//--------------------------------------------------------------------------------------------------------------
// Spy Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "SpyIsNotStillonFire" "SpyOnFire" "!=1" "required" weight 0
Criterion "SpyIsStillonFire" "SpyOnFire" "1" "required" weight 0
Criterion "SpyNotKillSpeech" "SpyKillSpeech" "!=1" "required" weight 0
Criterion "SpyNotKillSpeechMelee" "SpyKillSpeechMelee" "!=1" "required" weight 0
Criterion "SpyNotSaidHealThanks" "SpySaidHealThanks" "!=1" "required"
Criterion "IsHelpCapSpy" "SpyHelpCap" "1" "required" weight 0
// Custom stuff
Criterion "EngineerWasKilled" "EngyKilled" "1" "required" weight 0
Criterion "SapperDestroyed" "LostSapper" "1" "required" weight 0
Criterion "ToysMurdered" "ObjectDestroyed" "1" "required" weight 0
Criterion "NotSapSpeech" "SapKillSpeech" "!=1" "required" weight 0
Criterion "NotSapperLostSpeech" "SpySapperLostSpeech" "!=1" "required" weight 0
Criterion "SpyNotAssistSpeech" "SpyAssistSpeech" "!=1" "required" weight 0
Criterion "SpyNotInvulnerableSpeech" "SpyInvulnerableSpeech" "!=1" "required" weight 0


Response PlayerCloakedSpyDemomanSpyTFC
{
	scene "scenes/Player/Spy/low/729.vcd" 
}
Rule PlayerCloakedSpyDemomanSpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy IsOnDemoman
	Response PlayerCloakedSpyDemomanSpyTFC
}

Response PlayerCloakedSpyEngineerSpyTFC
{
	scene "scenes/Player/Spy/low/735.vcd" 
}
Rule PlayerCloakedSpyEngineerSpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy IsOnEngineer
	Response PlayerCloakedSpyEngineerSpyTFC
}

Response PlayerCloakedSpyHeavySpyTFC
{
	scene "scenes/Player/Spy/low/725.vcd" 
}
Rule PlayerCloakedSpyHeavySpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy IsOnHeavy
	Response PlayerCloakedSpyHeavySpyTFC
}

Response PlayerCloakedSpyMedicSpyTFC
{
	scene "scenes/Player/Spy/low/733.vcd" 
}
Rule PlayerCloakedSpyMedicSpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy IsOnMedic
	Response PlayerCloakedSpyMedicSpyTFC
}

Response PlayerCloakedSpyPyroSpyTFC
{
	scene "scenes/Player/Spy/low/727.vcd" 
}
Rule PlayerCloakedSpyPyroSpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy IsOnPyro
	Response PlayerCloakedSpyPyroSpyTFC
}

Response PlayerCloakedSpyScoutSpyTFC
{
	scene "scenes/Player/Spy/low/721.vcd" 
}
Rule PlayerCloakedSpyScoutSpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy IsOnScout
	Response PlayerCloakedSpyScoutSpyTFC
}

Response PlayerCloakedSpySniperSpyTFC
{
	scene "scenes/Player/Spy/low/737.vcd" 
}
Rule PlayerCloakedSpySniperSpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy IsOnSniper
	Response PlayerCloakedSpySniperSpyTFC
}

Response PlayerCloakedSpySoldierSpyTFC
{
	scene "scenes/Player/Spy/low/723.vcd" 
}
Rule PlayerCloakedSpySoldierSpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy IsOnSoldier
	Response PlayerCloakedSpySoldierSpyTFC
}

Response PlayerCloakedSpySpySpyTFC
{
	scene "scenes/Player/Spy/low/731.vcd" 
	scene "scenes/Player/Spy/low/732.vcd" 
}
Rule PlayerCloakedSpySpySpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy IsOnSpy
	Response PlayerCloakedSpySpySpyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksSpyTFC
{
	scene "scenes/Player/Spy/low/851.vcd" 
	scene "scenes/Player/Spy/low/852.vcd" 
	scene "scenes/Player/Spy/low/853.vcd" 
}
Rule HealThanksSpyTFC
{
	criteria IsTFC ConceptMedicChargeStopped IsSpy SuperHighHealthContext SpyNotSaidHealThanks 50PercentChance
	ApplyContext "SpySaidHealThanks:1:20"
	Response HealThanksSpyTFC
}

Response PlayerRoundStartSpyTFC
{
	scene "scenes/Player/Spy/low/708.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/709.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/1309.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/707.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartSpyTFC
{
	criteria IsTFC ConceptPlayerRoundStart IsSpy
	Response PlayerRoundStartSpyTFC
}

Response PlayerCappedIntelligenceSpyTFC
{
	scene "scenes/Player/Spy/low/698.vcd" 
	scene "scenes/Player/Spy/low/699.vcd" 
	scene "scenes/Player/Spy/low/700.vcd" 
}
Rule PlayerCappedIntelligenceSpyTFC
{
	criteria IsTFC ConceptPlayerCapturedIntelligence IsSpy
	Response PlayerCappedIntelligenceSpyTFC
}

Response PlayerCapturedPointSpyTFC
{
	scene "scenes/Player/Spy/low/695.vcd" 
	scene "scenes/Player/Spy/low/696.vcd" 
	scene "scenes/Player/Spy/low/697.vcd" 
}
Rule PlayerCapturedPointSpyTFC
{
	criteria IsTFC ConceptPlayerCapturedPoint IsSpy
	Response PlayerCapturedPointSpyTFC
}

Response PlayerSuddenDeathSpyTFC
{
	scene "scenes/Player/Spy/low/766.vcd" 
	scene "scenes/Player/Spy/low/767.vcd" 
	scene "scenes/Player/Spy/low/768.vcd" 
	scene "scenes/Player/Spy/low/769.vcd" 
	scene "scenes/Player/Spy/low/771.vcd" 
	scene "scenes/Player/Spy/low/770.vcd" 
}
Rule PlayerSuddenDeathSpyTFC
{
	criteria IsTFC ConceptPlayerSuddenDeathStart IsSpy
	Response PlayerSuddenDeathSpyTFC
}

Response PlayerStalemateSpyTFC
{
	scene "scenes/Player/Spy/low/701.vcd" 
	scene "scenes/Player/Spy/low/702.vcd" 
	scene "scenes/Player/Spy/low/703.vcd" 
}
Rule PlayerStalemateSpyTFC
{
	criteria IsTFC ConceptPlayerStalemate IsSpy
	Response PlayerStalemateSpyTFC
}

Response PlayerTeleporterThanksSpyTFC
{
	scene "scenes/Player/Spy/low/854.vcd" 
	scene "scenes/Player/Spy/low/855.vcd" 
	scene "scenes/Player/Spy/low/856.vcd" 
}
Rule PlayerTeleporterThanksSpyTFC
{
	criteria IsTFC ConceptTeleported IsNotEngineer IsSpy 30PercentChance
	Response PlayerTeleporterThanksSpyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response DefendOnThePointSpyTFC
{
	scene "scenes/Player/Spy/low/830.vcd" 
	scene "scenes/Player/Spy/low/1323.vcd" 
	scene "scenes/Player/Spy/low/1324.vcd" 
	scene "scenes/Player/Spy/low/1325.vcd" 
}
Rule DefendOnThePointSpyTFC
{
	criteria IsTFC ConceptFireWeapon IsSpy IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointSpyTFC
}

// Custom stuff
Response InvulnerableSpeechSpyTFC
{
	scene "scenes/Player/Spy/low/836.vcd" 
	scene "scenes/Player/Spy/low/848.vcd" 
	scene "scenes/Player/Spy/low/843.vcd" 
}
Rule InvulnerableSpeechSpyTFC
{
	criteria IsTFC ConceptFireWeapon IsSpy IsInvulnerable SpyNotInvulnerableSpeech
	ApplyContext "SpyInvulnerableSpeech:1:30"
	Response InvulnerableSpeechSpyTFC
}

// auto assist

Response KilledPlayerAssistAutoSpyTFC
{
	scene "scenes/Player/Spy/low/828.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/829.vcd" predelay "2.5"
}
Rule KilledPlayerAssistAutoSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsBeingHealed IsARecentKill KilledPlayerDelay 20PercentChance SpyNotAssistSpeech
	ApplyContext "SpyAssistSpeech:1:20"
	Response KilledPlayerAssistAutoSpyTFC
}

// End custom

Response KilledPlayerManySpyTFC
{
	scene "scenes/Player/Spy/low/772.vcd" 
	scene "scenes/Player/Spy/low/1312.vcd" 
	scene "scenes/Player/Spy/low/773.vcd" 
	scene "scenes/Player/Spy/low/774.vcd" 
	scene "scenes/Player/Spy/low/1313.vcd" 
	scene "scenes/Player/Spy/low/775.vcd" 
	scene "scenes/Player/Spy/low/1322.vcd" 
	scene "scenes/Player/Spy/low/824.vcd" 
	scene "scenes/Player/Spy/low/825.vcd" 
}
Rule KilledPlayerManySpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponSecondary KilledPlayerDelay SpyNotKillSpeech IsSpy
	ApplyContext "SpyKillSpeech:1:10"
	Response KilledPlayerManySpyTFC
}

// Custom stuff
// If a Sapper has been removed in the past 10 seconds and the Spy gets a kill on an Engineer these can play
Response PlayerSapperKillSpyTFC
{
	scene "scenes/Player/Spy/low/840.vcd" 
	scene "scenes/Player/Spy/low/839.vcd" 
}
Rule PlayerSapperKillSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsVictimEngineer 50PercentChance SapperDestroyed NotSapperLostSpeech
	ApplyContext "SpyKillSpeechMelee:1:10"
	ApplyContext "SpySapperLostSpeech:1:10"
	Response PlayerSapperKillSpyTFC
}

Rule SapperLost
{
	criteria IsTFC ConceptLostObject IsSpy
	ApplyContext "LostSapper:1:10"
	Response PlayerExpressionAttackSpyTFC
}

// This rule is for sapping after you kill an Engy
// It checks if you have already said the line in the past 10 seconds and fails if you have
// It checks if you have killed an Engineer in the past 10 seconds and fails if you have not
//
// Stab and Sap
Response PlayerKilledObjectSpyTFC
{
	scene "scenes/Player/Spy/low/821.vcd" 
}
Rule PlayerKilledObjectSpyTFC
{
	criteria IsTFC ConceptKilledObject IsSpy 50PercentChance EngineerWasKilled NotSapSpeech
	ApplyContext "ObjectDestroyed:1:5"
	Response PlayerKilledObjectSpyTFC
}

// This simply checks if you have killed an Engineer in the past 10 seconds
Rule EngineerKilled
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsVictimEngineer
	ApplyContext "EngyKilled:1:10"
	Response PlayerExpressionAttackSpy // Seems to require a response for the context to actually set
}

// This checks if you have destroyed a building in the past five seconds
// Sap and Stab
Rule PlayerKilledObjectSpyContext
{
	criteria IsTFC ConceptKilledObject IsSpy 
	ApplyContext "ObjectDestroyed:1:5"
	Response PlayerExpressionAttackSpyTFC
}

// If you have then this checks if you have killed an Engineer in the past ten seconds
// If you have then the line plays
// So essentially we accommodate both stab and sap and sap and stab
Rule EngineerKilledAfterSap
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsVictimEngineer ToysMurdered
	ApplyContext "SapKillSpeech:1:10"
	Response PlayerKilledObjectSpyTFC
}
// End custom

Response KilledPlayerMeleeSpyTFC
{
	scene "scenes/Player/Spy/low/817.vcd" 
	scene "scenes/Player/Spy/low/818.vcd" 
	scene "scenes/Player/Spy/low/826.vcd" 
}

Rule KilledPlayerMeleeSpyTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee SpyNotKillSpeechMelee IsSpy
	ApplyContext "SpyKillSpeechMelee:1:5"
	Response KilledPlayerMeleeSpyTFC
}

// Custom stuff
Response KilledPlayerMeleeDisguisedSpyTFC
{
	scene "scenes/Player/Spy/low/816.vcd" predelay "0.75"
	scene "scenes/Player/Spy/low/823.vcd" predelay "0.75"
	scene "scenes/Player/Spy/low/827.vcd" predelay "0.75"
	scene "scenes/Player/Spy/low/838.vcd" predelay "0.75"
	scene "scenes/Player/Spy/low/819.vcd" predelay "0.75"
	scene "scenes/Player/Spy/low/820.vcd" predelay "0.75"
	scene "scenes/Player/Spy/low/822.vcd" predelay "0.75"
}
Rule KilledPlayerMeleeDisguisedSpyTFC
{
	criteria IsTFC ConceptKilledPlayer KilledPlayerDelay IsDisguised 30PercentChance IsWeaponMelee SpyNotKillSpeechMelee IsSpy
	ApplyContext "SpyKillSpeechMelee:1:5"
	Response KilledPlayerMeleeDisguisedSpy
	Response KilledPlayerMeleeSpyTFC
}
// End custom

Response MedicFollowSpyTFC
{
	scene "scenes/Player/Spy/low/3030.vcd" predelay ".25"
	scene "scenes/Player/Spy/low/3015.vcd" predelay ".25"
}
Rule MedicFollowSpyTFC
{
	criteria IsTFC ConceptPlayerMedic IsOnMedic IsSpy IsNotCrossHairEnemy NotLowHealth SpyIsNotStillonFire
	ApplyContext "SpyKillSpeech:1:10"
	Response MedicFollowSpyTFC
}

Response PlayerJarateHit
{
	scene "scenes/Player/Spy/low/3073.vcd" 
	scene "scenes/Player/Spy/low/3074.vcd" 
	scene "scenes/Player/Spy/low/3075.vcd" 
	scene "scenes/Player/Spy/low/3076.vcd" 
	scene "scenes/Player/Spy/low/3078.vcd" 
	scene "scenes/Player/Spy/low/3072.vcd" 
}
Rule PlayerJarateHit
{
	criteria IsTFC ConceptJarateHit IsSpy
	Response PlayerJarateHit
}

Response PlayerKilledCapperSpyTFC
{
	scene "scenes/Player/Spy/low/713.vcd" 
	scene "scenes/Player/Spy/low/716.vcd" 
	scene "scenes/Player/Spy/low/809.vcd" 
	scene "scenes/Player/Spy/low/810.vcd" 
	scene "scenes/Player/Spy/low/811.vcd" 
}
Rule PlayerKilledCapperSpyTFC
{
	criteria IsTFC ConceptCapBlocked IsSpy
	ApplyContext "SpyKillSpeech:1:10"
	Response PlayerKilledCapperSpyTFC
}

Response PlayerKilledDominatingDemomanSpyTFC
{
	scene "scenes/Player/Spy/low/3008.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3025.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3065.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3066.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3067.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3068.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingDemomanSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsDominated  IsVictimDemoman
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingDemomanSpyTFC
}

Response PlayerKilledDominatingEngineerSpyTFC
{
	scene "scenes/Player/Spy/low/3009.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3037.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3062.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3063.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3064.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3070.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingEngineerSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsDominated  IsVictimEngineer
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingEngineerSpyTFC
}

Response PlayerKilledDominatingHeavySpyTFC
{
	scene "scenes/Player/Spy/low/3019.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3024.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3031.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3056.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3057.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3058.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3069.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3055.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingHeavySpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsDominated  IsVictimHeavy
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingHeavySpyTFC
}

Response PlayerKilledDominatingMedicSpyTFC
{
	scene "scenes/Player/Spy/low/3026.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3027.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3028.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3029.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3040.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3071.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingMedicSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsDominated  IsVictimMedic
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingMedicSpyTFC
}

Response PlayerKilledDominatingPyroSpyTFC
{
	scene "scenes/Player/Spy/low/3010.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3022.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3041.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3042.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3032.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingPyroSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsDominated  IsVictimPyro
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingPyroSpyTFC
}

Response PlayerKilledDominatingScoutSpyTFC
{
	scene "scenes/Player/Spy/low/3011.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3043.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3044.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3045.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3046.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3047.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3048.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3049.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingScoutSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsDominated  IsVictimScout
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingScoutSpyTFC
}

Response PlayerKilledDominatingSniperSpyTFC
{
	scene "scenes/Player/Spy/low/3012.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/831.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3020.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3033.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3050.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3036.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3052.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3051.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSniperSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsDominated  IsVictimSniper
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSniperSpyTFC
}

Response PlayerKilledDominatingSoldierSpyTFC
{
	scene "scenes/Player/Spy/low/3013.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3034.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3053.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3054.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3061.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSoldierSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsDominated  IsVictimSoldier
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSoldierSpyTFC
}

Response PlayerKilledDominatingSpySpyTFC
{
	scene "scenes/Player/Spy/low/3014.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3021.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3059.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3077.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3060.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingSpySpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsDominated  IsVictimSpy
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledDominatingSpySpyTFC
}

Response PlayerKilledForRevengeSpyTFC
{
	scene "scenes/Player/Spy/low/710.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/715.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/743.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/812.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/813.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/841.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3017.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3038.vcd" predelay "2.5"
	scene "scenes/Player/Spy/low/3039.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeSpyTFC
{
	criteria IsTFC ConceptKilledPlayer IsSpy IsRevenge
	ApplyContext "SpyKillSpeech:1:10"
	ApplyContext "IsDominating:1:10"
	Response PlayerKilledForRevengeSpyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainSpyTFC
{
	scene "scenes/Player/Spy/low/803.vcd" 
	scene "scenes/Player/Spy/low/804.vcd" 
	scene "scenes/Player/Spy/low/805.vcd" 
	scene "scenes/Player/Spy/low/1387.vcd" 
	scene "scenes/Player/Spy/low/1388.vcd" 
}
Rule PlayerAttackerPainSpyTFC
{
	criteria IsTFC ConceptAttackerPain IsSpy IsNotDominating
	Response PlayerAttackerPainSpyTFC
}

Response PlayerOnFireSpyTFC
{
	scene "scenes/Player/Spy/low/704.vcd" 
}
Rule PlayerOnFireSpyTFC
{
	criteria IsTFC ConceptFire IsSpy SpyIsNotStillonFire IsNotDominating
	ApplyContext "SpyOnFire:1:7"
	Response PlayerOnFireSpyTFC
}

Response PlayerOnFireRareSpyTFC
{
	scene "scenes/Player/Spy/low/705.vcd" 
	scene "scenes/Player/Spy/low/706.vcd" 
}
Rule PlayerOnFireRareSpyTFC
{
	criteria IsTFC ConceptFire IsSpy 10PercentChance SpyIsNotStillonFire IsNotDominating
	ApplyContext "SpyOnFire:1:7"
	Response PlayerOnFireRareSpyTFC
}

Response PlayerPainSpyTFC
{
	scene "scenes/Player/Spy/low/806.vcd" 
	scene "scenes/Player/Spy/low/807.vcd" 
	scene "scenes/Player/Spy/low/808.vcd" 
	scene "scenes/Player/Spy/low/1381.vcd" 
}
Rule PlayerPainSpyTFC
{
	criteria IsTFC ConceptPain IsSpy IsNotDominating
	Response PlayerPainSpyTFC
}

Response PlayerStillOnFireSpyTFC
{
	scene "scenes/Player/Spy/low/1928.vcd" 
}
Rule PlayerStillOnFireSpyTFC
{
	criteria IsTFC ConceptFire IsSpy  SpyIsStillonFire IsNotDominating
	ApplyContext "SpyOnFire:1:7"
	Response PlayerStillOnFireSpyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Duel Speech
//--------------------------------------------------------------------------------------------------------------
Response AcceptedDuelSpyTFC
{
	scene "scenes/Player/Spy/low/709.vcd" 
	scene "scenes/Player/Spy/low/834.vcd" 
	scene "scenes/Player/Spy/low/833.vcd" 
	scene "scenes/Player/Spy/low/845.vcd" 
	scene "scenes/Player/Spy/low/847.vcd" 
	scene "scenes/Player/Spy/low/858.vcd" 
	scene "scenes/Player/Spy/low/859.vcd" 
}
Rule AcceptedDuelSpyTFC
{
	criteria IsTFC ConceptIAcceptDuel IsSpy
	Response AcceptedDuelSpyTFC
}

Response MeleeDareSpyTFC
{
	scene "scenes/Player/Spy/low/3016.vcd" 
	scene "scenes/Player/Spy/low/3023.vcd" 
}
Rule MeleeDareSpyTFC
{
	criteria IsTFC ConceptRequestDuel IsSpy
	Response MeleeDareSpyTFC
}

Response RejectedDuelSpyTFC
{
	scene "scenes/Player/Spy/low/703.vcd" 
	scene "scenes/Player/Spy/low/790.vcd" 
	scene "scenes/Player/Spy/low/791.vcd" 
	scene "scenes/Player/Spy/low/824.vcd" 
	scene "scenes/Player/Spy/low/825.vcd" 
	scene "scenes/Player/Spy/low/831.vcd" 
}
Rule RejectedDuelSpyTFC
{
	criteria IsTFC ConceptDuelRejected IsSpy
	Response RejectedDuelSpyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoSpyTFC
{
	scene "scenes/Player/Spy/low/740.vcd" 
	scene "scenes/Player/Spy/low/741.vcd" 
	scene "scenes/Player/Spy/low/742.vcd" 
}
Rule PlayerGoSpyTFC
{
	criteria IsTFC ConceptPlayerGo IsSpy
	Response PlayerGoSpyTFC
}

Response PlayerHeadLeftSpyTFC
{
	scene "scenes/Player/Spy/low/746.vcd" 
	scene "scenes/Player/Spy/low/747.vcd" 
	scene "scenes/Player/Spy/low/748.vcd" 
}
Rule PlayerHeadLeftSpyTFC
{
	criteria IsTFC ConceptPlayerLeft  IsSpy
	Response PlayerHeadLeftSpyTFC
}

Response PlayerHeadRightSpyTFC
{
	scene "scenes/Player/Spy/low/749.vcd" 
	scene "scenes/Player/Spy/low/750.vcd" 
	scene "scenes/Player/Spy/low/751.vcd" 
}
Rule PlayerHeadRightSpyTFC
{
	criteria IsTFC ConceptPlayerRight  IsSpy
	Response PlayerHeadRightSpyTFC
}

Response PlayerHelpSpyTFC
{
	scene "scenes/Player/Spy/low/752.vcd" 
	scene "scenes/Player/Spy/low/753.vcd" 
	scene "scenes/Player/Spy/low/754.vcd" 
}
Rule PlayerHelpSpyTFC
{
	criteria IsTFC ConceptPlayerHelp IsSpy
	Response PlayerHelpSpyTFC
}

Response PlayerHelpCaptureSpyTFC
{
	scene "scenes/Player/Spy/low/755.vcd" 
	scene "scenes/Player/Spy/low/756.vcd" 
	scene "scenes/Player/Spy/low/757.vcd" 
}
Rule PlayerHelpCaptureSpyTFC
{
	criteria IsTFC ConceptPlayerHelp IsSpy IsOnCappableControlPoint
	ApplyContext "SpyHelpCap:1:10"
	Response PlayerHelpCaptureSpyTFC
}

Response PlayerHelpCapture2SpyTFC
{
	scene "scenes/Player/Spy/low/830.vcd" 
	scene "scenes/Player/Spy/low/1323.vcd" 
	scene "scenes/Player/Spy/low/1324.vcd" 
	scene "scenes/Player/Spy/low/1325.vcd" 
}
Rule PlayerHelpCapture2SpyTFC
{
	criteria IsTFC ConceptPlayerHelp IsSpy IsOnCappableControlPoint IsHelpCapSpy
	Response PlayerHelpCapture2SpyTFC
}

Response PlayerHelpDefendSpyTFC
{
	scene "scenes/Player/Spy/low/758.vcd" 
	scene "scenes/Player/Spy/low/759.vcd" 
	scene "scenes/Player/Spy/low/760.vcd" 
}
Rule PlayerHelpDefendSpyTFC
{
	criteria IsTFC ConceptPlayerHelp IsSpy IsOnFriendlyControlPoint
	Response PlayerHelpDefendSpyTFC
}

Response PlayerMedicSpyTFC
{
	scene "scenes/Player/Spy/low/779.vcd" 
	scene "scenes/Player/Spy/low/780.vcd" 
	scene "scenes/Player/Spy/low/781.vcd" 
}
Rule PlayerMedicSpyTFC
{
	criteria IsTFC ConceptPlayerMedic IsSpy
	Response PlayerMedicSpyTFC
}

Response PlayerAskForBallSpyTFC
{
}
Rule PlayerAskForBallSpyTFC
{
	criteria IsTFC ConceptPlayerAskForBall IsSpy
	Response PlayerAskForBallSpyTFC
}

Response PlayerMoveUpSpyTFC
{
	scene "scenes/Player/Spy/low/782.vcd" 
	scene "scenes/Player/Spy/low/1317.vcd" 
}
Rule PlayerMoveUpSpyTFC
{
	criteria IsTFC ConceptPlayerMoveUp  IsSpy
	Response PlayerMoveUpSpyTFC
}

Response PlayerNoSpyTFC
{
	scene "scenes/Player/Spy/low/797.vcd" 
	scene "scenes/Player/Spy/low/798.vcd" 
	scene "scenes/Player/Spy/low/799.vcd" 
}
Rule PlayerNoSpyTFC
{
	criteria IsTFC ConceptPlayerNo  IsSpy
	Response PlayerNoSpyTFC
}

Response PlayerThanksSpyTFC
{
	scene "scenes/Player/Spy/low/849.vcd" 
	scene "scenes/Player/Spy/low/850.vcd" 
	scene "scenes/Player/Spy/low/1326.vcd" 
}
Rule PlayerThanksSpyTFC
{
	criteria IsTFC ConceptPlayerThanks IsSpy
	Response PlayerThanksSpyTFC
}

// 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 KilledPlayerAssistSpyTFC
{
	scene "scenes/Player/Spy/low/828.vcd"
	scene "scenes/Player/Spy/low/829.vcd"
}
Rule KilledPlayerAssistSpyTFC
{
	criteria IsTFC ConceptPlayerThanks IsSpy IsARecentKill KilledPlayerDelay SpyNotAssistSpeech
	ApplyContext "SpyAssistSpeech:1:20"
	Response KilledPlayerAssistSpyTFC
}
// End custom

Response PlayerYesSpyTFC
{
	scene "scenes/Player/Spy/low/857.vcd" 
	scene "scenes/Player/Spy/low/858.vcd" 
	scene "scenes/Player/Spy/low/859.vcd" 
}
Rule PlayerYesSpyTFC
{
	criteria IsTFC ConceptPlayerYes  IsSpy
	Response PlayerYesSpyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeSpyTFC
{
	scene "scenes/Player/Spy/low/692.vcd" 
	scene "scenes/Player/Spy/low/693.vcd" 
	scene "scenes/Player/Spy/low/694.vcd" 
}
Rule PlayerActivateChargeSpyTFC
{
	criteria IsTFC ConceptPlayerActivateCharge IsSpy
	Response PlayerActivateChargeSpyTFC
}

Response PlayerCloakedSpySpyTFC
{
	scene "scenes/Player/Spy/low/718.vcd" 
	scene "scenes/Player/Spy/low/719.vcd" 
	scene "scenes/Player/Spy/low/720.vcd" 
	scene "scenes/Player/Spy/low/1310.vcd" 
}
Rule PlayerCloakedSpySpyTFC
{
	criteria IsTFC ConceptPlayerCloakedSpy IsSpy
	Response PlayerCloakedSpySpyTFC
}

Response PlayerDispenserHereSpyTFC
{
	scene "scenes/Player/Spy/low/783.vcd" 
}
Rule PlayerDispenserHereSpyTFC
{
	criteria IsTFC ConceptPlayerDispenserHere IsSpy
	Response PlayerDispenserHereSpyTFC
}

Response PlayerIncomingSpyTFC
{
	scene "scenes/Player/Spy/low/761.vcd" 
	scene "scenes/Player/Spy/low/762.vcd" 
	scene "scenes/Player/Spy/low/763.vcd" 
}
Rule PlayerIncomingSpyTFC
{
	criteria IsTFC ConceptPlayerIncoming IsSpy
	Response PlayerIncomingSpyTFC
}

Response PlayerSentryAheadSpyTFC
{
	scene "scenes/Player/Spy/low/815.vcd" 
	scene "scenes/Player/Spy/low/814.vcd" 
}
Rule PlayerSentryAheadSpyTFC
{
	criteria IsTFC ConceptPlayerSentryAhead IsSpy
	Response PlayerSentryAheadSpyTFC
}

Response PlayerSentryHereSpyTFC
{
	scene "scenes/Player/Spy/low/786.vcd" 
}
Rule PlayerSentryHereSpyTFC
{
	criteria IsTFC ConceptPlayerSentryHere IsSpy
	Response PlayerSentryHereSpyTFC
}

Response PlayerTeleporterHereSpyTFC
{
	scene "scenes/Player/Spy/low/788.vcd" 
}
Rule PlayerTeleporterHereSpyTFC
{
	criteria IsTFC ConceptPlayerTeleporterHere IsSpy
	Response PlayerTeleporterHereSpyTFC
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCrySpyTFC
{
	scene "scenes/Player/Spy/low/708.vcd" 
	scene "scenes/Player/Spy/low/709.vcd" 
	scene "scenes/Player/Spy/low/1309.vcd" 
	scene "scenes/Player/Spy/low/707.vcd" 
}
Rule PlayerBattleCrySpyTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsSpy
	Response PlayerBattleCrySpyTFC
}

// Custom stuff - melee dare
// Look at enemy, then do battle cry voice command while holding a melee weapon.
Response MeleeDareCombatSpyTFC
{
	scene "scenes/Player/Spy/low/3016.vcd"
	scene "scenes/Player/Spy/low/3023.vcd"
	scene "scenes/Player/Spy/low/834.vcd"
	scene "scenes/Player/Spy/low/845.vcd"
	scene "scenes/Player/Spy/low/847.vcd"
	scene "scenes/Player/Spy/low/846.vcd"
	scene "scenes/Player/Spy/low/824.vcd"
}
Rule MeleeDareCombatSpyTFC
{
	criteria IsTFC ConceptPlayerBattleCry IsWeaponMelee IsSpy IsCrosshairEnemy
	Response MeleeDareCombatSpyTFC
}

Response PlayerCheersSpyTFC
{
	scene "scenes/Player/Spy/low/710.vcd" 
	scene "scenes/Player/Spy/low/711.vcd" 
	scene "scenes/Player/Spy/low/712.vcd" 
	scene "scenes/Player/Spy/low/713.vcd" 
	scene "scenes/Player/Spy/low/714.vcd" 
	scene "scenes/Player/Spy/low/715.vcd" 
	scene "scenes/Player/Spy/low/716.vcd" 
	scene "scenes/Player/Spy/low/717.vcd" 
}
Rule PlayerCheersSpyTFC
{
	criteria IsTFC ConceptPlayerCheers IsSpy
	Response PlayerCheersSpyTFC
}

Response PlayerGoodJobSpyTFC
{
	scene "scenes/Player/Spy/low/743.vcd" 
	scene "scenes/Player/Spy/low/744.vcd" 
	scene "scenes/Player/Spy/low/745.vcd" 
}
Rule PlayerGoodJobSpyTFC
{
	criteria IsTFC ConceptPlayerGoodJob IsSpy
	Response PlayerGoodJobSpyTFC
}

Response PlayerJeersSpyTFC
{
	scene "scenes/Player/Spy/low/766.vcd" 
	scene "scenes/Player/Spy/low/767.vcd" 
	scene "scenes/Player/Spy/low/768.vcd" 
	scene "scenes/Player/Spy/low/769.vcd" 
	scene "scenes/Player/Spy/low/771.vcd" 
	scene "scenes/Player/Spy/low/770.vcd" 
}
Rule PlayerJeersSpyTFC
{
	criteria IsTFC ConceptPlayerJeers IsSpy
	Response PlayerJeersSpyTFC
}

Response PlayerLostPointSpyTFC
{
	scene "scenes/Player/Spy/low/792.vcd" 
	scene "scenes/Player/Spy/low/793.vcd" 
	scene "scenes/Player/Spy/low/790.vcd" 
	scene "scenes/Player/Spy/low/791.vcd" 
	scene "scenes/Player/Spy/low/789.vcd" 
	scene "scenes/Player/Spy/low/1318.vcd" 
	scene "scenes/Player/Spy/low/1319.vcd" 
	scene "scenes/Player/Spy/low/1320.vcd" 
	scene "scenes/Player/Spy/low/1321.vcd" 
}
Rule PlayerLostPointSpyTFC
{
	criteria IsTFC ConceptPlayerLostPoint IsSpy
	Response PlayerLostPointSpyTFC
}

Response PlayerNegativeSpyTFC
{
	scene "scenes/Player/Spy/low/792.vcd" 
	scene "scenes/Player/Spy/low/793.vcd" 
	scene "scenes/Player/Spy/low/790.vcd" 
	scene "scenes/Player/Spy/low/791.vcd" 
	scene "scenes/Player/Spy/low/789.vcd" 
	scene "scenes/Player/Spy/low/1318.vcd" 
	scene "scenes/Player/Spy/low/1319.vcd" 
	scene "scenes/Player/Spy/low/1320.vcd" 
	scene "scenes/Player/Spy/low/1321.vcd" 
}
Rule PlayerNegativeSpyTFC
{
	criteria IsTFC ConceptPlayerNegative IsSpy
	Response PlayerNegativeSpyTFC
}

Response PlayerNiceShotSpyTFC
{
	scene "scenes/Player/Spy/low/794.vcd" 
	scene "scenes/Player/Spy/low/795.vcd" 
	scene "scenes/Player/Spy/low/796.vcd" 
}
Rule PlayerNiceShotSpyTFC
{
	criteria IsTFC ConceptPlayerNiceShot IsSpy
	Response PlayerNiceShotSpyTFC
}

Response PlayerPositiveSpyTFC
{
	scene "scenes/Player/Spy/low/809.vcd" 
	scene "scenes/Player/Spy/low/837.vcd" 
	scene "scenes/Player/Spy/low/810.vcd" 
	scene "scenes/Player/Spy/low/811.vcd" 
	scene "scenes/Player/Spy/low/812.vcd" 
	scene "scenes/Player/Spy/low/813.vcd" 
}

Response PlayerTauntsSpyTFC
{
	scene "scenes/Player/Spy/low/777.vcd" 
	scene "scenes/Player/Spy/low/778.vcd" 
	scene "scenes/Player/Spy/low/1314.vcd" 
	scene "scenes/Player/Spy/low/1315.vcd" 
	scene "scenes/Player/Spy/low/1316.vcd" 
}
Rule PlayerPositiveSpyTFC
{
	criteria IsTFC ConceptPlayerPositive IsSpy
	Response PlayerPositiveSpy
	Response PlayerTauntsSpyTFC
}

//--------------------------------------------------------------------------------------------------------------
// Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------
Criterion "SpyNotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0
Criterion "SpyNotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0
Criterion "SpyNotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0
Criterion "SpyNotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0
Criterion "SpyNotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0
Criterion "SpyNotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0
Response CartMovingBackwardsDefenseSpy                                                     
{
	scene "scenes/Player/Spy/low/7588.vcd"
	scene "scenes/Player/Spy/low/7589.vcd"
}
Rule CartMovingBackwardsDefenseSpy                                                     
{
	criteria IsTFC ConceptCartMovingBackward IsOnDefense IsSpy SpyNotSaidCartMovingBackwardD IsNotDisguised IsNotCloaked 75PercentChance                                                                                                                                                          
	ApplyContext "SaidCartMovingBackwardD:1:20"
	Response CartMovingBackwardsDefenseSpy                                                     
}
Response CartMovingBackwardsOffenseSpy                                                     
{
	scene "scenes/Player/Spy/low/7582.vcd"
	scene "scenes/Player/Spy/low/7583.vcd"
}
Rule CartMovingBackwardsOffenseSpy                                                     
{
	criteria IsTFC ConceptCartMovingBackward IsOnOffense IsSpy SpyNotSaidCartMovingBackwardO IsNotDisguised IsNotCloaked 75PercentChance                                                                                                                                                          
	ApplyContext "SaidCartMovingBackwardO:1:20"
	Response CartMovingBackwardsOffenseSpy                                                     
}
Response CartMovingForwardDefenseSpy                                                       
{
	scene "scenes/Player/Spy/low/7584.vcd"
	scene "scenes/Player/Spy/low/7585.vcd"
	scene "scenes/Player/Spy/low/7587.vcd"
	scene "scenes/Player/Spy/low/7586.vcd"
}
Rule CartMovingForwardDefenseSpy                                                       
{
	criteria IsTFC ConceptCartMovingForward IsOnDefense IsSpy SpyNotSaidCartMovingForwardD IsNotDisguised IsNotCloaked 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardD:1:20"
	Response CartMovingForwardDefenseSpy                                                       
}
Response CartMovingForwardOffenseSpy                                                       
{
	scene "scenes/Player/Spy/low/8553.vcd"
	scene "scenes/Player/Spy/low/7573.vcd"
	scene "scenes/Player/Spy/low/7574.vcd"
	scene "scenes/Player/Spy/low/7575.vcd"
	scene "scenes/Player/Spy/low/7576.vcd"
	scene "scenes/Player/Spy/low/7577.vcd"
	scene "scenes/Player/Spy/low/7578.vcd"
	scene "scenes/Player/Spy/low/7581.vcd"
	scene "scenes/Player/Spy/low/7591.vcd"
	scene "scenes/Player/Spy/low/7592.vcd"
	scene "scenes/Player/Spy/low/7593.vcd"
	scene "scenes/Player/Spy/low/7595.vcd"
}
Rule CartMovingForwardOffenseSpy                                                       
{
	criteria IsTFC ConceptCartMovingForward IsOnOffense IsSpy SpyNotSaidCartMovingForwardO IsNotDisguised IsNotCloaked 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingForwardO:1:20"
	Response CartMovingForwardOffenseSpy                                                       
}
Response CartMovingStoppedDefenseSpy                                                       
{
	scene "scenes/Player/Spy/low/7600.vcd"
	scene "scenes/Player/Spy/low/7601.vcd"
	scene "scenes/Player/Spy/low/7602.vcd"
	scene "scenes/Player/Spy/low/7603.vcd"
}
Rule CartMovingStoppedDefenseSpy                                                       
{
	criteria IsTFC ConceptCartMovingStopped IsOnDefense IsSpy SpyNotSaidCartMovingStoppedD IsNotDisguised IsNotCloaked 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedD:1:20"
	Response CartMovingStoppedDefenseSpy                                                       
}
Response CartMovingStoppedOffenseSpy                                                       
{
	scene "scenes/Player/Spy/low/7596.vcd"
	scene "scenes/Player/Spy/low/7598.vcd"
	scene "scenes/Player/Spy/low/7599.vcd"
}
Rule CartMovingStoppedOffenseSpy                                                       
{
	criteria IsTFC ConceptCartMovingStopped IsOnOffense IsSpy SpyNotSaidCartMovingStoppedO IsNotDisguised IsNotCloaked 75PercentChance                                                                                                                                                            
	ApplyContext "SaidCartMovingStoppedO:1:20"
	Response CartMovingStoppedOffenseSpy                                                       
}
//--------------------------------------------------------------------------------------------------------------
// END OF Auto Speech Cart
//--------------------------------------------------------------------------------------------------------------

//--------------------------------------------------------------------------------------------------------------
// Begin Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------
Response PlayerFirstRoundStartCompSpyTFC
{
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_comp_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_comp_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_rare_03.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartCompSpyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSpy IsFirstRound IsNotComp6v6 40PercentChance
	Response PlayerFirstRoundStartCompSpyTFC
}

Response PlayerFirstRoundStartComp6sSpyTFC
{
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_11.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_12.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_comp_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_comp_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_comp_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_rare_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_rare_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_rare_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_6s_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_6s_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_6s_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_6s_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_6s_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_6s_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamefirst_6s_07.vcd" predelay "1.0, 5.0"
}
Rule PlayerFirstRoundStartComp6sSpyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSpy IsFirstRound IsComp6v6 40PercentChance
	Response PlayerFirstRoundStartComp6sSpyTFC
}

Response PlayerWonPrevRoundCompSpyTFC
{
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamewonlast_11.vcd" predelay "1.0, 5.0"
}
Rule PlayerWonPrevRoundCompSpyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSpy IsNotFirstRound PlayerWonPreviousRound 40PercentChance
	Response PlayerWonPrevRoundCompSpyTFC
}

Response PlayerLostPrevRoundCompSpyTFC
{
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_07.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_08.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_09.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_10.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregamelostlast_11.vcd" predelay "1.0, 5.0"
}
Rule PlayerLostPrevRoundCompSpyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSpy IsNotFirstRound PlayerLostPreviousRound PreviousRoundWasNotTie 40PercentChance
	Response PlayerLostPrevRoundCompSpyTFC
}

Response PlayerTiedPrevRoundCompSpyTFC
{
	scene "scenes/Player/Spy/low/cm_spy_pregametie_01.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregametie_02.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregametie_03.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregametie_04.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregametie_05.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregametie_06.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_pregametie_rare_01.vcd" predelay "1.0, 5.0"
}
Rule PlayerTiedPrevRoundCompSpyTFC
{
	criteria IsTFC ConceptPlayerRoundStartComp IsSpy IsNotFirstRound PreviousRoundWasTie 40PercentChance
	Response PlayerTiedPrevRoundCompSpyTFC
}

Response PlayerGameWinCompSpyTFC
{
	scene "scenes/Player/Spy/low/cm_spy_gamewon_01.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_gamewon_02.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_gamewon_03.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_gamewon_04.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_gamewon_05.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_gamewon_06.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_gamewon_07.vcd" predelay "2.0, 5.0"
	scene "scenes/Player/Spy/low/cm_spy_gamewon_08.vcd" predelay "2.0, 5.0"
}
Rule PlayerGameWinCompSpyTFC
{
	criteria IsTFC ConceptPlayerGameOverComp PlayerOnWinningTeam IsSpy 40PercentChance
	Response PlayerGameWinCompSpyTFC
}

Response PlayerMatchWinCompSpyTFC
{
	scene "scenes/Player/Spy/low/cm_spy_matchwon_01.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_02.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_03.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_04.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_05.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_06.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_07.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_08.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_09.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_10.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_11.vcd" predelay "1.0, 2.0"
	scene "scenes/Player/Spy/low/cm_spy_matchwon_12.vcd" predelay "1.0, 2.0"
}
Rule PlayerMatchWinCompSpyTFC
{
	criteria IsTFC ConceptPlayerMatchOverComp PlayerOnWinningTeam IsSpy 40PercentChance
	Response PlayerMatchWinCompSpyTFC
}
//--------------------------------------------------------------------------------------------------------------
// End Competitive Mode VO
//--------------------------------------------------------------------------------------------------------------