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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

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

Response PlayerHelpCapture2Mercenary
{
	scene "scenes/Player/Mercenary/low/StandOnThePoint01.vcd" 
	scene "scenes/Player/Mercenary/low/StandOnThePoint02.vcd" 
	scene "scenes/Player/Mercenary/low/StandOnThePoint03.vcd" 
}
Rule PlayerHelpCapture2Mercenary
{
	criteria ConceptPlayerHelp IsMercenary IsOnCappableControlPoint IsHelpCapMercenary
	Response PlayerHelpCapture2Mercenary
}

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

