//--------------------------------------------------------------------------------------------------------------
// Soldier Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "SoldierIsKillSpeechObject" "SoldierKillSpeechObject" "1" "required" weight 0
Criterion "SoldierIsNotStillonFire" "SoldierOnFire" "!=1" "required" weight 0
Criterion "SoldierIsStillonFire" "SoldierOnFire" "1" "required" weight 0
Criterion "SoldierNotKillSpeech" "SoldierKillSpeech" "!=1" "required" weight 0
Criterion "SoldierNotKillSpeechMelee" "SoldierKillSpeechMelee" "!=1" "required" weight 0
Criterion "SoldierNotSaidHealThanks" "SoldierSaidHealThanks" "!=1" "required"
Criterion "SoldierNotRobotNoises" "SoldierRobotNoises" "!=1" "required" weight 0
Criterion "IsHelpCapSoldier" "SoldierHelpCap" "1" "required" weight 0
// Custom criterion
Criterion "SoldierNotAssistSpeech" "SoldierAssistSpeech" "!=1" "required" weight 0
Criterion "SoldierNotInvulnerableSpeech" "SoldierInvulnerableSpeech" "!=1" "required" weight 0
Criterion "SoldierNotAwardSpeech" "SoldierAwardSpeech" "!=1" "required" weight 0

Response PlayerCloakedSpyDemomanSoldierTFC
{
	scene "scenes/Player/Soldier/low/1082.vcd" 
}
Rule PlayerCloakedSpyDemomanSoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier IsOnDemoman
	Response PlayerCloakedSpyDemomanSoldierTFC
}

Response PlayerCloakedSpyEngineerSoldierTFC
{
	scene "scenes/Player/Soldier/low/1087.vcd" 
}
Rule PlayerCloakedSpyEngineerSoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier IsOnEngineer
	Response PlayerCloakedSpyEngineerSoldierTFC
}

Response PlayerCloakedSpyHeavySoldierTFC
{
	scene "scenes/Player/Soldier/low/1077.vcd" 
}
Rule PlayerCloakedSpyHeavySoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier IsOnHeavy
	Response PlayerCloakedSpyHeavySoldierTFC
}

Response PlayerCloakedSpyMedicSoldierTFC
{
	scene "scenes/Player/Soldier/low/1085.vcd" 
}
Rule PlayerCloakedSpyMedicSoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier IsOnMedic
	Response PlayerCloakedSpyMedicSoldierTFC
}

Response PlayerCloakedSpyPyroSoldierTFC
{
	scene "scenes/Player/Soldier/low/1080.vcd" 
}
Rule PlayerCloakedSpyPyroSoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier IsOnPyro
	Response PlayerCloakedSpyPyroSoldierTFC
}

Response PlayerCloakedSpyScoutSoldierTFC
{
	scene "scenes/Player/Soldier/low/1074.vcd" 
}
Rule PlayerCloakedSpyScoutSoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier IsOnScout
	Response PlayerCloakedSpyScoutSoldierTFC
}

Response PlayerCloakedSpySniperSoldierTFC
{
	scene "scenes/Player/Soldier/low/1090.vcd" 
}
Rule PlayerCloakedSpySniperSoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier IsOnSniper
	Response PlayerCloakedSpySniperSoldierTFC
}

Response PlayerCloakedSpySoldierSoldierTFC
{
	scene "scenes/Player/Soldier/low/1075.vcd" 
}
Rule PlayerCloakedSpySoldierSoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier IsOnSoldier
	Response PlayerCloakedSpySoldierSoldierTFC
}

Response PlayerCloakedSpySpySoldierTFC
{
	scene "scenes/Player/Soldier/low/1083.vcd" 
}
Rule PlayerCloakedSpySpySoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier IsOnSpy
	Response PlayerCloakedSpySpySoldierTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksSoldierTFC
{
	scene "scenes/Player/Soldier/low/1213.vcd" 
	scene "scenes/Player/Soldier/low/1214.vcd" 
	scene "scenes/Player/Soldier/low/1215.vcd" 
}
Rule HealThanksSoldierTFC
{
	criteria IsTFC ConceptMedicChargeStopped IsSoldier SuperHighHealthContext SoldierNotSaidHealThanks 50PercentChance
	ApplyContext "SoldierSaidHealThanks:1:20"
	Response HealThanksSoldierTFC
}

// Custom achievement stuff
Response AwardSoldierTFC
{
	scene "scenes/Player/Soldier/low/1043.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1048.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1135.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1347.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1182.vcd" predelay "2.5"
}
Rule AwardSoldierTFC
{
	criteria IsTFC ConceptAchievementAward IsSoldier SoldierNotAwardSpeech
	ApplyContext "SoldierAwardSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response AwardSoldierTFC
}
//End custom achievement

Response PlayerRoundStartSoldierTFC
{
	scene "scenes/Player/Soldier/low/1055.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/1057.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/1058.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/1059.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/1056.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/1060.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartSoldierTFC
{
	criteria IsTFC ConceptPlayerRoundStart IsSoldier
	Response PlayerRoundStartSoldierTFC
}

Response PlayerCappedIntelligenceSoldierTFC
{
	scene "scenes/Player/Soldier/low/1046.vcd" 
	scene "scenes/Player/Soldier/low/1048.vcd" 
	scene "scenes/Player/Soldier/low/1047.vcd" 
}
Rule PlayerCappedIntelligenceSoldierTFC
{
	criteria IsTFC ConceptPlayerCapturedIntelligence IsSoldier
	Response PlayerCappedIntelligenceSoldierTFC
}

Response PlayerCapturedPointSoldierTFC
{
	scene "scenes/Player/Soldier/low/1043.vcd" 
	scene "scenes/Player/Soldier/low/1044.vcd" 
	scene "scenes/Player/Soldier/low/1045.vcd" 
}
Rule PlayerCapturedPointSoldierTFC
{
	criteria IsTFC ConceptPlayerCapturedPoint IsSoldier
	Response PlayerCapturedPointSoldierTFC
}

Response PlayerSuddenDeathSoldierTFC
{
	scene "scenes/Player/Soldier/low/1120.vcd" 
	scene "scenes/Player/Soldier/low/1121.vcd" 
	scene "scenes/Player/Soldier/low/1122.vcd" 
	scene "scenes/Player/Soldier/low/1123.vcd" 
	scene "scenes/Player/Soldier/low/1124.vcd" 
	scene "scenes/Player/Soldier/low/1125.vcd" 
	scene "scenes/Player/Soldier/low/1126.vcd" 
	scene "scenes/Player/Soldier/low/1127.vcd" 
	scene "scenes/Player/Soldier/low/1128.vcd" 
	scene "scenes/Player/Soldier/low/1129.vcd" 
	scene "scenes/Player/Soldier/low/1130.vcd" 
	scene "scenes/Player/Soldier/low/1131.vcd" 
}
Rule PlayerSuddenDeathSoldierTFC
{
	criteria IsTFC ConceptPlayerSuddenDeathStart IsSoldier
	Response PlayerSuddenDeathSoldierTFC
}

Response PlayerStalemateSoldierTFC
{
	scene "scenes/Player/Soldier/low/1049.vcd" 
	scene "scenes/Player/Soldier/low/1050.vcd" 
	scene "scenes/Player/Soldier/low/1051.vcd" 
}
Rule PlayerStalemateSoldierTFC
{
	criteria IsTFC ConceptPlayerStalemate IsSoldier
	Response PlayerStalemateSoldierTFC
}

Response PlayerTeleporterThanksSoldierTFC
{
	scene "scenes/Player/Soldier/low/1216.vcd" 
	scene "scenes/Player/Soldier/low/1217.vcd" 
	scene "scenes/Player/Soldier/low/1218.vcd" 
}
Rule PlayerTeleporterThanksSoldierTFC
{
	criteria IsTFC ConceptTeleported IsNotEngineer IsSoldier 30PercentChance
	Response PlayerTeleporterThanksSoldierTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response DefendOnThePointSoldierTFC
{
	scene "scenes/Player/Soldier/low/1187.vcd" 
	scene "scenes/Player/Soldier/low/1354.vcd" 
	scene "scenes/Player/Soldier/low/1355.vcd" 
}
Rule DefendOnThePointSoldierTFC
{
	criteria IsTFC ConceptFireWeapon IsSoldier IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointSoldierTFC
}

Response KilledPlayerManySoldierTFC
{
	scene "scenes/Player/Soldier/low/1181.vcd" 
	scene "scenes/Player/Soldier/low/1356.vcd" 
	scene "scenes/Player/Soldier/low/1197.vcd" 
	scene "scenes/Player/Soldier/low/1199.vcd" 
}
Rule KilledPlayerManySoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier
	ApplyContext "SoldierKillSpeech:1:10"
	Response KilledPlayerManySoldierTFC
}

Response KilledDemomanSoldierTFC
{
	scene "scenes/Player/Soldier/low/3486.vcd" 
	scene "scenes/Player/Soldier/low/3487.vcd" 
	scene "scenes/Player/Soldier/low/3488.vcd" 
	scene "scenes/Player/Soldier/low/3489.vcd" 
	scene "scenes/Player/Soldier/low/3490.vcd" 
	scene "scenes/Player/Soldier/low/3491.vcd" 
}
Rule KilledDemomanSoldierTFC
{
	criterion ConceptKilledPlayer KilledPlayerDelay IsVictimDemoman 10PercentChance SoldierNotKillSpeech IsSoldier
	ApplyContext "SoldierKillSpeech:1:10"
	Response KilledDemomanSoldierTFC
}

Response KilledPlayerAssistAutoSoldierTFC
{
	scene "scenes/Player/Soldier/low/1186.vcd" predelay "2.5"
}
Rule KilledPlayerAssistAutoSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance SoldierNotAssistSpeech
	ApplyContext "SoldierAssistSpeech:1:20"
	Response KilledPlayerAssistAutoSoldierTFC
}

// A custom rule for when you're on a pocket Soldier killing spree.
Response SpreeMedicSoldierTFC
{
	scene "scenes/Player/Soldier/low/3492.vcd"
	scene "scenes/Player/Soldier/low/3493.vcd"
	scene "scenes/Player/Soldier/low/3494.vcd"
}
Rule SpreeMedicSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay IsSoldier IsBeingHealed SoldierNotKillSpeech IsVeryManyRecentKills IsWeaponPrimary
	ApplyContext "SoldierKillSpeech:1:20"
	Response SpreeMedicSoldierTFC
}

// Custom Medic follow - because Soldier needs it more than most classes.
Response MedicFollowSoldierTFC
{
	scene "scenes/Player/Soldier/low/3495.vcd" predelay ".25"
	scene "scenes/Player/Soldier/low/3496.vcd" predelay ".25"
	scene "scenes/Player/Soldier/low/3497.vcd" predelay ".25"
	scene "scenes/Player/Soldier/low/3499.vcd" predelay ".25"
}
Rule MedicFollowSoldierTFC
{
	criteria IsTFC ConceptPlayerMedic IsOnMedic IsSoldier IsNotCrossHairEnemy NotLowHealth SoldierIsNotStillonFire
	ApplyContext "ScoutKillSpeech:1:10"
	Response MedicFollowSoldierTFC
}

Response SoldierJarateHit
{
	scene "scenes/Player/Soldier/low/1051.vcd"
	scene "scenes/Player/Soldier/low/1155.vcd"
	scene "scenes/Player/Soldier/low/1353.vcd"
	scene "scenes/Player/Soldier/low/1152.vcd"
}
Rule SoldierJarateHit
{
	criteria IsTFC ConceptJarateHit IsSoldier 50PercentChance
	Response SoldierJarateHit
}

// Invulnerable lines
Response InvulnerableSpeechSoldierTFC
{
	scene "scenes/Player/Soldier/low/1191.vcd"
	scene "scenes/Player/Soldier/low/1194.vcd"
	scene "scenes/Player/Soldier/low/1200.vcd"
	scene "scenes/Player/Soldier/low/1204.vcd"
	scene "scenes/Player/Soldier/low/1192.vcd"
	scene "scenes/Player/Soldier/low/1189.vcd"
	scene "scenes/Player/Soldier/low/1201.vcd"
}
Rule InvulnerableSpeechSoldierTFC
{
	criterion ConceptFireWeapon IsSoldier IsInvulnerable SoldierNotInvulnerableSpeech
	ApplyContext "SoldierInvulnerableSpeech:1:30"
	Response InvulnerableSpeechSoldierTFC
}

// End custom stuff

// Added the unused Direct Hit screams here, as they can't be added to the taunt.
Response KilledPlayerMeleeSoldierTFC
{
	scene "scenes/Player/Soldier/low/1185.vcd" 
	scene "scenes/Player/Soldier/low/3403.vcd" 
	scene "scenes/Player/Soldier/low/3405.vcd" 
	scene "scenes/Player/Soldier/low/3406.vcd" 
}
Rule KilledPlayerMeleeSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee SoldierNotKillSpeechMelee IsSoldier
	ApplyContext "SoldierKillSpeechMelee:1:10"
	Response KilledPlayerMeleeSoldierTFC
}

Response KilledPlayerVeryManySoldierTFC
{
	scene "scenes/Player/Soldier/low/1206.vcd" 
	scene "scenes/Player/Soldier/low/1188.vcd" 
}
Rule KilledPlayerVeryManySoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier
	ApplyContext "SoldierKillSpeech:1:10"
	Response KilledPlayerVeryManySoldierTFC
}

Response PlayerKilledCapperSoldierTFC
{
	scene "scenes/Player/Soldier/low/1064.vcd" 
	scene "scenes/Player/Soldier/low/1062.vcd" 
	scene "scenes/Player/Soldier/low/1063.vcd" 
}
Rule PlayerKilledCapperSoldierTFC
{
	criteria IsTFC ConceptCapBlocked IsSoldier
	ApplyContext "SoldierKillSpeech:1:10"
	Response PlayerKilledCapperSoldierTFC
}

Response PlayerKilledDominatingSoldierTFC
{
	scene "scenes/Player/Soldier/low/1132.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1346.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1348.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1133.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1134.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1347.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1135.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1349.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1195.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1202.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSoldierTFC
}

Response PlayerKilledDominatingDemomanSoldierTFC
{
	scene "scenes/Player/Soldier/low/3407.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3408.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3409.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3410.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3411.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3412.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingDemomanSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated  IsVictimDemoman
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingDemomanSoldierTFC
}

Response PlayerKilledDominatingEngineerSoldierTFC
{
	scene "scenes/Player/Soldier/low/3418.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3419.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3420.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3421.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3422.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3423.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingEngineerSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated  IsVictimEngineer
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingEngineerSoldierTFC
}

Response PlayerKilledDominatingHeavySoldierTFC
{
	scene "scenes/Player/Soldier/low/3424.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3425.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3426.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3427.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3428.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3429.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3430.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingHeavySoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated  IsVictimHeavy
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingHeavySoldierTFC
}

Response PlayerKilledDominatingMedicSoldierTFC
{
	scene "scenes/Player/Soldier/low/3431.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3432.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3433.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3434.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3435.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3436.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3437.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingMedicSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated  IsVictimMedic
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingMedicSoldierTFC
}

Response PlayerKilledDominatingPyroSoldierTFC
{
	scene "scenes/Player/Soldier/low/3438.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3439.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3440.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3441.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3442.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3443.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3444.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3445.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3446.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingPyroSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated  IsVictimPyro
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingPyroSoldierTFC
}

Response PlayerKilledDominatingScoutSoldierTFC
{
	scene "scenes/Player/Soldier/low/3447.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3448.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3449.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3450.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3451.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3452.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3453.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3454.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3455.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3456.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3457.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingScoutSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated  IsVictimScout
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingScoutSoldierTFC
}

Response PlayerKilledDominatingSniperSoldierTFC
{
	scene "scenes/Player/Soldier/low/3458.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3459.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3460.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3461.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3462.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3463.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3464.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3465.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3466.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3467.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3468.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3469.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3470.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3471.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSniperSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated  IsVictimSniper
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSniperSoldierTFC
}

Response PlayerKilledDominatingSoldierSoldierTFC
{
	scene "scenes/Player/Soldier/low/3472.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3473.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3474.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3475.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3476.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3477.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSoldierSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated  IsVictimSoldier
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSoldierSoldierTFC
}

Response PlayerKilledDominatingSpySoldierTFC
{
	scene "scenes/Player/Soldier/low/3478.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3479.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3480.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3481.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3482.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3483.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3484.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/3485.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSpySoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated  IsVictimSpy
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSpySoldierTFC
}

Response PlayerKilledForRevengeSoldierTFC
{
	scene "scenes/Player/Soldier/low/1060.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1065.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1096.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsRevenge
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeSoldierTFC
}

Response PlayerKilledObjectSoldierTFC
{
	scene "scenes/Player/Soldier/low/1055.vcd" 
	scene "scenes/Player/Soldier/low/1345.vcd" 
	scene "scenes/Player/Soldier/low/1172.vcd" 
	scene "scenes/Player/Soldier/low/1175.vcd" 
	scene "scenes/Player/Soldier/low/1182.vcd" 
}
Rule PlayerKilledObjectSoldierTFC
{
	criteria IsTFC ConceptKilledObject IsSoldier 30PercentChance IsARecentKill
	ApplyContext "SoldierKillSpeechObject:1:30"
	Response PlayerKilledObjectSoldierTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainSoldierTFC
{
	scene "scenes/Player/Soldier/low/1165.vcd" 
	scene "scenes/Player/Soldier/low/1166.vcd" 
	scene "scenes/Player/Soldier/low/1167.vcd" 
	scene "scenes/Player/Soldier/low/1371.vcd" 
	scene "scenes/Player/Soldier/low/1372.vcd" 
	scene "scenes/Player/Soldier/low/1373.vcd" 
}
Rule PlayerAttackerPainSoldierTFC
{
	criteria IsTFC ConceptAttackerPain IsSoldier IsNotDominating
	Response PlayerAttackerPainSoldierTFC
}

Response PlayerOnFireSoldierTFC
{
	scene "scenes/Player/Soldier/low/1052.vcd" 
}
Rule PlayerOnFireSoldierTFC
{
	criteria IsTFC ConceptFire IsSoldier SoldierIsNotStillonFire IsNotDominating
	ApplyContext "SoldierOnFire:1:7"
	Response PlayerOnFireSoldierTFC
}

Response PlayerOnFireRareSoldierTFC
{
	scene "scenes/Player/Soldier/low/1053.vcd" 
	scene "scenes/Player/Soldier/low/1054.vcd" 
}
Rule PlayerOnFireRareSoldierTFC
{
	criteria IsTFC ConceptFire IsSoldier 10PercentChance SoldierIsNotStillonFire IsNotDominating
	ApplyContext "SoldierOnFire:1:7"
	Response PlayerOnFireRareSoldierTFC
}

Response PlayerPainSoldierTFC
{
	scene "scenes/Player/Soldier/low/1168.vcd" 
	scene "scenes/Player/Soldier/low/1169.vcd" 
	scene "scenes/Player/Soldier/low/1170.vcd" 
	scene "scenes/Player/Soldier/low/1374.vcd" 
	scene "scenes/Player/Soldier/low/1375.vcd" 
	scene "scenes/Player/Soldier/low/1376.vcd" 
	scene "scenes/Player/Soldier/low/1377.vcd" 
	scene "scenes/Player/Soldier/low/1378.vcd" 
}
Rule PlayerPainSoldierTFC
{
	criteria IsTFC ConceptPain IsSoldier IsNotDominating
	Response PlayerPainSoldierTFC
}

Response PlayerStillOnFireSoldierTFC
{
	scene "scenes/Player/Soldier/low/1926.vcd" 
}
Rule PlayerStillOnFireSoldierTFC
{
	criteria IsTFC ConceptFire IsSoldier  SoldierIsStillonFire IsNotDominating
	ApplyContext "SoldierOnFire:1:7"
	Response PlayerStillOnFireSoldierTFC
}


//--------------------------------------------------------------------------------------------------------------
// Duel Speech
//--------------------------------------------------------------------------------------------------------------
Response AcceptedDuelSoldierTFC
{
	scene "scenes/Player/Soldier/low/1062.vcd" 
	scene "scenes/Player/Soldier/low/1172.vcd" 
	scene "scenes/Player/Soldier/low/1175.vcd" 
	scene "scenes/Player/Soldier/low/1174.vcd" 
	scene "scenes/Player/Soldier/low/1190.vcd" 
	scene "scenes/Player/Soldier/low/1221.vcd" 
}
Rule AcceptedDuelSoldierTFC
{
	criteria IsTFC ConceptIAcceptDuel IsSoldier
	Response AcceptedDuelSoldierTFC
}

Response MeleeDareSoldierTFC
{
	scene "scenes/Player/Soldier/low/1094.vcd" 
	scene "scenes/Player/Soldier/low/1188.vcd" 
	scene "scenes/Player/Soldier/low/1195.vcd" 
	scene "scenes/Player/Soldier/low/1196.vcd" 
	scene "scenes/Player/Soldier/low/1202.vcd" 
	scene "scenes/Player/Soldier/low/1210.vcd" 
}
Rule MeleeDareSoldierTFC
{
	criteria IsTFC ConceptRequestDuel IsSoldier
	Response MeleeDareSoldierTFC
}

Response RejectedDuelSoldierTFC
{
	scene "scenes/Player/Soldier/low/3487.vcd" 
	scene "scenes/Player/Soldier/low/1120.vcd" 
	scene "scenes/Player/Soldier/low/1207.vcd" 
}
Rule RejectedDuelSoldierTFC
{
	criteria IsTFC ConceptDuelRejected IsSoldier
	Response RejectedDuelSoldierTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoSoldierTFC
{
	scene "scenes/Player/Soldier/low/1092.vcd" 
	scene "scenes/Player/Soldier/low/1093.vcd" 
	scene "scenes/Player/Soldier/low/1094.vcd" // Restored
}
Rule PlayerGoSoldierTFC
{
	criteria IsTFC ConceptPlayerGo IsSoldier
	Response PlayerGoSoldierTFC
}

Response PlayerHeadLeftSoldierTFC
{
	scene "scenes/Player/Soldier/low/1098.vcd" 
	scene "scenes/Player/Soldier/low/1100.vcd" 
	scene "scenes/Player/Soldier/low/1099.vcd" 
}
Rule PlayerHeadLeftSoldierTFC
{
	criteria IsTFC ConceptPlayerLeft  IsSoldier
	Response PlayerHeadLeftSoldierTFC
}

Response PlayerHeadRightSoldierTFC
{
	scene "scenes/Player/Soldier/low/1103.vcd" 
	scene "scenes/Player/Soldier/low/1101.vcd" 
	scene "scenes/Player/Soldier/low/1102.vcd" 
}
Rule PlayerHeadRightSoldierTFC
{
	criteria IsTFC ConceptPlayerRight  IsSoldier
	Response PlayerHeadRightSoldierTFC
}

Response PlayerHelpSoldierTFC
{
	scene "scenes/Player/Soldier/low/1104.vcd" 
	scene "scenes/Player/Soldier/low/1105.vcd" 
	scene "scenes/Player/Soldier/low/1106.vcd" 
}
Rule PlayerHelpSoldierTFC
{
	criteria IsTFC ConceptPlayerHelp IsSoldier
	Response PlayerHelpSoldierTFC
}

Response PlayerHelpCaptureSoldierTFC
{
	scene "scenes/Player/Soldier/low/1109.vcd" 
	scene "scenes/Player/Soldier/low/1107.vcd" 
	scene "scenes/Player/Soldier/low/1108.vcd" 
}
Rule PlayerHelpCaptureSoldierTFC
{
	criteria IsTFC ConceptPlayerHelp IsSoldier IsOnCappableControlPoint
	ApplyContext "SoldierHelpCap:1:10"
	Response PlayerHelpCaptureSoldierTFC
}

Response PlayerHelpCapture2SoldierTFC
{
	scene "scenes/Player/Soldier/low/1187.vcd" 
	scene "scenes/Player/Soldier/low/1354.vcd" 
	scene "scenes/Player/Soldier/low/1355.vcd" 
}
Rule PlayerHelpCapture2SoldierTFC
{
	criteria IsTFC ConceptPlayerHelp IsSoldier IsOnCappableControlPoint IsHelpCapSoldier
	Response PlayerHelpCapture2SoldierTFC
}

Response PlayerHelpDefendSoldierTFC
{
	scene "scenes/Player/Soldier/low/1110.vcd" 
	scene "scenes/Player/Soldier/low/1111.vcd" 
	scene "scenes/Player/Soldier/low/1112.vcd" 
	scene "scenes/Player/Soldier/low/1113.vcd" 
}
Rule PlayerHelpDefendSoldierTFC
{
	criteria IsTFC ConceptPlayerHelp IsSoldier IsOnFriendlyControlPoint
	Response PlayerHelpDefendSoldierTFC
}

Response PlayerMedicSoldierTFC
{
	scene "scenes/Player/Soldier/low/1139.vcd" 
	scene "scenes/Player/Soldier/low/1140.vcd" 
	scene "scenes/Player/Soldier/low/1141.vcd" 
}
Rule PlayerMedicSoldierTFC
{
	criteria IsTFC ConceptPlayerMedic IsSoldier
	Response PlayerMedicSoldierTFC
}

Response PlayerAskForBallSoldierTFC
{
}
Rule PlayerAskForBallSoldierTFC
{
	criteria IsTFC ConceptPlayerAskForBall IsSoldier
	Response PlayerAskForBallSoldierTFC
}

Response PlayerMoveUpSoldierTFC
{
	scene "scenes/Player/Soldier/low/1142.vcd" 
	scene "scenes/Player/Soldier/low/1143.vcd" 
	scene "scenes/Player/Soldier/low/1144.vcd" 
}
Rule PlayerMoveUpSoldierTFC
{
	criteria IsTFC ConceptPlayerMoveUp  IsSoldier
	Response PlayerMoveUpSoldierTFC
}

Response PlayerNoSoldierTFC
{
	scene "scenes/Player/Soldier/low/1159.vcd" 
	scene "scenes/Player/Soldier/low/1161.vcd" 
	scene "scenes/Player/Soldier/low/1160.vcd" 
}
Rule PlayerNoSoldierTFC
{
	criteria IsTFC ConceptPlayerNo  IsSoldier
	Response PlayerNoSoldierTFC
}

Response PlayerThanksSoldierTFC
{
	scene "scenes/Player/Soldier/low/1211.vcd" 
	scene "scenes/Player/Soldier/low/1212.vcd" 
}
Rule PlayerThanksSoldierTFC
{
	criteria IsTFC ConceptPlayerThanks IsSoldier
	Response PlayerThanksSoldierTFC
}

// 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 KilledPlayerAssistSoldierTFC
{
	scene "scenes/Player/Soldier/low/1186.vcd"
}
Rule KilledPlayerAssistSoldierTFC
{
	criteria IsTFC ConceptPlayerThanks IsSoldier IsARecentKill KilledPlayerDelay SoldierNotAssistSpeech
	ApplyContext "SoldierAssistSpeech:1:20"
	Response KilledPlayerAssistSoldierTFC
}
// End custom

Response PlayerYesSoldierTFC
{
	scene "scenes/Player/Soldier/low/1350.vcd" 
	scene "scenes/Player/Soldier/low/1220.vcd" 
	scene "scenes/Player/Soldier/low/1221.vcd" 
	scene "scenes/Player/Soldier/low/1219.vcd" 
}
Rule PlayerYesSoldierTFC
{
	criteria IsTFC ConceptPlayerYes  IsSoldier
	Response PlayerYesSoldierTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeSoldierTFC
{
	scene "scenes/Player/Soldier/low/1040.vcd" 
	scene "scenes/Player/Soldier/low/1041.vcd" 
	scene "scenes/Player/Soldier/low/1042.vcd" 
}
Rule PlayerActivateChargeSoldierTFC
{
	criteria IsTFC ConceptPlayerActivateCharge IsSoldier
	Response PlayerActivateChargeSoldierTFC
}

Response PlayerCloakedSpySoldierTFC
{
	scene "scenes/Player/Soldier/low/1071.vcd" 
	scene "scenes/Player/Soldier/low/1072.vcd" 
	scene "scenes/Player/Soldier/low/1070.vcd" 
}
Rule PlayerCloakedSpySoldierTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSoldier
	Response PlayerCloakedSpySoldierTFC
}

Response PlayerDispenserHereSoldierTFC
{
	scene "scenes/Player/Soldier/low/1146.vcd" 
}
Rule PlayerDispenserHereSoldierTFC
{
	criteria IsTFC ConceptPlayerDispenserHere IsSoldier
	Response PlayerDispenserHereSoldierTFC
}

Response PlayerIncomingSoldierTFC
{
	scene "scenes/Player/Soldier/low/1114.vcd" 
}
Rule PlayerIncomingSoldierTFC
{
	criteria IsTFC ConceptPlayerIncoming IsSoldier
	Response PlayerIncomingSoldierTFC
}

Response PlayerSentryAheadSoldierTFC
{
	scene "scenes/Player/Soldier/low/1177.vcd" 
	scene "scenes/Player/Soldier/low/1178.vcd" 
	scene "scenes/Player/Soldier/low/1176.vcd" 
}
Rule PlayerSentryAheadSoldierTFC
{
	criteria IsTFC ConceptPlayerSentryAhead IsSoldier
	Response PlayerSentryAheadSoldierTFC
}

Response PlayerSentryHereSoldierTFC
{
	scene "scenes/Player/Soldier/low/1148.vcd" 
}
Rule PlayerSentryHereSoldierTFC
{
	criteria IsTFC ConceptPlayerSentryHere IsSoldier
	Response PlayerSentryHereSoldierTFC
}

Response PlayerTeleporterHereSoldierTFC
{
	scene "scenes/Player/Soldier/low/1150.vcd" 
}
Rule PlayerTeleporterHereSoldierTFC
{
	criteria IsTFC ConceptPlayerTeleporterHere IsSoldier
	Response PlayerTeleporterHereSoldierTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCrySoldierTFC
{
	scene "scenes/Player/Soldier/low/1055.vcd" 
	scene "scenes/Player/Soldier/low/1057.vcd" 
	scene "scenes/Player/Soldier/low/1058.vcd" 
	scene "scenes/Player/Soldier/low/1059.vcd" 
	scene "scenes/Player/Soldier/low/1056.vcd" 
	scene "scenes/Player/Soldier/low/1060.vcd" 
}
Rule PlayerBattleCrySoldierTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsSoldier
	Response PlayerBattleCrySoldierTFC
}

// Custom stuff - melee dare
// Look at enemy, then do battle cry voice command while holding a melee weapon.
Response MeleeDareCombatSoldierTFC
{
	scene "scenes/Player/Soldier/low/1196.vcd"
	scene "scenes/Player/Soldier/low/1210.vcd"
	scene "scenes/Player/Soldier/low/1205.vcd"
	scene "scenes/Player/Soldier/low/1208.vcd"
	scene "scenes/Player/Soldier/low/1203.vcd"
	scene "scenes/Player/Soldier/low/1190.vcd" 
}
Rule MeleeDareCombatSoldierTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsWeaponMelee IsSoldier IsCrosshairEnemy
	Response MeleeDareCombatSoldierTFC
}
//End custom

Response PlayerCheersSoldierTFC
{
	scene "scenes/Player/Soldier/low/1065.vcd" 
	scene "scenes/Player/Soldier/low/1068.vcd" 
	scene "scenes/Player/Soldier/low/1066.vcd" 
	scene "scenes/Player/Soldier/low/1064.vcd" 
	scene "scenes/Player/Soldier/low/1062.vcd" 
	scene "scenes/Player/Soldier/low/1063.vcd" 
}
Rule PlayerCheersSoldierTFC
{
	criteria IsTFC ConceptPlayerCheers IsSoldier
	Response PlayerCheersSoldierTFC
}

Response PlayerGoodJobSoldierTFC
{
	scene "scenes/Player/Soldier/low/1095.vcd" 
	scene "scenes/Player/Soldier/low/1096.vcd" 
	scene "scenes/Player/Soldier/low/1097.vcd" 
}
Rule PlayerGoodJobSoldierTFC
{
	criteria IsTFC ConceptPlayerGoodJob IsSoldier
	Response PlayerGoodJobSoldierTFC
}

Response PlayerJeersSoldierTFC
{
	scene "scenes/Player/Soldier/low/1120.vcd" 
	scene "scenes/Player/Soldier/low/1121.vcd" 
	scene "scenes/Player/Soldier/low/1122.vcd" 
	scene "scenes/Player/Soldier/low/1123.vcd" 
	scene "scenes/Player/Soldier/low/1124.vcd" 
	scene "scenes/Player/Soldier/low/1125.vcd" 
	scene "scenes/Player/Soldier/low/1126.vcd" 
	scene "scenes/Player/Soldier/low/1127.vcd" 
	scene "scenes/Player/Soldier/low/1128.vcd" 
	scene "scenes/Player/Soldier/low/1129.vcd" 
	scene "scenes/Player/Soldier/low/1130.vcd" 
	scene "scenes/Player/Soldier/low/1131.vcd" 
}
Rule PlayerJeersSoldierTFC
{
	criteria IsTFC ConceptPlayerJeers IsSoldier
	Response PlayerJeersSoldierTFC
}

Response PlayerLostPointSoldierTFC
{
	scene "scenes/Player/Soldier/low/1151.vcd" 
	scene "scenes/Player/Soldier/low/1152.vcd" 
	scene "scenes/Player/Soldier/low/1153.vcd" 
	scene "scenes/Player/Soldier/low/1154.vcd" 
	scene "scenes/Player/Soldier/low/1155.vcd" 
	scene "scenes/Player/Soldier/low/1353.vcd" 
}
Rule PlayerLostPointSoldierTFC
{
	criteria IsTFC ConceptPlayerLostPoint IsSoldier
	Response PlayerLostPointSoldierTFC
}

Response PlayerNegativeSoldierTFC
{
	scene "scenes/Player/Soldier/low/1151.vcd" 
	scene "scenes/Player/Soldier/low/1152.vcd" 
	scene "scenes/Player/Soldier/low/1153.vcd" 
	scene "scenes/Player/Soldier/low/1154.vcd" 
	scene "scenes/Player/Soldier/low/1155.vcd" 
	scene "scenes/Player/Soldier/low/1353.vcd" 
}
Rule PlayerNegativeSoldierTFC
{
	criteria IsTFC ConceptPlayerNegative IsSoldier
	Response PlayerNegativeSoldierTFC
}

Response PlayerNiceShotSoldierTFC
{
	scene "scenes/Player/Soldier/low/1156.vcd" 
	scene "scenes/Player/Soldier/low/1157.vcd" 
	scene "scenes/Player/Soldier/low/1158.vcd" 
}
Rule PlayerNiceShotSoldierTFC
{
	criteria IsTFC ConceptPlayerNiceShot IsSoldier
	Response PlayerNiceShotSoldierTFC
}

Response PlayerPositiveSoldierTFC
{
	scene "scenes/Player/Soldier/low/1345.vcd" 
	scene "scenes/Player/Soldier/low/1172.vcd" 
	scene "scenes/Player/Soldier/low/1175.vcd" 
	scene "scenes/Player/Soldier/low/1174.vcd" 
	scene "scenes/Player/Soldier/low/1171.vcd" 
}

Response PlayerTauntsSoldierTFC
{
	scene "scenes/Player/Soldier/low/1136.vcd" 
	scene "scenes/Player/Soldier/low/1137.vcd" 
	scene "scenes/Player/Soldier/low/1138.vcd" 
	scene "scenes/Player/Soldier/low/1351.vcd" 
	scene "scenes/Player/Soldier/low/1352.vcd" 
}
Rule PlayerPositiveSoldierTFC
{
	criteria IsTFC ConceptPlayerPositive IsSoldier
	Response PlayerPositiveSoldier
	Response PlayerTauntsSoldierTFC
}

Response PlayerRobotNoisesSoldierTFC
{
	scene "scenes/Player/Soldier/low/robot01.vcd"
	scene "scenes/Player/Soldier/low/robot02.vcd"
	scene "scenes/Player/Soldier/low/robot03.vcd"
	scene "scenes/Player/Soldier/low/robot04.vcd"
	scene "scenes/Player/Soldier/low/robot05.vcd"
	scene "scenes/Player/Soldier/low/robot06.vcd"
	scene "scenes/Player/Soldier/low/robot07.vcd"
}
Rule PlayerRobotNoisesSoldierTFC
{
	criteria IsTFC ConceptFireWeapon IsSoldier IsRobotCostume SoldierNotRobotNoises 50PercentChance
	ApplyContext "SoldierRobotNoises:1:30"
	Response PlayerRobotNoisesSoldierTFC
}

Response PlayerBattleCryRobotSoldierTFC
{
	scene "scenes/Player/Soldier/low/robot08.vcd"
	scene "scenes/Player/Soldier/low/robot09.vcd"
}
Rule PlayerBattleCryRobotSoldierTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsSoldier IsRobotCostume
	Response PlayerBattleCryRobotSoldierTFC
}

Response KilledPlayerRobotSoldierTFC
{
	scene "scenes/Player/Soldier/low/robot10.vcd"
	scene "scenes/Player/Soldier/low/robot11.vcd"
	scene "scenes/Player/Soldier/low/robot12.vcd"
	scene "scenes/Player/Soldier/low/robot13.vcd"
	scene "scenes/Player/Soldier/low/robot14.vcd"
}
Rule KilledPlayerRobotSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsRobotCostume SoldierNotKillSpeech 50PercentChance
	ApplyContext "SoldierKillSpeech:1:10"
	Response KilledPlayerRobotSoldierTFC
}

Response KilledPlayerManyRobotSoldierTFC
{
	scene "scenes/Player/Soldier/low/robot15.vcd"
	scene "scenes/Player/Soldier/low/robot16.vcd"
	scene "scenes/Player/Soldier/low/robot17.vcd"
	scene "scenes/Player/Soldier/low/robot18.vcd"
	scene "scenes/Player/Soldier/low/robot19.vcd"
}
Rule KilledPlayerManyRobotSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier IsRobotCostume
	ApplyContext "SoldierKillSpeech:1:10"
	Response KilledPlayerManyRobotSoldierTFC
}

Response PlayerKilledForRevengeRobotSoldierTFC
{
	scene "scenes/Player/Soldier/low/robot20.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1060.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/1065.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeRobotSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsRevenge IsRobotCostume
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeRobotSoldierTFC
}

Response PlayerKilledDominatingRobotSoldierTFC
{
	scene "scenes/Player/Soldier/low/robot21.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/robot22.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/robot23.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/robot24.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/robot25.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/robot26.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/robot27.vcd" predelay "2.5"
	scene "scenes/Player/Soldier/low/robot28.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingRobotSoldierTFC
{
	criteria IsTFC ConceptKilledPlayer IsSoldier IsDominated IsRobotCostume
	ApplyContext "SoldierKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingRobotSoldierTFC
}

//--------------------------------------------------------------------------------------------------------------
// MvM Speech
//--------------------------------------------------------------------------------------------------------------
Response MvMBombDroppedSoldierTFC
{
	scene "scenes/Player/Soldier/low/4284.vcd" 
	scene "scenes/Player/Soldier/low/4285.vcd" 
}
Rule MvMBombDroppedSoldierTFC
{
	criteria IsTFC ConceptMvMBombDropped 5PercentChance IsMvMDefender IsSoldier 
	Response MvMBombDroppedSoldierTFC
}

Response MvMBombCarrierUpgrade1SoldierTFC
{
	scene "scenes/Player/Soldier/low/4280.vcd" 
}
Rule MvMBombCarrierUpgrade1SoldierTFC
{
	criteria IsTFC ConceptMvMBombCarrierUpgrade1 5PercentChance IsMvMDefender IsSoldier 
	Response MvMBombCarrierUpgrade1SoldierTFC
}

Response MvMBombCarrierUpgrade2SoldierTFC
{
	scene "scenes/Player/Soldier/low/4281.vcd" 
}
Rule MvMBombCarrierUpgrade2SoldierTFC
{
	criteria IsTFC ConceptMvMBombCarrierUpgrade2 5PercentChance IsMvMDefender IsSoldier 
	Response MvMBombCarrierUpgrade2SoldierTFC
}

Response MvMBombCarrierUpgrade3SoldierTFC
{
	scene "scenes/Player/Soldier/low/4282.vcd" 
}
Rule MvMBombCarrierUpgrade3SoldierTFC
{
	criteria IsTFC ConceptMvMBombCarrierUpgrade3 5PercentChance IsMvMDefender IsSoldier 
	Response MvMBombCarrierUpgrade3SoldierTFC
}

Response MvMDefenderDiedScoutSoldierTFC
{
	scene "scenes/Player/Soldier/low/4246.vcd" 
}
Rule MvMDefenderDiedScoutSoldierTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimScout IsSoldier 
	Response MvMDefenderDiedScoutSoldierTFC
}

Response MvMDefenderDiedSpySoldierTFC
{
	scene "scenes/Player/Soldier/low/4247.vcd" 
}
Rule MvMDefenderDiedSpySoldierTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSpy IsSoldier 
	Response MvMDefenderDiedSpySoldierTFC
}

Response MvMDefenderDiedHeavySoldierTFC
{
	scene "scenes/Player/Soldier/low/4248.vcd" 
}
Rule MvMDefenderDiedHeavySoldierTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimHeavy IsSoldier 
	Response MvMDefenderDiedHeavySoldierTFC
}

Response MvMDefenderDiedSoldierSoldierTFC
{
	scene "scenes/Player/Soldier/low/4249.vcd" 
}
Rule MvMDefenderDiedSoldierSoldierTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSoldier IsSoldier 
	Response MvMDefenderDiedSoldierSoldierTFC
}

Response MvMDefenderDiedMedicSoldierTFC
{
	scene "scenes/Player/Soldier/low/4250.vcd" 
}
Rule MvMDefenderDiedMedicSoldierTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimMedic IsSoldier 
	Response MvMDefenderDiedMedicSoldierTFC
}

Response MvMDefenderDiedDemomanSoldierTFC
{
	scene "scenes/Player/Soldier/low/4251.vcd" 
}
Rule MvMDefenderDiedDemomanSoldierTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimDemoman IsSoldier 
	Response MvMDefenderDiedDemomanSoldierTFC
}

Response MvMDefenderDiedPyroSoldierTFC
{
	scene "scenes/Player/Soldier/low/4252.vcd" 
}
Rule MvMDefenderDiedPyroSoldierTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimPyro IsSoldier 
	Response MvMDefenderDiedPyroSoldierTFC
}

Response MvMDefenderDiedSniperSoldierTFC
{
	scene "scenes/Player/Soldier/low/4253.vcd" 
}
Rule MvMDefenderDiedSniperSoldierTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimSniper IsSoldier 
	Response MvMDefenderDiedSniperSoldierTFC
}

Response MvMDefenderDiedEngineerSoldierTFC
{
	scene "scenes/Player/Soldier/low/4254.vcd" 
}
Rule MvMDefenderDiedEngineerSoldierTFC
{
	criteria IsTFC ConceptMvMDefenderDied 50PercentChance IsMvMDefender IsVictimEngineer IsSoldier 
	Response MvMDefenderDiedEngineerSoldierTFC
}

Response MvMFirstBombPickupSoldierTFC
{
	scene "scenes/Player/Soldier/low/4277.vcd" 
	scene "scenes/Player/Soldier/low/4279.vcd" 
}
Rule MvMFirstBombPickupSoldierTFC
{
	criteria IsTFC ConceptMvMFirstBombPickup 5PercentChance IsMvMDefender IsSoldier
	Response MvMFirstBombPickupSoldierTFC
}

Response MvMBombPickupSoldierTFC
{
	scene "scenes/Player/Soldier/low/4276.vcd" 
}
Rule MvMBombPickupSoldierTFC
{
	criteria IsTFC ConceptMvMBombPickup 5PercentChance IsMvMDefender IsSoldier
	Response MvMBombPickupSoldierTFC
}

Response MvMSniperCalloutSoldierTFC
{
	scene "scenes/Player/Soldier/low/4258.vcd" 
}
Rule MvMSniperCalloutSoldierTFC
{
	criteria IsTFC ConceptMvMSniperCallout 50PercentChance IsMvMDefender IsSoldier
	Response MvMSniperCalloutSoldierTFC
}

Response MvMSentryBusterSoldierTFC
{
	scene "scenes/Player/Soldier/low/4295.vcd" 
}
Rule MvMSentryBusterSoldierTFC
{
	criteria IsTFC ConceptMvMSentryBuster 50PercentChance IsMvMDefender IsSoldier
	Response MvMSentryBusterSoldierTFC
}

Response MvMSentryBusterDownSoldierTFC
{
	scene "scenes/Player/Soldier/low/4296.vcd" 
}
Rule MvMSentryBusterDownSoldierTFC
{
	criteria IsTFC ConceptMvMSentryBusterDown 20PercentChance IsMvMDefender IsSoldier
	Response MvMSentryBusterDownSoldierTFC
}

Response MvMLastManStandingSoldierTFC
{
	scene "scenes/Player/Soldier/low/4255.vcd" 
	scene "scenes/Player/Soldier/low/4257.vcd" 
}
Rule MvMLastManStandingSoldierTFC
{
	criteria IsTFC ConceptMvMLastManStanding 20PercentChance IsMvMDefender IsSoldier
	Response MvMLastManStandingSoldierTFC
}

Response MvMEncourageMoneySoldierTFC
{
	scene "scenes/Player/Soldier/low/4270.vcd" 
}
Rule MvMEncourageMoneySoldierTFC
{
	criteria IsTFC ConceptMvMEncourageMoney 50PercentChance IsMvMDefender IsSoldier
	Response MvMEncourageMoneySoldierTFC
}

Response MvMEncourageUpgradeSoldierTFC
{
	scene "scenes/Player/Soldier/low/4274.vcd" 
}
Rule MvMEncourageUpgradeSoldierTFC
{
	criteria IsTFC ConceptMvMEncourageUpgrade 50PercentChance IsMvMDefender IsSoldier
	Response MvMEncourageUpgradeSoldierTFC
}

Response MvMUpgradeCompleteSoldierTFC
{
	scene "scenes/Player/Soldier/low/4271.vcd" 
	scene "scenes/Player/Soldier/low/4272.vcd" 
	scene "scenes/Player/Soldier/low/4273.vcd" 
}
Rule MvMUpgradeCompleteSoldierTFC
{
	criteria IsTFC ConceptMvMUpgradeComplete 5PercentChance IsMvMDefender IsSoldier
	Response MvMUpgradeCompleteSoldierTFC
}

Response MvMGiantCalloutSoldierTFC
{
	scene "scenes/Player/Soldier/low/4297.vcd" 
	scene "scenes/Player/Soldier/low/4301.vcd"
}
Rule MvMGiantCalloutSoldierTFC
{
	criteria IsTFC ConceptMvMGiantCallout 20PercentChance IsMvMDefender IsSoldier
	Response MvMGiantCalloutSoldierTFC
}

Response MvMGiantHasBombSoldierTFC
{
	scene "scenes/Player/Soldier/low/4302.vcd" 
	scene "scenes/Player/Soldier/low/4303.vcd" 
}
Rule MvMGiantHasBombSoldierTFC
{
	criteria IsTFC ConceptMvMGiantHasBomb 20PercentChance IsMvMDefender IsSoldier
	Response MvMGiantHasBombSoldierTFC
}

Response MvMSappedRobotSoldierTFC
{
	scene "scenes/Player/Soldier/low/4259.vcd" 
	scene "scenes/Player/Soldier/low/4260.vcd" 
}
Rule MvMSappedRobotSoldierTFC
{
	criteria IsTFC ConceptMvMSappedRobot 50PercentChance IsMvMDefender IsSoldier
	Response MvMSappedRobotSoldierTFC
}

Response MvMCloseCallSoldierTFC
{
	scene "scenes/Player/Soldier/low/4283.vcd" 
}
Rule MvMCloseCallSoldierTFC
{
	criteria IsTFC ConceptMvMCloseCall 50PercentChance IsMvMDefender IsSoldier
	Response MvMCloseCallSoldierTFC
}

Response MvMTankCalloutSoldierTFC
{
	scene "scenes/Player/Soldier/low/4287.vcd" 
	scene "scenes/Player/Soldier/low/4288.vcd" 
}
Rule MvMTankCalloutSoldierTFC
{
	criteria IsTFC ConceptMvMTankCallout 50PercentChance IsMvMDefender IsSoldier
	Response MvMTankCalloutSoldierTFC
}

Response MvMTankDeadSoldierTFC
{
	scene "scenes/Player/Soldier/low/4293.vcd" 
	scene "scenes/Player/Soldier/low/4294.vcd" 
}
Rule MvMTankDeadSoldierTFC
{
	criteria IsTFC ConceptMvMTankDead 50PercentChance IsMvMDefender IsSoldier
	Response MvMTankDeadSoldierTFC
}

Response MvMTankDeployingSoldierTFC
{
	scene "scenes/Player/Soldier/low/4292.vcd" 
}
Rule MvMTankDeployingSoldierTFC
{
	criteria IsTFC ConceptMvMTankDeploying 50PercentChance IsMvMDefender IsSoldier
	Response MvMTankDeployingSoldierTFC
}

Response MvMAttackTheTankSoldierTFC
{
	scene "scenes/Player/Soldier/low/4289.vcd" 
	scene "scenes/Player/Soldier/low/4290.vcd" 
	scene "scenes/Player/Soldier/low/4291.vcd" 
}
Rule MvMAttackTheTankSoldierTFC
{
	criteria IsTFC ConceptMvMAttackTheTank 50PercentChance IsMvMDefender IsSoldier
	Response MvMAttackTheTankSoldierTFC
}

Response MvMTauntSoldierTFC
{
	scene "scenes/Player/Soldier/low/4262.vcd" 
	scene "scenes/Player/Soldier/low/4263.vcd" 
	scene "scenes/Player/Soldier/low/4264.vcd" 
	scene "scenes/Player/Soldier/low/4265.vcd" 
	scene "scenes/Player/Soldier/low/4266.vcd" 
	scene "scenes/Player/Soldier/low/4267.vcd" 
}
Rule MvMTauntSoldierTFC
{
	criteria IsTFC ConceptMvMTaunt 50PercentChance IsMvMDefender IsSoldier
	Response MvMTauntSoldierTFC
}

Response MvMWaveWinSoldierTFC
{
	scene "scenes/Player/Soldier/low/4231.vcd" 
	scene "scenes/Player/Soldier/low/4232.vcd" 
	scene "scenes/Player/Soldier/low/4233.vcd" 
	scene "scenes/Player/Soldier/low/4234.vcd" 
	scene "scenes/Player/Soldier/low/4235.vcd" 
}
Rule MvMWaveWinSoldierTFC
{
	criteria IsTFC ConceptMvMWaveWin 50PercentChance IsMvMDefender IsSoldier
	Response MvMWaveWinSoldierTFC
}

Response MvMWaveLoseSoldierTFC
{
	scene "scenes/Player/Soldier/low/4236.vcd" 
	scene "scenes/Player/Soldier/low/4237.vcd" 
	scene "scenes/Player/Soldier/low/4238.vcd" 
	scene "scenes/Player/Soldier/low/4239.vcd" 
	scene "scenes/Player/Soldier/low/4240.vcd" 
}
Rule MvMWaveLoseSoldierTFC
{
	criteria IsTFC ConceptMvMWaveLose 50PercentChance IsMvMDefender IsSoldier
	Response MvMWaveLoseSoldierTFC
}

Response MvMMoneyPickupSoldierTFC
{
	scene "scenes/Player/Soldier/low/4269.vcd" 
}
Rule MvMMoneyPickupSoldierTFC
{
	criteria IsTFC ConceptMvMMoneyPickup 5PercentChance IsMvMDefender IsSoldier
	Response MvMMoneyPickupSoldierTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------
Criterion "SoldierNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0
Criterion "SoldierNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0
Criterion "SoldierNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0
Criterion "SoldierNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0
Criterion "SoldierNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0
Criterion "SoldierNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0
Response CartMovingBackwardsDefenseSoldier                                                     
{
	scene "scenes/Player/Soldier/low/7371.vcd"
	scene "scenes/Player/Soldier/low/7375.vcd"
}
Rule CartMovingBackwardsDefenseSoldier                                                     
{
	criteria IsTFC ConceptCartMovingBackward IsOnDefense IsSoldier SoldierNotSaidCartMovingBackwardD IsNotDisguised 75PercentChance                                                                                                                                                          
	ApplyContext "SaidCartMovingBackwardD:1:20"
	Response CartMovingBackwardsDefenseSoldier                                                     
}
Response CartMovingBackwardsOffenseSoldier                                                     
{
	scene "scenes/Player/Soldier/low/7363.vcd"
	scene "scenes/Player/Soldier/low/7365.vcd"
}
Rule CartMovingBackwardsOffenseSoldier                                                     
{
	criteria IsTFC ConceptCartMovingBackward IsOnOffense IsSoldier SoldierNotSaidCartMovingBackwardO IsNotDisguised 75PercentChance                                                                                                                                                          
	ApplyContext "SaidCartMovingBackwardO:1:20"
	Response CartMovingBackwardsOffenseSoldier                                                     
}
Response CartMovingForwardDefenseSoldier                                                       
{
	scene "scenes/Player/Soldier/low/7368.vcd"
	scene "scenes/Player/Soldier/low/7369.vcd"
	scene "scenes/Player/Soldier/low/8559.vcd"
}
Rule CartMovingForwardDefenseSoldier                                                       
{
	criteria IsTFC ConceptCartMovingForward IsOnDefense IsSoldier SoldierNotSaidCartMovingForwardD IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardD:1:20"
	Response CartMovingForwardDefenseSoldier                                                       
}
Response CartMovingForwardOffenseSoldier                                                       
{
	scene "scenes/Player/Soldier/low/7345.vcd"
	scene "scenes/Player/Soldier/low/7346.vcd"
	scene "scenes/Player/Soldier/low/7347.vcd"
	scene "scenes/Player/Soldier/low/7350.vcd"
	scene "scenes/Player/Soldier/low/7351.vcd"
	scene "scenes/Player/Soldier/low/7352.vcd"
	scene "scenes/Player/Soldier/low/7353.vcd"
	scene "scenes/Player/Soldier/low/7356.vcd"
	scene "scenes/Player/Soldier/low/7355.vcd"
	scene "scenes/Player/Soldier/low/7359.vcd"
	scene "scenes/Player/Soldier/low/7362.vcd"
	scene "scenes/Player/Soldier/low/7357.vcd"
	scene "scenes/Player/Soldier/low/7349.vcd"
	scene "scenes/Player/Soldier/low/7348.vcd"
	scene "scenes/Player/Soldier/low/7354.vcd"
	scene "scenes/Player/Soldier/low/7377.vcd"
	scene "scenes/Player/Soldier/low/7378.vcd"
	scene "scenes/Player/Soldier/low/7379.vcd"
	scene "scenes/Player/Soldier/low/7382.vcd"
	scene "scenes/Player/Soldier/low/7383.vcd"
	scene "scenes/Player/Soldier/low/7385.vcd"
}
Rule CartMovingForwardOffenseSoldier                                                       
{
	criteria IsTFC ConceptCartMovingForward IsOnOffense IsSoldier SoldierNotSaidCartMovingForwardO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseSoldier                                                       
}
Response CartMovingStoppedDefenseSoldier                                                       
{
	scene "scenes/Player/Soldier/low/7396.vcd"
	scene "scenes/Player/Soldier/low/7398.vcd"
	scene "scenes/Player/Soldier/low/7400.vcd"
}
Rule CartMovingStoppedDefenseSoldier                                                       
{
	criteria IsTFC ConceptCartMovingStopped IsOnDefense IsSoldier SoldierNotSaidCartMovingStoppedD IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedD:1:20"
	Response CartMovingStoppedDefenseSoldier                                                       
}
Response CartMovingStoppedOffenseSoldier                                                       
{
	scene "scenes/Player/Soldier/low/7389.vcd"
	scene "scenes/Player/Soldier/low/7390.vcd"
	scene "scenes/Player/Soldier/low/7388.vcd"
}
Rule CartMovingStoppedOffenseSoldier                                                       
{
	criteria IsTFC ConceptCartMovingStopped IsOnOffense IsSoldier SoldierNotSaidCartMovingStoppedO IsNotDisguised 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseSoldier                                                       
}
//--------------------------------------------------------------------------------------------------------------
// END OF Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------

//--------------------------------------------------------------------------------------------------------------
// Begin Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------
Response PlayerFirstRoundStartCompSoldierTFC
{
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_13.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_comp_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamefirst_rare_06.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartCompSoldierTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSoldier IsFirstRound 40PercentChance
	Response PlayerFirstRoundStartCompSoldierTFC
}

Response PlayerWonPrevRoundCompSoldierTFC
{
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamewonlast_rare_04.vcd" predelay "1.0, 5.0"
}
Rule PlayerWonPrevRoundCompSoldierTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSoldier IsNotFirstRound PlayerWonPreviousRound 40PercentChance
	Response PlayerWonPrevRoundCompSoldierTFC
}

Response PlayerLostPrevRoundCompSoldierTFC
{
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregamelostlast_rare_05.vcd" predelay "1.0, 5.0"
}
Rule PlayerLostPrevRoundCompSoldierTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSoldier IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance
	Response PlayerLostPrevRoundCompSoldierTFC
}

Response PlayerTiedPrevRoundCompSoldierTFC
{
	scene "scenes/Player/Soldier/low/cm_soldier_pregametie_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregametie_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregametie_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregametie_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregametie_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_pregametie_06.vcd" predelay "1.0, 5.0"
}
Rule PlayerTiedPrevRoundCompSoldierTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSoldier IsNotFirstRound PreviousRoundWasTie 40PercentChance
	Response PlayerTiedPrevRoundCompSoldierTFC
}

Response PlayerGameWinCompSoldierTFC
{
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_08.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_08.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_09.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Soldier/low/cm_soldier_gamewon_rare_08.vcd" predelay "2.0, 5.0"
}
Rule PlayerGameWinCompSoldierTFC
{
	criteria IsTFC ConceptPlayerGameOverComp PlayerOnWinningTeam IsSoldier 40PercentChance
	Response PlayerGameWinCompSoldierTFC
}

Response PlayerMatchWinCompSoldierTFC
{
	scene "scenes/Player/Soldier/low/cm_soldier_matchwon_01.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Soldier/low/cm_soldier_matchwon_02.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Soldier/low/cm_soldier_matchwon_03.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Soldier/low/cm_soldier_matchwon_04.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Soldier/low/cm_soldier_matchwon_05.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Soldier/low/cm_soldier_matchwon_06.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Soldier/low/cm_soldier_matchwon_07.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Soldier/low/cm_soldier_matchwon_08.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Soldier/low/cm_soldier_matchwon_09.vcd" predelay "1.0, 2.0"
}
Rule PlayerMatchWinCompSoldierTFC
{
	criteria IsTFC ConceptPlayerMatchOverComp PlayerOnWinningTeam IsSoldier 40PercentChance
	Response PlayerMatchWinCompSoldierTFC
}
//--------------------------------------------------------------------------------------------------------------
// End Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------