenes/Player/Sniper/low/cm_sniper_pregametie_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregametie_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregametie_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregametie_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregametie_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregametie_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_pregametie_rare_01.vcd" predelay "1.0, 5.0"
}
Rule PlayerTiedPrevRoundCompSniperTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSniper IsNotFirstRound PreviousRoundWasTie 40PercentChance
	Response PlayerTiedPrevRoundCompSniperTFC
}

Response PlayerGameWinCompSniperTFC
{
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_08.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_09.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_10.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_08.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_09.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_10.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_06.vcd" predelay "2.0, 5.0"
}
Rule PlayerGameWinCompSniperTFC
{
	criteria IsTFC ConceptPlayerGameOverComp PlayerOnWinningTeam IsNotComp6v6 IsSniper 40PercentChance
	Response PlayerGameWinCompSniperTFC
}

Response PlayerGameWinComp6sSniperTFC
{
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_08.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_09.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_10.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_08.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_09.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_10.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_comp_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_6s_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Sniper/low/cm_sniper_gamewon_6s_02.vcd" predelay "2.0, 5.0"
}
Rule PlayerGameWinComp6sSniperTFC
{
	criteria IsTFC ConceptPlayerGameOverComp PlayerOnWinningTeam IsComp6v6 IsSniper 40PercentChance
	Response PlayerGameWinComp6sSniperTFC
}

Response PlayerMatchWinCompSniperTFC
{
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_01.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_02.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_03.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_04.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_05.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_06.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_07.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_08.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_09.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_10.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_11.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_12.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_13.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_14.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_15.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Sniper/low/cm_sniper_matchwon_16.vcd" predelay "1.0, 2.0"
}
Rule PlayerMatchWinCompSniperTFC
{
	criteria IsTFC ConceptPlayerMatchOverComp PlayerOnWinningTeam IsSniper 40PercentChance
	Response PlayerMatchWinCompSniperTFC
}
//--------------------------------------------------------------------------------------------------------------
// End Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------