//--------------------------------------------------------------------------------------------------------------
// Engineer Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "EngineerIsNotStillonFire" "EngineerOnFire" "!=1" "required" weight 0
Criterion "EngineerIsStillonFire" "EngineerOnFire" "1" "required" weight 0
Criterion "EngineerNotKillSpeech" "EngineerKillSpeech" "!=1" "required" weight 0
Criterion "EngineerNotKillSpeechMelee" "EngineerKillSpeechMelee" "!=1" "required" weight 0
Criterion "EngineerNotSaidHealThanks" "EngineerSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapEngineer" "EngineerHelpCap" "1" "required" weight 0

Response PlayerCloakedSpyScoutEngineer
{
	scene "scenes/Player/Engineer/low/48.vcd" 
}
Rule PlayerCloakedSpyScoutEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnScout
	Response PlayerCloakedSpyScoutEngineer
}

Response PlayerCloakedSpyDemomanEngineer
{
	scene "scenes/Player/Engineer/low/56.vcd" 
}
Rule PlayerCloakedSpyDemomanEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnDemoman
	Response PlayerCloakedSpyDemomanEngineer
}

Response PlayerCloakedSpyEngineerEngineer
{
	scene "scenes/Player/Engineer/low/62.vcd" 
}
Rule PlayerCloakedSpyEngineerEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnEngineer
	Response PlayerCloakedSpyEngineerEngineer
}

Response PlayerCloakedSpyHeavyEngineer
{
	scene "scenes/Player/Engineer/low/52.vcd" 
}
Rule PlayerCloakedSpyHeavyEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnHeavy
	Response PlayerCloakedSpyHeavyEngineer
}

Response PlayerCloakedSpyMedicEngineer
{
	scene "scenes/Player/Engineer/low/60.vcd" 
}
Rule PlayerCloakedSpyMedicEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnMedic
	Response PlayerCloakedSpyMedicEngineer
}

Response PlayerCloakedSpyPyroEngineer
{
	scene "scenes/Player/Engineer/low/54.vcd" 
}
Rule PlayerCloakedSpyPyroEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnPyro
	Response PlayerCloakedSpyPyroEngineer
}

Response PlayerCloakedSpySniperEngineer
{
	scene "scenes/Player/Engineer/low/64.vcd" 
}
Rule PlayerCloakedSpySniperEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnSniper
	Response PlayerCloakedSpySniperEngineer
}

Response PlayerCloakedSpySoldierEngineer
{
	scene "scenes/Player/Engineer/low/50.vcd" 
}
Rule PlayerCloakedSpySoldierEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnSoldier
	Response PlayerCloakedSpySoldierEngineer
}

Response PlayerCloakedSpySpyEngineer
{
	scene "scenes/Player/Engineer/low/58.vcd" 
	scene "scenes/Player/Engineer/low/59.vcd" 
}
Rule PlayerCloakedSpySpyEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer IsOnSpy
	Response PlayerCloakedSpySpyEngineer
}

Response PlayerDispenserDownEngineer
{
	scene "scenes/Player/Engineer/low/25.vcd" 
}
Rule PlayerDispenserDownEngineer
{
	criteria ConceptLostObject IsDispenser IsEngineer
	Response PlayerDispenserDownEngineer
}

Response PlayerSentryDownEngineer
{
	scene "scenes/Player/Engineer/low/26.vcd" 
}
Rule PlayerSentryDownEngineer
{
	criteria ConceptLostObject IsSentryGun IsEngineer
	Response PlayerSentryDownEngineer
}

Response PlayerTeleporterDownEngineer
{
	scene "scenes/Player/Engineer/low/27.vcd" 
}
Rule PlayerTeleporterDownEngineer
{
	criteria ConceptLostObject IsTeleporterEntrance IsEngineer
	Response PlayerTeleporterDownEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksEngineer
{
	scene "scenes/Player/Engineer/low/181.vcd" 
	scene "scenes/Player/Engineer/low/183.vcd" 
}
Rule HealThanksEngineer
{
	criteria ConceptMedicChargeStopped IsEngineer SuperHighHealthContext EngineerNotSaidHealThanks 50PercentChance
	ApplyContext "EngineerSaidHealThanks:1:20"
	Response HealThanksEngineer
}

Response PlayerRoundStartEngineer
{
	scene "scenes/Player/Engineer/low/31.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/33.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/34.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/35.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/36.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Engineer/low/1329.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartEngineer
{
	criteria ConceptPlayerRoundStart IsEngineer
	Response PlayerRoundStartEngineer
}

Response PlayerCappedIntelligenceEngineer
{
	scene "scenes/Player/Engineer/low/19.vcd" 
	scene "scenes/Player/Engineer/low/21.vcd" 
	scene "scenes/Player/Engineer/low/20.vcd" 
}
Rule PlayerCappedIntelligenceEngineer
{
	criteria ConceptPlayerCapturedIntelligence IsEngineer
	Response PlayerCappedIntelligenceEngineer
}

Response PlayerCapturedPointEngineer
{
	scene "scenes/Player/Engineer/low/16.vcd" 
	scene "scenes/Player/Engineer/low/18.vcd" 
	scene "scenes/Player/Engineer/low/17.vcd" 
}
Rule PlayerCapturedPointEngineer
{
	criteria ConceptPlayerCapturedPoint IsEngineer
	Response PlayerCapturedPointEngineer
}

Response PlayerSuddenDeathEngineer
{
	scene "scenes/Player/Engineer/low/94.vcd" 
	scene "scenes/Player/Engineer/low/95.vcd" 
	scene "scenes/Player/Engineer/low/96.vcd" 
	scene "scenes/Player/Engineer/low/98.vcd" 
}
Rule PlayerSuddenDeathEngineer
{
	criteria ConceptPlayerSuddenDeathStart IsEngineer
	Response PlayerSuddenDeathEngineer
}

Response PlayerStalemateEngineer
{
	scene "scenes/Player/Engineer/low/22.vcd" 
	scene "scenes/Player/Engineer/low/23.vcd" 
	scene "scenes/Player/Engineer/low/24.vcd" 
}
Rule PlayerStalemateEngineer
{
	criteria ConceptPlayerStalemate IsEngineer
	Response PlayerStalemateEngineer
}

Response PlayerTeleporterThanksEngineer
{
	scene "scenes/Player/Engineer/low/186.vcd" 
	scene "scenes/Player/Engineer/low/184.vcd" 
}
Rule PlayerTeleporterThanksEngineer
{
	criteria ConceptTeleported IsNotEngineer IsEngineer 30PercentChance
	Response PlayerTeleporterThanksEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response DefendOnThePointEngineer
{
	scene "scenes/Player/Engineer/low/1344.vcd" 
}
Rule DefendOnThePointEngineer
{
	criteria ConceptFireWeapon IsEngineer IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointEngineer
}

Response KillTauntsEngineerSpecial
{
	scene "scenes/Player/Engineer/low/148.vcd" 
	scene "scenes/Player/Engineer/low/153.vcd" 
	scene "scenes/Player/Engineer/low/156.vcd" 
	scene "scenes/Player/Engineer/low/157.vcd" 
}
Rule KillTauntsEngineerSpecial
{
	criteria ConceptKilledPlayer IsManyRecentKills WeaponIsSentrygun KilledPlayerDelay EngineerNotKillSpeech IsEngineer 30PercentChance
	ApplyContext "EngineerKillSpeech:1:10"
	applycontexttoworld
	Response KillTauntsEngineerSpecial
}

Response KilledPlayerManyEngineer
{
	scene "scenes/Player/Engineer/low/151.vcd" 
	scene "scenes/Player/Engineer/low/158.vcd" 
	scene "scenes/Player/Engineer/low/154.vcd" 
}
Rule KilledPlayerManyEngineer
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay EngineerNotKillSpeech IsEngineer
	ApplyContext "EngineerKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyEngineer
}

Response KilledPlayerMeleeEngineerEngineer
{
	scene "scenes/Player/Engineer/low/155.vcd" 
}
Rule KilledPlayerMeleeEngineerEngineer
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee EngineerNotKillSpeechMelee IsEngineer WeaponIsNotSentrygun
	ApplyContext "EngineerKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeEngineerEngineer
}

Response KilledPlayerVeryManyEngineer
{
	scene "scenes/Player/Engineer/low/147.vcd" 
}
Rule KilledPlayerVeryManyEngineer
{
	criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay EngineerNotKillSpeech IsEngineer
	ApplyContext "EngineerKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerVeryManyEngineer
}

Response PlayerKilledCapperEngineer
{
	scene "scenes/Player/Engineer/low/36.vcd" 
	scene "scenes/Player/Engineer/low/1330.vcd" 
	scene "scenes/Player/Engineer/low/42.vcd" 
	scene "scenes/Player/Engineer/low/43.vcd" 
	scene "scenes/Player/Engineer/low/41.vcd" 
}
Rule PlayerKilledCapperEngineer
{
	criteria ConceptCapBlocked IsEngineer
	ApplyContext "EngineerKillSpeech:1:10"
	Response PlayerKilledCapperEngineer
}

Response PlayerKilledDominatingEngineer
{
	scene "scenes/Player/Engineer/low/40.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/39.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/98.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/100.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/1331.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/1335.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/1336.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/101.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/1334.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/102.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/103.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/149.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/164.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/168.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingEngineer
{
	criteria ConceptKilledPlayer IsEngineer IsDominated
	ApplyContext "EngineerKillSpeech:1:10"
	Response PlayerKilledDominatingEngineer
}

Response PlayerKilledForRevengeEngineer
{
	scene "scenes/Player/Engineer/low/1329.vcd" predelay "2.5"
	scene "scenes/Player/Engineer/low/44.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeEngineer
{
	criteria ConceptKilledPlayer IsEngineer IsRevenge
	ApplyContext "EngineerKillSpeech:1:10"
	Response PlayerKilledForRevengeEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Engineer
//--------------------------------------------------------------------------------------------------------------
Response PlayerBuildingDispenserEngineer
{
	scene "scenes/Player/Engineer/low/8.vcd" 
	scene "scenes/Player/Engineer/low/9.vcd" 
}
Rule PlayerBuildingDispenserEngineer
{
	criteria ConceptPlayerBuildingObject IsDispenser IsEngineer
	Response PlayerBuildingDispenserEngineer
}

Response PlayerBuildingSentryEngineer
{
	scene "scenes/Player/Engineer/low/12.vcd" 
	scene "scenes/Player/Engineer/low/11.vcd" 
}
Rule PlayerBuildingSentryEngineer
{
	criteria ConceptPlayerBuildingObject IsSentryGun IsEngineer
	Response PlayerBuildingSentryEngineer
}

Response PlayerBuildingTeleporterEngineer
{
	scene "scenes/Player/Engineer/low/13.vcd" 
	scene "scenes/Player/Engineer/low/15.vcd" 
}
Rule PlayerBuildingTeleporterEngineer
{
	criteria ConceptPlayerBuildingObject IsTeleporterEntrance IsEngineer
	Response PlayerBuildingTeleporterEngineer
}

Response PlayerDispenserSappedEngineer
{
	scene "scenes/Player/Engineer/low/5.vcd" 
}
Rule PlayerDispenserSappedEngineer
{
	criteria ConceptSpySapping IsEngineer IsDispenser
	Response PlayerDispenserSappedEngineer
}

Response PlayerSentrySappedEngineer
{
	scene "scenes/Player/Engineer/low/4.vcd" 
}
Rule PlayerSentrySappedEngineer
{
	criteria ConceptSpySapping IsEngineer IsSentryGun
	Response PlayerSentrySappedEngineer
}

Response PlayerTeleporterEntranceSappedEngineer
{
	scene "scenes/Player/Engineer/low/6.vcd" 
}
Rule PlayerTeleporterEntranceSappedEngineer
{
	criteria ConceptSpySapping IsEngineer IsTeleporterEntrance
	Response PlayerTeleporterEntranceSappedEngineer
}

Response PlayerTeleporterExitSappedEngineer
{
	scene "scenes/Player/Engineer/low/6.vcd" 
}
Rule PlayerTeleporterExitSappedEngineer
{
	criteria ConceptSpySapping IsEngineer IsTeleporterExit
	Response PlayerTeleporterExitSappedEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainEngineer
{
	scene "scenes/Player/Engineer/low/133.vcd" 
	scene "scenes/Player/Engineer/low/134.vcd" 
	scene "scenes/Player/Engineer/low/135.vcd" 
	scene "scenes/Player/Engineer/low/1254.vcd" 
	scene "scenes/Player/Engineer/low/1255.vcd" 
	scene "scenes/Player/Engineer/low/1256.vcd" 
	scene "scenes/Player/Engineer/low/1257.vcd" 
}
Rule PlayerAttackerPainEngineer
{
	criteria ConceptAttackerPain IsEngineer
	Response PlayerAttackerPainEngineer
}

Response PlayerOnFireEngineer
{
	scene "scenes/Player/Engineer/low/28.vcd" 
	scene "scenes/Player/Engineer/low/30.vcd" 
	scene "scenes/Player/Engineer/low/29.vcd" 
}
Rule PlayerOnFireEngineer
{
	criteria ConceptFire IsEngineer EngineerIsNotStillonFire
	ApplyContext "EngineerOnFire:1:7"
	Response PlayerOnFireEngineer
}

Response PlayerPainEngineer
{
	scene "scenes/Player/Engineer/low/136.vcd" 
	scene "scenes/Player/Engineer/low/137.vcd" 
	scene "scenes/Player/Engineer/low/138.vcd" 
	scene "scenes/Player/Engineer/low/1249.vcd" 
	scene "scenes/Player/Engineer/low/1250.vcd" 
	scene "scenes/Player/Engineer/low/1251.vcd" 
	scene "scenes/Player/Engineer/low/1252.vcd" 
	scene "scenes/Player/Engineer/low/1253.vcd" 
}
Rule PlayerPainEngineer
{
	criteria ConceptPain IsEngineer
	Response PlayerPainEngineer
}

Response PlayerStillOnFireEngineer
{
	scene "scenes/Player/Engineer/low/1931.vcd" 
}
Rule PlayerStillOnFireEngineer
{
	criteria ConceptFire IsEngineer  EngineerIsStillonFire
	ApplyContext "EngineerOnFire:1:7"
	Response PlayerStillOnFireEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoEngineer
{
	scene "scenes/Player/Engineer/low/69.vcd" 
	scene "scenes/Player/Engineer/low/68.vcd" 
	scene "scenes/Player/Engineer/low/67.vcd" 
}
Rule PlayerGoEngineer
{
	criteria ConceptPlayerGo IsEngineer
	Response PlayerGoEngineer
}

Response PlayerHeadLeftEngineer
{
	scene "scenes/Player/Engineer/low/73.vcd" 
	scene "scenes/Player/Engineer/low/75.vcd" 
}
Rule PlayerHeadLeftEngineer
{
	criteria ConceptPlayerLeft  IsEngineer
	Response PlayerHeadLeftEngineer
}

Response PlayerHeadRightEngineer
{
	scene "scenes/Player/Engineer/low/76.vcd" 
	scene "scenes/Player/Engineer/low/77.vcd" 
	scene "scenes/Player/Engineer/low/78.vcd" 
}
Rule PlayerHeadRightEngineer
{
	criteria ConceptPlayerRight  IsEngineer
	Response PlayerHeadRightEngineer
}

Response PlayerHelpEngineer
{
	scene "scenes/Player/Engineer/low/79.vcd" 
	scene "scenes/Player/Engineer/low/80.vcd" 
	scene "scenes/Player/Engineer/low/81.vcd" 
}
Rule PlayerHelpEngineer
{
	criteria ConceptPlayerHelp IsEngineer
	Response PlayerHelpEngineer
}

Response PlayerHelpCaptureEngineer
{
	scene "scenes/Player/Engineer/low/82.vcd" 
	scene "scenes/Player/Engineer/low/84.vcd" 
	scene "scenes/Player/Engineer/low/83.vcd" 
}
Rule PlayerHelpCaptureEngineer
{
	criteria ConceptPlayerHelp IsEngineer IsOnCappableControlPoint
	ApplyContext "EngineerHelpCap:1:10"
	Response PlayerHelpCaptureEngineer
}

Response PlayerHelpCapture2Engineer
{
	scene "scenes/Player/Engineer/low/161.vcd" 
	scene "scenes/Player/Engineer/low/1344.vcd" 
}
Rule PlayerHelpCapture2Engineer
{
	criteria ConceptPlayerHelp IsEngineer IsOnCappableControlPoint IsHelpCapEngineer
	Response PlayerHelpCapture2Engineer
}

Response PlayerHelpDefendEngineer
{
	scene "scenes/Player/Engineer/low/85.vcd" 
	scene "scenes/Player/Engineer/low/86.vcd" 
	scene "scenes/Player/Engineer/low/87.vcd" 
}
Rule PlayerHelpDefendEngineer
{
	criteria ConceptPlayerHelp IsEngineer IsOnFriendlyControlPoint
	Response PlayerHelpDefendEngineer
}

Response PlayerMedicEngineer
{
	scene "scenes/Player/Engineer/low/109.vcd" 
	scene "scenes/Player/Engineer/low/107.vcd" 
	scene "scenes/Player/Engineer/low/108.vcd" 
}
Rule PlayerMedicEngineer
{
	criteria ConceptPlayerMedic IsEngineer
	Response PlayerMedicEngineer
}

Response PlayerMoveUpEngineer
{
	scene "scenes/Player/Engineer/low/111.vcd" 
}
Rule PlayerMoveUpEngineer
{
	criteria ConceptPlayerMoveUp  IsEngineer
	Response PlayerMoveUpEngineer
}

Response PlayerNoEngineer
{
	scene "scenes/Player/Engineer/low/127.vcd" 
	scene "scenes/Player/Engineer/low/128.vcd" 
	scene "scenes/Player/Engineer/low/129.vcd" 
}
Rule PlayerNoEngineer
{
	criteria ConceptPlayerNo  IsEngineer
	Response PlayerNoEngineer
}

Response PlayerThanksEngineer
{
	scene "scenes/Player/Engineer/low/180.vcd" 
}
Rule PlayerThanksEngineer
{
	criteria ConceptPlayerThanks IsEngineer
	Response PlayerThanksEngineer
}

Response PlayerYesEngineer
{
	scene "scenes/Player/Engineer/low/187.vcd" 
	scene "scenes/Player/Engineer/low/188.vcd" 
	scene "scenes/Player/Engineer/low/189.vcd" 
}
Rule PlayerYesEngineer
{
	criteria ConceptPlayerYes  IsEngineer
	Response PlayerYesEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeEngineer
{
	scene "scenes/Player/Engineer/low/1.vcd" 
	scene "scenes/Player/Engineer/low/2.vcd" 
	scene "scenes/Player/Engineer/low/3.vcd" 
}
Rule PlayerActivateChargeEngineer
{
	criteria ConceptPlayerActivateCharge IsEngineer
	Response PlayerActivateChargeEngineer
}

Response PlayerCloakedSpyEngineer
{
	scene "scenes/Player/Engineer/low/45.vcd" 
	scene "scenes/Player/Engineer/low/47.vcd" 
	scene "scenes/Player/Engineer/low/46.vcd" 
}
Rule PlayerCloakedSpyEngineer
{
	criteria ConceptPlayerCloakedSpy IsEngineer
	Response PlayerCloakedSpyEngineer
}

Response PlayerDispenserHereEngineer
{
	scene "scenes/Player/Engineer/low/113.vcd" 
}
Rule PlayerDispenserHereEngineer
{
	criteria ConceptPlayerDispenserHere IsEngineer
	Response PlayerDispenserHereEngineer
}

Response PlayerIncomingEngineer
{
	scene "scenes/Player/Engineer/low/88.vcd" 
	scene "scenes/Player/Engineer/low/89.vcd" 
	scene "scenes/Player/Engineer/low/90.vcd" 
}
Rule PlayerIncomingEngineer
{
	criteria ConceptPlayerIncoming IsEngineer
	Response PlayerIncomingEngineer
}

Response PlayerSentryAheadEngineer
{
	scene "scenes/Player/Engineer/low/145.vcd" 
	scene "scenes/Player/Engineer/low/146.vcd" 
}
Rule PlayerSentryAheadEngineer
{
	criteria ConceptPlayerSentryAhead IsEngineer
	Response PlayerSentryAheadEngineer
}

Response PlayerSentryHereEngineer
{
	scene "scenes/Player/Engineer/low/115.vcd" 
}
Rule PlayerSentryHereEngineer
{
	criteria ConceptPlayerSentryHere IsEngineer
	Response PlayerSentryHereEngineer
}

Response PlayerTeleporterHereEngineer
{
	scene "scenes/Player/Engineer/low/117.vcd" 
	scene "scenes/Player/Engineer/low/118.vcd" 
}
Rule PlayerTeleporterHereEngineer
{
	criteria ConceptPlayerTeleporterHere IsEngineer
	Response PlayerTeleporterHereEngineer
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryEngineer
{
	scene "scenes/Player/Engineer/low/31.vcd" 
	scene "scenes/Player/Engineer/low/33.vcd" 
	scene "scenes/Player/Engineer/low/34.vcd" 
	scene "scenes/Player/Engineer/low/35.vcd" 
	scene "scenes/Player/Engineer/low/36.vcd" 
	scene "scenes/Player/Engineer/low/1329.vcd" 
}
Rule PlayerBattleCryEngineer
{
	criteria ConceptPlayerBattleCry IsEngineer
	Response PlayerBattleCryEngineer
}

Response PlayerCheersEngineer
{
	scene "scenes/Player/Engineer/low/40.vcd" 
	scene "scenes/Player/Engineer/low/1330.vcd" 
	scene "scenes/Player/Engineer/low/42.vcd" 
	scene "scenes/Player/Engineer/low/43.vcd" 
	scene "scenes/Player/Engineer/low/41.vcd" 
	scene "scenes/Player/Engineer/low/39.vcd" 
	scene "scenes/Player/Engineer/low/44.vcd" 
}
Rule PlayerCheersEngineer
{
	criteria ConceptPlayerCheers IsEngineer
	Response PlayerCheersEngineer
}

Response PlayerGoodJobEngineer
{
	scene "scenes/Player/Engineer/low/70.vcd" 
	scene "scenes/Player/Engineer/low/72.vcd" 
	scene "scenes/Player/Engineer/low/71.vcd" 
}
Rule PlayerGoodJobEngineer
{
	criteria ConceptPlayerGoodJob IsEngineer
	Response PlayerGoodJobEngineer
}

Response PlayerJeersEngineer
{
	scene "scenes/Player/Engineer/low/94.vcd" 
	scene "scenes/Player/Engineer/low/95.vcd" 
	scene "scenes/Player/Engineer/low/96.vcd" 
	scene "scenes/Player/Engineer/low/98.vcd" 
}
Rule PlayerJeersEngineer
{
	criteria ConceptPlayerJeers IsEngineer
	Response PlayerJeersEngineer
}

Response PlayerLostPointEngineer
{
	scene "scenes/Player/Engineer/low/1327.vcd" 
	scene "scenes/Player/Engineer/low/1328.vcd" 
	scene "scenes/Player/Engineer/low/119.vcd" 
	scene "scenes/Player/Engineer/low/120.vcd" 
	scene "scenes/Player/Engineer/low/122.vcd" 
	scene "scenes/Player/Engineer/low/121.vcd" 
	scene "scenes/Player/Engineer/low/123.vcd" 
	scene "scenes/Player/Engineer/low/1339.vcd" 
	scene "scenes/Player/Engineer/low/1340.vcd" 
	scene "scenes/Player/Engineer/low/1341.vcd" 
	scene "scenes/Player/Engineer/low/1342.vcd" 
	scene "scenes/Player/Engineer/low/1343.vcd" 
}
Rule PlayerLostPointEngineer
{
	criteria ConceptPlayerLostPoint IsEngineer
	Response PlayerLostPointEngineer
}

Response PlayerNegativeEngineer
{
	scene "scenes/Player/Engineer/low/1327.vcd" 
	scene "scenes/Player/Engineer/low/1328.vcd" 
	scene "scenes/Player/Engineer/low/119.vcd" 
	scene "scenes/Player/Engineer/low/120.vcd" 
	scene "scenes/Player/Engineer/low/122.vcd" 
	scene "scenes/Player/Engineer/low/121.vcd" 
	scene "scenes/Player/Engineer/low/123.vcd" 
	scene "scenes/Player/Engineer/low/1339.vcd" 
	scene "scenes/Player/Engineer/low/1340.vcd" 
	scene "scenes/Player/Engineer/low/1341.vcd" 
	scene "scenes/Player/Engineer/low/1342.vcd" 
	scene "scenes/Player/Engineer/low/1343.vcd" 
}
Rule PlayerNegativeEngineer
{
	criteria ConceptPlayerNegative IsEngineer
	Response PlayerNegativeEngineer
}

Response PlayerNiceShotEngineer
{
	scene "scenes/Player/Engineer/low/125.vcd" 
	scene "scenes/Player/Engineer/low/126.vcd" 
	scene "scenes/Player/Engineer/low/124.vcd" 
}
Rule PlayerNiceShotEngineer
{
	criteria ConceptPlayerNiceShot IsEngineer
	Response PlayerNiceShotEngineer
}

Response PlayerPositiveEngineer
{
	scene "scenes/Player/Engineer/low/139.vcd" 
}
Rule PlayerPositiveEngineer
{
	criteria ConceptPlayerPositive IsEngineer
	Response PlayerPositiveEngineer
}

Response PlayerTauntsEngineer
{
	scene "scenes/Player/Engineer/low/1332.vcd" 
	scene "scenes/Player/Engineer/low/1333.vcd" 
	scene "scenes/Player/Engineer/low/105.vcd" 
	scene "scenes/Player/Engineer/low/106.vcd" 
	scene "scenes/Player/Engineer/low/1337.vcd" 
	scene "scenes/Player/Engineer/low/1338.vcd" 
}
Rule PlayerTauntsEngineer
{
	criteria ConceptPlayerTaunts IsEngineer
	Response PlayerTauntsEngineer
}

