//--------------------------------------------------------------------------------------------------------------
// Biker Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "BikerNotPickedUpItem" "BikerPickedUpItem" "!=1" "required" weight 0
Criterion "IsBikerFriendlyFire" "worldBikerFriendlyFire" "1" "required" weight 0
Criterion "IsNotBikerFriendlyFire" "worldBikerFriendlyFire" "!=1" "required" weight 0
Criterion "IsNotAskedForCoverBiker" "BikerAskForCover" "!=1" "required" weight 0
Criterion "IsNotSaidBattleStationsBiker" "worldSaidBattleStationsBiker" "!=1" "required" weight 0
Criterion "IsNotSaidfarm01_camping" "Saidfarm01_camping" "!=1" "required" weight 0



//Auto-generated blank response for padding out InfoRemarkables
Response _PlayerInfoRemarkableBlankBiker
{
	scene "scenes/Biker/blank.vcd"
}

Response PlayerNiceShotBiker
{
	scene "scenes/Biker/NiceShot01.vcd"  //Nice shot!
	scene "scenes/Biker/NiceShot02.vcd"  //Nice shot!
	scene "scenes/Biker/NiceShot03.vcd"  //Good shot!
	scene "scenes/Biker/NiceShot04.vcd"  //Good shot!
	scene "scenes/Biker/NiceShot07.vcd"  //Whoah. Nice shot.
	scene "scenes/Biker/NiceShot08.vcd"  //Good shot. [laughing]
	scene "scenes/Biker/NiceShot09.vcd"  //Great shot [laughing]
	scene "scenes/Biker/NiceShot10.vcd"  //Good one!
	scene "scenes/Biker/WorldAirport05NPC10.vcd" odds 2 //Yeah, yeah, we get it.  You're a hero.
}
Rule PlayerNiceShotBiker
{
	criteria ConceptPlayerNiceShot IsNotCoughing IsBiker IssuerClose  IsTalk IsTalkBiker ChanceToFire30Percent
	Response PlayerNiceShotBiker
}

Response PlayerRemarkFarm05_path09BBiker
{
	scene "scenes/Biker/WorldFarmHouse0105.vcd"  then any Farm05_Path09C foo:0 0.05 //Shit. Never thought I'd go lookin' for the military.
	scene "scenes/Biker/blank.vcd"  then any Farm05_Path09C foo:0 0.05 //
	scene "scenes/Biker/blank.vcd"  then any Farm05_Path09C foo:0 0.05 //
}
Rule PlayerRemarkFarm05_path09BBiker
{
	criteria ConceptRemark IsBiker IsFarm05_path09 IsNotSaidFarm05_Path09 IsSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	Response PlayerRemarkFarm05_path09BBiker
}

Response PlayerRemarkFarm05_path09CBiker
{
	scene "scenes/Biker/WorldFarmHouse0105.vcd"  //Shit. Never thought I'd go lookin' for the military.
}
Rule PlayerRemarkFarm05_path09CBiker
{
	criteria ConceptFarm05_Path09C IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	Response PlayerRemarkFarm05_path09CBiker
}

Response ReviveMeINterruptedBiker
{
	scene "scenes/Biker/ReactionStartled01.vcd"  //Whoah!
	scene "scenes/Biker/ReactionStartled02.vcd"  //AHHHH!
	scene "scenes/Biker/ReactionStartled03.vcd"  //Whoah! Jesus...
	scene "scenes/Biker/ReactionStartled04.vcd"  //What the?
	scene "scenes/Biker/Swear01.vcd"  //Goddammit.
	scene "scenes/Biker/Swear12.vcd"  //Shit.
	scene "scenes/Biker/Swear17.vcd"  //Dammit.
}
Rule ReviveMeINterruptedBiker
{
	criteria ConceptReviveMeInterrupted IsBiker
	ApplyContext "ReviveInterrupt:1:2"
	applycontexttoworld
	Response ReviveMeINterruptedBiker
}

Response SurvivorMournBillBiker
{
	scene "scenes/Biker/GriefVet01.vcd"  //Bill's gone!
	scene "scenes/Biker/GriefVet02.vcd"  //Rest in peace, old man.
	scene "scenes/Biker/GriefVet03.vcd"  //Shit, I'm gonna miss the old guy.
}
Rule SurvivorMournBillBiker
{
	criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated
	Response SurvivorMournBillBiker
}

Response SurvivorMournLouisBiker
{
	scene "scenes/Biker/GriefManager01.vcd"  //Ahhh. the manager's down for the count.
	scene "scenes/Biker/GriefManager02.vcd"  //Ah shit, I was just starting to like that guy.
	scene "scenes/Biker/GriefManager03.vcd"  //Damn it, he didn't deserve this.
	scene "scenes/Biker/GriefManager04.vcd"  //The manager's down for the count.
	scene "scenes/Biker/GriefManager05.vcd"  //Shit, I was just starting to like that guy.
}
Rule SurvivorMournLouisBiker
{
	criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated
	Response SurvivorMournLouisBiker
}

Response SurvivorMournZoeyBiker
{
	scene "scenes/Biker/GriefFemaleGeneric03.vcd"  //Ah hell, she's dead.
	scene "scenes/Biker/GriefTeengirl01.vcd"  //Ahh Zoey. No.
	scene "scenes/Biker/GriefTeengirl02.vcd"  //Ahh damnit, not Zoey.
}
Rule SurvivorMournZoeyBiker
{
	criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsBiker IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkBiker IsNotIncapacitated
	Response SurvivorMournZoeyBiker
}


//--------------------------------------------------------------------------------------------------------------
// At Top
//--------------------------------------------------------------------------------------------------------------
Response PlayerRemarkFarm01_path09Biker
{
	scene "scenes/Biker/SafeSpotAhead06.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
	scene "scenes/Biker/SafeSpotAhead08.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house, let's go!
}
Rule PlayerRemarkFarm01_path09Biker
{
	criteria ConceptRemark IsBiker IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1500
	ApplyContext "SaidFarm01_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path09Biker
}

Response PlayerRemarkSmalltown03_path14Biker
{
	scene "scenes/Biker/SafeSpotAhead03.vcd"  then any SafeSpotAheadResponse foo:0 0 //We're near a safe spot.
}
Rule PlayerRemarkSmalltown03_path14Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path14 IsNotSaidSmalltown03_path14 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown03_path14:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path14Biker
}


//--------------------------------------------------------------------------------------------------------------
// AutoResponder
//--------------------------------------------------------------------------------------------------------------
Response ThanksGotItemBiker
{
	scene "scenes/Biker/Thanks02.vcd"  //Thanks.
	scene "scenes/Biker/Thanks08.vcd"  //Thank you.
	scene "scenes/Biker/Thanks09.vcd"  //Thanks, I owe ya.
	scene "scenes/Biker/Thanks11.vcd"  //Thanks, dude.
	scene "scenes/Biker/Thanks12.vcd"  //Thanks for that.
}
Rule ThanksGotItemBiker
{
	criteria IsAwardConcept IsSharingSubject IsNotCoughing  SubjectIsBiker IsTalk IsTalkBiker
	Response ThanksGotItemBiker
}


//--------------------------------------------------------------------------------------------------------------
// AwardSpeech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksBiker
{
	scene "scenes/Biker/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks.
	scene "scenes/Biker/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks [noise you make gun clicking your mouth twice]
	scene "scenes/Biker/Thanks05.vcd" predelay ".2,.5" //Thanks, man.
	scene "scenes/Biker/Thanks06.vcd" predelay ".2,.5" //Hey, thanks man.
	scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
	scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
}
Rule HealThanksBiker
{
	criteria ConceptHealedByFriend IsNotCoughing  IsBiker IsTalk IsTalkBiker SubjectIsNotBiker
	ApplyContext "TalkBiker:1:2"
	Response HealThanksBiker
}

Response ReviveThanksBiker
{
	scene "scenes/Biker/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks.
	scene "scenes/Biker/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks [noise you make gun clicking your mouth twice]
	scene "scenes/Biker/Thanks05.vcd" predelay ".2,.5" //Thanks, man.
	scene "scenes/Biker/Thanks06.vcd" predelay ".2,.5" //Hey, thanks man.
	scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
	scene "scenes/Biker/Thanks09.vcd" predelay ".2,.5" //Thanks, I owe ya.
}
Rule ReviveThanksBiker
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsBiker
	ApplyContext "TalkBiker:1:2"
	Response ReviveThanksBiker
}

Response ReviveThanksBillBiker
{
	scene "scenes/Biker/Thanks14.vcd" predelay ".2,.5" //Thanks brother.
	scene "scenes/Biker/Thanks16.vcd" predelay ".2,.5" //Thanks, Bill.
}
Rule ReviveThanksBillBiker
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsBiker SubjectIsNamVet ChanceToFire30Percent
	ApplyContext "TalkBiker:1:2"
	Response ReviveThanksBillBiker
}

Response ReviveThanksLouisBiker
{
	scene "scenes/Biker/Thanks13.vcd" predelay ".2,.5" //Thanks bro.
	scene "scenes/Biker/Thanks18.vcd" predelay ".2,.5" //Thanks, Louis.
	scene "scenes/Biker/Thanks19.vcd" predelay ".2,.5" //Thanks, Louis. I owe you one
	scene "scenes/Biker/ToTheRescueThanks03.vcd" predelay ".2,.5" //Hey, thanks for not forgettin' me.
	scene "scenes/Biker/ToTheRescueThanks05.vcd" predelay ".2,.5" //Hell, I guess that's one I owe YOU.
}
Rule ReviveThanksLouisBiker
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsBiker SubjectIsManager ChanceToFire30Percent
	ApplyContext "TalkBiker:1:2"
	Response ReviveThanksLouisBiker
}

Response ReviveThanksZoeyBiker
{
	scene "scenes/Biker/Thanks17.vcd" predelay ".2,.5" //Thanks, Zoey.
	scene "scenes/Biker/ToTheRescueThanks04.vcd" predelay ".2,.5" //I owe you one.
}
Rule ReviveThanksZoeyBiker
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsBiker SubjectIsTeenGirl ChanceToFire30Percent
	ApplyContext "TalkBiker:1:2"
	Response ReviveThanksZoeyBiker
}


//--------------------------------------------------------------------------------------------------------------
// Bots
//--------------------------------------------------------------------------------------------------------------
Response AutoYouAreWelcomeBiker
{
	scene "scenes/Biker/YouAreWelcome02.vcd"  //I got your back.
	scene "scenes/Biker/YouAreWelcome04.vcd"  //Hey, no problem.
	scene "scenes/Biker/YouAreWelcome05.vcd"  //No problem.
	scene "scenes/Biker/YouAreWelcome06.vcd"  //Sure.
	scene "scenes/Biker/YouAreWelcome07.vcd"  //I told ya I'd take care of ya.
	scene "scenes/Biker/YouAreWelcome08.vcd"  //No, thank YOU!
	scene "scenes/Biker/YouAreWelcome09.vcd"  //Yer welcome.
	scene "scenes/Biker/YouAreWelcome10.vcd"  //Yea, Im pretty awesome.
	scene "scenes/Biker/YouAreWelcome11.vcd"  //No problemo, pal.
	scene "scenes/Biker/YouAreWelcome12.vcd"  //It's all good.
	scene "scenes/Biker/YouAreWelcome13.vcd"  //Gotcha.
	scene "scenes/Biker/YouAreWelcome14.vcd"  //Whatever, whenever, man.
}
Rule AutoYouAreWelcomeBiker
{
	criteria ConceptYouWelcome IsNotCoughing  IsBiker IsTalk IsTalkBiker  TimeSinceGroupInCombat05 IsNotSpeaking
	Response AutoYouAreWelcomeBiker
}

Response BotAttentionBattleBiker
{
	scene "scenes/Biker/AnswerReady03.vcd"  //Yeah, let's do it.
	scene "scenes/Biker/AskReady01.vcd"  //Ready for this?
	scene "scenes/Biker/AskReady06.vcd"  //Everybody ready?
	scene "scenes/Biker/AskReady08.vcd"  //We ready?
}
Rule BotAttentionBattleBiker
{
	criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing  IsBiker IsNotBotAttention IsTalk IsTalkBiker IsNotIncapacitated IsInBattlefield TimeSinceGroupInCombat20
	ApplyContext "SaidBotAttention:1:30"
	applycontexttoworld
	Response BotAttentionBattleBiker
}

Response BotHurrahAlsoBiker
{
	scene "scenes/Biker/Hurrah11.vcd"  //YEAH!
	scene "scenes/Biker/Hurrah20.vcd"  //Hell yeah!
	scene "scenes/Biker/ReactionPositive06.vcd"  //Hell yeah!
	scene "scenes/Biker/ReactionPositive10.vcd"  //Hell yeah!
	scene "scenes/Biker/Taunt02.vcd"  //HELL YEAH!
}
Rule BotHurrahAlsoBiker
{
	criteria ConceptHurrahAlso IsNotCoughing  IsBiker IsTalk IsTalkBiker IsNotSaidHurrahAlso IsBotIsAvailable
	ApplyContext "SaidHurrahAlso:1:5"
	applycontexttoworld
	Response BotHurrahAlsoBiker
}

Response BotNoteHumanAttentionBiker
{
	scene "scenes/Biker/AnswerReady03.vcd"  //Yeah, let's do it.
	scene "scenes/Biker/AskReady05.vcd"  //Ready for some fun?
	scene "scenes/Biker/Generic65.vcd"  //What?
	scene "scenes/Biker/ImWithYou07.vcd"  //I'm with ya!
	scene "scenes/Biker/MoveOn01.vcd"  //Allright, let's go
}
Rule BotNoteHumanAttentionBiker
{
	criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing  IsBiker IsNotBotAttention IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot
	ApplyContext "SaidBotAttention:1:30"
	applycontexttoworld
	Response BotNoteHumanAttentionBiker
}

Response BotPlayer.YourWelcomeBiker
{
	scene "scenes/Biker/YouAreWelcome02.vcd" predelay "1,3.5" //I got your back.
	scene "scenes/Biker/YouAreWelcome04.vcd" predelay "1,3.5" //Hey, no problem.
	scene "scenes/Biker/YouAreWelcome05.vcd" predelay "1,3.5" //No problem.
	scene "scenes/Biker/YouAreWelcome06.vcd" predelay "1,3.5" //Sure.
	scene "scenes/Biker/YouAreWelcome07.vcd" predelay "1,3.5" //I told ya I'd take care of ya.
	scene "scenes/Biker/YouAreWelcome08.vcd" predelay "1,3.5" //No, thank YOU!
	scene "scenes/Biker/YouAreWelcome09.vcd" predelay "1,3.5" //Yer welcome.
	scene "scenes/Biker/YouAreWelcome10.vcd" predelay "1,3.5" //Yea, Im pretty awesome.
	scene "scenes/Biker/YouAreWelcome11.vcd" predelay "1,3.5" //No problemo, pal.
	scene "scenes/Biker/YouAreWelcome12.vcd" predelay "1,3.5" //It's all good.
	scene "scenes/Biker/YouAreWelcome13.vcd" predelay "1,3.5" //Gotcha.
	scene "scenes/Biker/YouAreWelcome14.vcd" predelay "1,3.5" //Whatever, whenever, man.
}
Rule BotPlayer.YourWelcomeBiker
{
	criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response BotPlayer.YourWelcomeBiker
}

Response BotReassureComingBiker
{
	scene "scenes/Biker/Yes01.vcd" predelay "1,3.5" //Yes.
	scene "scenes/Biker/Yes02.vcd" predelay "1,3.5" //Okay.
	scene "scenes/Biker/Yes03.vcd" predelay "1,3.5" //Yep.
	scene "scenes/Biker/Yes04.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/Biker/Yes05.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/Biker/Yes06.vcd" predelay "1,3.5" //Roger that good buddy.
}
Rule BotReassureComingBiker
{
	criteria ConceptSurvivorBotReassureComing IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response BotReassureComingBiker
}

Response BotReassureNearbyBiker
{
	scene "scenes/Biker/ImWithYou01.vcd" predelay "1,3.5" //Right behind you!
	scene "scenes/Biker/ImWithYou02.vcd" predelay "1,3.5" //I've got your back!
	scene "scenes/Biker/ImWithYou03.vcd" predelay "1,3.5" //I've got your back!
	scene "scenes/Biker/ImWithYou04.vcd" predelay "1,3.5" //I'm with ya!
	scene "scenes/Biker/ImWithYou05.vcd" predelay "1,3.5" //I'm with ya!
	scene "scenes/Biker/ImWithYou06.vcd" predelay "1,3.5" //Right behind you!
	scene "scenes/Biker/ImWithYou07.vcd" predelay "1,3.5" //I'm with ya!
	scene "scenes/Biker/ImWithYou08.vcd" predelay "1,3.5" //I got your back!
	scene "scenes/Biker/ImWithYou09.vcd" predelay "1,3.5" //Behind you!
	scene "scenes/Biker/ImWithYou10.vcd" predelay "1,3.5" //I'm here!
}
Rule BotReassureNearbyBiker
{
	criteria ConceptSurvivorBotReassureNearby IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response BotReassureNearbyBiker
}

Response BotYesReadyBiker
{
	scene "scenes/Biker/Yes01.vcd" predelay "1,3.5" //Yes.
	scene "scenes/Biker/Yes02.vcd" predelay "1,3.5" //Okay.
	scene "scenes/Biker/Yes03.vcd" predelay "1,3.5" //Yep.
	scene "scenes/Biker/Yes04.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/Biker/Yes05.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/Biker/Yes06.vcd" predelay "1,3.5" //Roger that good buddy.
}
Rule BotYesReadyBiker
{
	criteria ConceptSurvivorBotYesReady IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response BotYesReadyBiker
}


//--------------------------------------------------------------------------------------------------------------
// Call For Rescue
//--------------------------------------------------------------------------------------------------------------
Response PlayerCallForRescueBiker
{
	speak "Player.Biker_CallForRescue01" noscene  //I could use some help over here! Anyone?
	speak "Player.Biker_CallForRescue02" noscene  //Anyone out there?  I got myself stuck in here!
	speak "Player.Biker_CallForRescue03" noscene  //Get me the hell out of here!
	speak "Player.Biker_CallForRescue04" noscene  //Heeeeyyyy! Can anyone here me?  I could use a hand.
	speak "Player.Biker_CallForRescue06" noscene  //Goddammit, I'm stuck in here!  Someone let me out!
	speak "Player.Biker_CallForRescue07" noscene  //When you get a chance, can you guys get me outta here?
	speak "Player.Biker_CallForRescue08" noscene  //If it ain't too much trouble, I could use a hand out of here!
	speak "Player.Biker_CallForRescue09" noscene  //Hey, can anyone hear me?  I got my ass stuck in here.
	speak "Player.Biker_CallForRescue10" noscene  //Someone want to let me outta here?
	speak "Player.Biker_CallForRescue11" noscene  //Ah shit I'm stuck! C'mon! I could use a hand out of here!
	speak "Player.Biker_CallForRescue12" noscene  //[Grunting]  Shit, I'm stuck in here!  Someone give me a hand!
	speak "Player.Biker_CallForRescue13" noscene  //Goddamn it!  I need to get the hell out of here!
	speak "Player.Biker_LostCall01" noscene  //Hello
	speak "Player.Biker_LostCall04" noscene  //Is anyone there?
	speak "Player.Biker_LostCall05" noscene odds 2 //Marco!
	speak "Player.Biker_LostCall08" noscene  //Hello? Where dija go?
}
Rule PlayerCallForRescueBiker
{
	criteria ConceptCallForRescue IsBiker IsTalk IsTalkBiker
	Response PlayerCallForRescueBiker
}


//--------------------------------------------------------------------------------------------------------------
// Farm Intro
//--------------------------------------------------------------------------------------------------------------
Response IntroFarm4Biker
{
	scene "scenes/Biker/AnswerReady03.vcd"  //Yeah, let's do it.
}
Rule IntroFarm4Biker
{
	criteria ConceptIntroFarm4 IsBiker
	ApplyContext "talk:1:4"
	applycontexttoworld
	Response IntroFarm4Biker
}


//--------------------------------------------------------------------------------------------------------------
// FaultSpeech
//--------------------------------------------------------------------------------------------------------------
Response SurvivorBoomerBlunderBiker
{
	scene "scenes/Biker/Sorry02.vcd" predelay "1,2" //Sorry about that.
	scene "scenes/Biker/Sorry10.vcd" predelay "1,2" //Sorry, man, shit happens.
	scene "scenes/Biker/Sorry14.vcd" predelay "1,2" //Uh, yeah, sorry.
}
Rule SurvivorBoomerBlunderBiker
{
	criteria IsFaultConcept IsFaultBoomerBlunder IsNotCoughing IsBiker IsHealthy IsTalk IsTalkBiker
	Response SurvivorBoomerBlunderBiker
}


//--------------------------------------------------------------------------------------------------------------
// Finale Speech
//--------------------------------------------------------------------------------------------------------------
Response SurvivorFinaleTriggeredBoatBiker
{
	scene "scenes/Biker/RadioUsedBoat01.vcd" predelay ".5,1" //We got a boat coming!
}
Rule SurvivorFinaleTriggeredBoatBiker
{
	criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_smalltown05_houseboat IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated
	ApplyContext "SaidRadioTriggered:1:30"
	applycontexttoworld
	Response SurvivorFinaleTriggeredBoatBiker
}

Response SurvivorFinaleTriggeredFarmBiker
{
	scene "scenes/Biker/RadioUsedGeneric02.vcd" predelay ".5,1" //Help'll be here soon! You ladies ready for some fun until they show up?
	scene "scenes/Biker/RadioUsedTruck01.vcd" predelay ".5,1" //A truck should be here soon - we just gotta hold out until it shows.
}
Rule SurvivorFinaleTriggeredFarmBiker
{
	criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_farm05_cornfield IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated
	ApplyContext "SaidRadioTriggered:1:30"
	applycontexttoworld
	Response SurvivorFinaleTriggeredFarmBiker
}

Response SurvivorFinaleTriggeredRooftopBiker
{
	scene "scenes/Biker/RadioUsedChopper01.vcd" predelay ".5,1" //Chopper's on its way!
	scene "scenes/Biker/RadioUsedGeneric03.vcd" predelay ".5,1" //We got some help comin'. Let's get ready!
	scene "scenes/Biker/RadioUsedGeneric05.vcd" predelay ".5,1" //Help's on its way. Let's have some fun while we wait.
	scene "scenes/Biker/RadioUsedGeneric08.vcd" predelay ".5,1" //Help is on the way!
}
Rule SurvivorFinaleTriggeredRooftopBiker
{
	criteria ConceptFinaleTriggered IsTriggeredByBiker ismap_l4d_hospital05_rooftop IsNotSaidRadioTriggered IsTalk IsTalkBiker IsBiker IsNotIncapacitated
	ApplyContext "SaidRadioTriggered:1:30"
	applycontexttoworld
	Response SurvivorFinaleTriggeredRooftopBiker
}

Response SurvivorFinalVehicleBoatBiker
{
	scene "scenes/Biker/ArriveBoat01.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the boat!
	scene "scenes/Biker/ArriveBoat02.vcd"  then any EmphaticArriveRun foo:0 0 //Everyone to the boat!
	scene "scenes/Biker/ArriveBoat03.vcd"  then any EmphaticArriveRun foo:0 0 //Get your asses on that boat!
}
Rule SurvivorFinalVehicleBoatBiker
{
	criteria ConceptGetToVehicle IsBiker ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:3"
	applycontexttoworld
	Response SurvivorFinalVehicleBoatBiker
}

Response SurvivorFinalVehicleFarmBiker
{
	scene "scenes/Biker/ArriveTruck01.vcd"  then any EmphaticArriveRun foo:0 0 //Run to the truck! Go go go!
	scene "scenes/Biker/ArriveTruck02.vcd"  then any EmphaticArriveRun foo:0 0 //To the truck!
	scene "scenes/Biker/ArriveTruck03.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the truck!
}
Rule SurvivorFinalVehicleFarmBiker
{
	criteria ConceptGetToVehicle IsBiker ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleFarmBiker
}

Response SurvivorFinalVehicleFarmSpottedBiker
{
	scene "scenes/Biker/ArriveTruckInitial01.vcd"  then any EmphaticArriveRunFarm foo:0 0 //C'mon, that's the last truck outta this shithole. LET'S GO!
	scene "scenes/Biker/ArriveTruckInitial02.vcd"  then any EmphaticArriveRunFarm foo:0 0 //The truck's here! Let's go!
}
Rule SurvivorFinalVehicleFarmSpottedBiker
{
	criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleFarmSpottedBiker
}

Response SurvivorFinalVehicleRooftopBiker
{
	scene "scenes/Biker/ArriveChopper01.vcd"  then any EmphaticArriveRun foo:0 0 //Everybody to the chopper!
	scene "scenes/Biker/ArriveChopper02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the chopper!
}
Rule SurvivorFinalVehicleRooftopBiker
{
	criteria ConceptGetToVehicle IsBiker ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:5"
	applycontexttoworld
	Response SurvivorFinalVehicleRooftopBiker
}

Response SurvivorFinalVehicleRunwayBiker
{
	scene "scenes/Biker/ArrivePlane01.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go!
	scene "scenes/Biker/ArrivePlane01.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go!
	scene "scenes/Biker/ArrivePlane02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the plane!
	scene "scenes/Biker/ArrivePlane02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the plane!
	scene "scenes/Biker/ArrivePlaneInitial01.vcd" odds 5 then any EmphaticArriveRun foo:0 0 //This is the last flight out of here! Let's go
}
Rule SurvivorFinalVehicleRunwayBiker
{
	criteria ConceptGetToVehicle IsBiker isrunway IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleRunwayBiker
}

Response SurvivorFinalVehicleSpottedBoatBiker
{
	scene "scenes/Biker/ArriveBoatInitial01.vcd"  then any EmphaticArriveRun foo:0 0 //Our boat's here, all aboard!
	scene "scenes/Biker/ArriveBoatInitial02.vcd"  then any EmphaticArriveRun foo:0 0 //Our boat's here! Let's go!
}
Rule SurvivorFinalVehicleSpottedBoatBiker
{
	criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleSpottedBoatBiker
}

Response SurvivorFinalVehicleSpottedRooftopBiker
{
	scene "scenes/Biker/ArriveChopperInitial01.vcd"  then any EmphaticArriveRun foo:0 0 //The chopper's here! Let's go!
	scene "scenes/Biker/ArriveChopperInitial02.vcd"  then any EmphaticArriveRun foo:0 0 //The chopper's here! About time, too...
}
Rule SurvivorFinalVehicleSpottedRooftopBiker
{
	criteria ConceptFinalVehicleSpotted IsBiker ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleSpottedRooftopBiker
}

Response SurvivorFinalVehicleSpottedRunwayBiker
{
	scene "scenes/Biker/ArrivePlane01.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the plane. Let's go!
	scene "scenes/Biker/ArrivePlaneInitial01.vcd"  then any EmphaticArriveRun foo:0 0 //This is the last flight out of here! Let's go
}
Rule SurvivorFinalVehicleSpottedRunwayBiker
{
	criteria ConceptFinalVehicleSpotted IsBiker ismap_urban05a_finale_runway IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleSpottedRunwayBiker
}


//--------------------------------------------------------------------------------------------------------------
// General Responses
//--------------------------------------------------------------------------------------------------------------
Response ResponseLoudDispleasureSwearBiker
{
	scene "scenes/Biker/Swear01.vcd" predelay "0.1,0.7" //Goddammit.
	scene "scenes/Biker/Swear02.vcd" predelay "0.1,0.7" //Shit.
	scene "scenes/Biker/Swear03.vcd" predelay "0.1,0.7" //Ah shit.
	scene "scenes/Biker/Swear04.vcd" predelay "0.1,0.7" //Ah hell.
	scene "scenes/Biker/Swear08.vcd" predelay "0.1,0.7" //Ah bullshit.
	scene "scenes/Biker/Swear09.vcd" predelay "0.1,0.7" //Dammit.
	scene "scenes/Biker/Swear10.vcd" predelay "0.1,0.7" //Bullshit.
}
Rule ResponseLoudDispleasureSwearBiker
{
	criteria ConceptPanicEvent IsBiker IsNotCoughing IsTalk IsTalkBiker ChanceToFire60Percent
	Response ResponseLoudDispleasureSwearBiker
}

Response ResponseSoftDispleasureSwearBiker
{
	scene "scenes/Biker/NegativeNoise06.vcd"  //[Improv non-verbal displeasure & frustration sounds]
	scene "scenes/Biker/ReactionApprehensive03.vcd"  //I don't like ths one damn bit.
	scene "scenes/Biker/ReactionNegative05.vcd"  //Shit
	scene "scenes/Biker/ReactionNegative09.vcd"  //Ahhhhh.
	scene "scenes/Biker/Swear12.vcd"  //Shit.
	scene "scenes/Biker/Swear14.vcd"  //Ah hell.
	scene "scenes/Biker/Swear15.vcd"  //Son of a bitch.
	scene "scenes/Biker/Swear16.vcd"  //Ah bullshit.
	scene "scenes/Biker/Swear17.vcd"  //Dammit.
	scene "scenes/Biker/Swear19.vcd"  //Ah bullshit.
}
Rule ResponseSoftDispleasureSwearBiker
{
	criteria ConceptResponseSoftDispleasureSwear IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IssuerMediumClose
	Response ResponseSoftDispleasureSwearBiker
}


//--------------------------------------------------------------------------------------------------------------
// Item Spotted
//--------------------------------------------------------------------------------------------------------------
Response SurvivorAskBillForHealthBiker
{
	scene "scenes/Biker/PlayerSuggestHealthSpecific05.vcd" odds 5 //Bill, could I borrow your med kit? I just wanna look at it.
	scene "scenes/Biker/PlayerSuggestHealthSpecific07.vcd"  //Bill, you got a med kit I could have?
	scene "scenes/Biker/PlayerSuggestHealthSpecific11.vcd" odds 5 //Old man, you forget you have a health pack, or you  saving that for me?
}
Rule SurvivorAskBillForHealthBiker
{
	criteria ConceptAskForHealth2  IsBiker SubjectIsNamVet IsSubjectNear400
	Response SurvivorAskBillForHealthBiker
}

Response SurvivorAskForHealthBiker
{
	scene "scenes/Biker/blank.vcd"  then Subject AskForHealth foo:0 0 //
}
Rule SurvivorAskForHealthBiker
{
	criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto  IsSubjectNear400 NoHasPainPills  NoHasFirstAidKit IsNotHealthyHalf NotInCombat IsNotSaidAskForHealth
	ApplyContext "SaidAskForHealth:1:10"
	applycontexttoworld
	Response SurvivorAskForHealthBiker
}

Response SurvivorAskLouisForHealthBiker
{
	scene "scenes/Biker/PlayerSuggestHealthSpecific06.vcd"  //Louis, you got a med kit I could have?
	scene "scenes/Biker/PlayerSuggestHealthSpecific08.vcd"  //Louis, don't bogard that med kit, man. I'm hurt.
	scene "scenes/Biker/PlayerSuggestHealthSpecific10.vcd" odds 5 //Louis, while I hate to break that ensemble and all, can I have your health pack?
	scene "scenes/Biker/PlayerSuggestHealthSpecific12.vcd"  //Louis, gimme your health pack.
}
Rule SurvivorAskLouisForHealthBiker
{
	criteria ConceptAskForHealth2  IsBiker SubjectIsManager IsSubjectNear400
	Response SurvivorAskLouisForHealthBiker
}

Response SurvivorAskZoeyForHealthBiker
{
	scene "scenes/Biker/PlayerSuggestHealthSpecific04.vcd"  //Zoey, you got a health kit for me?
	scene "scenes/Biker/PlayerSuggestHealthSpecific09.vcd"  //Hey little lady, if you ain't gonna use that health kit I could use it.
}
Rule SurvivorAskZoeyForHealthBiker
{
	criteria ConceptAskForHealth2  IsBiker SubjectIsTeenGirl IsSubjectNear400
	Response SurvivorAskZoeyForHealthBiker
}

Response SurvivorFrancisHealthHereBiker
{
	scene "scenes/Biker/blank.vcd"  then From AskForHealth2 foo:0 0 //
}
Rule SurvivorFrancisHealthHereBiker
{
	criteria ConceptAskForHealth IsNotCoughing IsBiker IsTalk IsTalkBiker YesHasFirstAidKit IsHealthyHalf
	Response SurvivorFrancisHealthHereBiker
}

Response SurvivorSpottedAmmoBiker
{
	scene "scenes/Biker/SpotAmmo01.vcd"  //Ammo here!
}
Rule SurvivorSpottedAmmoBiker
{
	criteria ConceptPlayerSpotAmmo IsNotCoughing  IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedAmmoBiker
}

Response SurvivorSpottedBillCloseBiker
{
	scene "scenes/Biker/NameBill03.vcd"  //Bill (quiet)
}
Rule SurvivorSpottedBillCloseBiker
{
	criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto  SubjectIsNamVet IsNamVetNear400
	Response SurvivorSpottedBillCloseBiker
}

Response SurvivorSpottedBillClose2Biker
{
	scene "scenes/Biker/NameBill03.vcd"  //Bill (quiet)
}
Rule SurvivorSpottedBillClose2Biker
{
	criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto  SubjectIsNamVet IsNamVetNear400
	Response SurvivorSpottedBillClose2Biker
}

Response SurvivorSpottedBillFarBiker
{
	scene "scenes/Biker/NameBill01.vcd"  //Bill! (loud)
}
Rule SurvivorSpottedBillFarBiker
{
	criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsNamVet IsNamVetFar400
	Response SurvivorSpottedBillFarBiker
}

Response SurvivorSpottedGrenadeBiker
{
	scene "scenes/Biker/SpotGrenades03.vcd"  //There's a pipebomb here.
	scene "scenes/Biker/SpotGrenades05.vcd"  //There's a pipe bomb here.
	scene "scenes/Biker/SpotGrenades06.vcd"  //Pipe bombs!
}
Rule SurvivorSpottedGrenadeBiker
{
	criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedGrenadeBiker
}

Response SurvivorSpottedGrenadeAutoBiker
{
	scene "scenes/Biker/SpotGrenades03.vcd"  //There's a pipebomb here.
	scene "scenes/Biker/SpotGrenades05.vcd"  //There's a pipe bomb here.
	scene "scenes/Biker/SpotGrenades06.vcd"  //Pipe bombs!
}
Rule SurvivorSpottedGrenadeAutoBiker
{
	criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot
	ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedGrenadeAutoBiker
}

Response SurvivorSpottedGrenadeAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedGrenadeAutoBiker2
{
	criteria ConceptPlayerSpotGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot
	ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedGrenadeAutoBiker2
}

Response SurvivorSpottedHealthBiker
{
	scene "scenes/Biker/SpotFirstAid01.vcd"  //First Aid Kit here!
	scene "scenes/Biker/SpotFirstAid02.vcd"  //First Aid kit here!
	scene "scenes/Biker/SpotFirstAid03.vcd"  //First Aid here!
	scene "scenes/Biker/SpotFirstAid04.vcd"  //First aid kits over here.
	scene "scenes/Biker/SpotFirstAid05.vcd"  //There's a first aid kit here.
	scene "scenes/Biker/SpotFirstAid06.vcd"  //First aid kits over here.
	scene "scenes/Biker/SpotFirstAid07.vcd"  //First aid kit over here.
}
Rule SurvivorSpottedHealthBiker
{
	criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedHealthBiker
}

Response SurvivorSpottedHealthAutoBiker
{
	scene "scenes/Biker/SpotFirstAid01.vcd"  //First Aid Kit here!
	scene "scenes/Biker/SpotFirstAid02.vcd"  //First Aid kit here!
	scene "scenes/Biker/SpotFirstAid03.vcd"  //First Aid here!
	scene "scenes/Biker/SpotFirstAid04.vcd"  //First aid kits over here.
	scene "scenes/Biker/SpotFirstAid05.vcd"  //There's a first aid kit here.
	scene "scenes/Biker/SpotFirstAid06.vcd"  //First aid kits over here.
	scene "scenes/Biker/SpotFirstAid07.vcd"  //First aid kit over here.
}
Rule SurvivorSpottedHealthAutoBiker
{
	criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot
	ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedHealthAutoBiker
}

Response SurvivorSpottedHealthAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedHealthAutoBiker2
{
	criteria ConceptPlayerSpotFirstAid IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto  IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot
	ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedHealthAutoBiker2
}

Response SurvivorSpottedLouisCloseBiker
{
	scene "scenes/Biker/NameLouis03.vcd"  //Louis (quiet)
}
Rule SurvivorSpottedLouisCloseBiker
{
	criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto  SubjectIsManager IsManagerNear400
	Response SurvivorSpottedLouisCloseBiker
}

Response SurvivorSpottedLouisClose2Biker
{
	scene "scenes/Biker/NameLouis03.vcd"  //Louis (quiet)
}
Rule SurvivorSpottedLouisClose2Biker
{
	criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto  SubjectIsManager IsManagerNear400
	Response SurvivorSpottedLouisClose2Biker
}

Response SurvivorSpottedLouisFarBiker
{
	scene "scenes/Biker/NameLouis01.vcd"  //Louis! (loud)
	scene "scenes/Biker/NameLouis02.vcd"  //Louissss! (loud)
}
Rule SurvivorSpottedLouisFarBiker
{
	criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsManager IsManagerFar400
	Response SurvivorSpottedLouisFarBiker
}

Response SurvivorSpottedMolotovBiker
{
	scene "scenes/Biker/SpotGrenades02.vcd"  //Molotov's over here.
	scene "scenes/Biker/SpotGrenades04.vcd"  //Molotov's over here.
	scene "scenes/Biker/SpotGrenades07.vcd"  //Molotovs!
}
Rule SurvivorSpottedMolotovBiker
{
	criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedMolotovBiker
}

Response SurvivorSpottedMolotovAutoBiker
{
	scene "scenes/Biker/SpotGrenades02.vcd"  //Molotov's over here.
	scene "scenes/Biker/SpotGrenades04.vcd"  //Molotov's over here.
	scene "scenes/Biker/SpotGrenades07.vcd"  //Molotovs!
}
Rule SurvivorSpottedMolotovAutoBiker
{
	criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot
	ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedMolotovAutoBiker
}

Response SurvivorSpottedMolotovAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedMolotovAutoBiker2
{
	criteria ConceptPlayerSpotMolotov IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto  IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot
	ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedMolotovAutoBiker2
}

Response SurvivorSpottedPillsBiker
{
	scene "scenes/Biker/SpotPills01.vcd"  //Pills here!
}
Rule SurvivorSpottedPillsBiker
{
	criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedPillsBiker
}

Response SurvivorSpottedPillsAutoBiker
{
	scene "scenes/Biker/SpotPills01.vcd"  //Pills here!
}
Rule SurvivorSpottedPillsAutoBiker
{
	criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot
	ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedPillsAutoBiker
}

Response SurvivorSpottedPillsAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedPillsAutoBiker2
{
	criteria ConceptPlayerSpotPills IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot
	ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedPillsAutoBiker2
}

Response SurvivorSpottedWorldCloseBiker
{
	scene "scenes/Biker/LookHere01.vcd"  //Check this out.
	scene "scenes/Biker/LookHere02.vcd"  //Look at this.
	scene "scenes/Biker/LookHere03.vcd"  //Look at this.
	scene "scenes/Biker/LookHere04.vcd"  //Well, hell, look at this.
	scene "scenes/Biker/LookHere05.vcd"  //Look here.
	scene "scenes/Biker/LookHere06.vcd"  //Somebody better check this out.
	scene "scenes/Biker/LookHere07.vcd"  //What the hell is this?
}
Rule SurvivorSpottedWorldCloseBiker
{
	criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	Response SurvivorSpottedWorldCloseBiker
}

Response SurvivorSpottedZoeyCloseBiker
{
	scene "scenes/Biker/NameZoey03.vcd"  //Zoey (quite)
}
Rule SurvivorSpottedZoeyCloseBiker
{
	criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto  SubjectIsTeenGirl IsTeenGirlNear400
	Response SurvivorSpottedZoeyCloseBiker
}

Response SurvivorSpottedZoeyClose2Biker
{
	scene "scenes/Biker/NameZoey03.vcd"  //Zoey (quite)
}
Rule SurvivorSpottedZoeyClose2Biker
{
	criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto  SubjectIsTeenGirl IsTeenGirlNear400
	Response SurvivorSpottedZoeyClose2Biker
}

Response SurvivorSpottedZoeyFarBiker
{
	scene "scenes/Biker/NameZoey01.vcd"  //Zoey! (loud)
	scene "scenes/Biker/NameZoey02.vcd"  //Zoeyyyyy! (loud)
}
Rule SurvivorSpottedZoeyFarBiker
{
	criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto SubjectIsTeenGirl  IsTeenGirlFar400
	Response SurvivorSpottedZoeyFarBiker
}

Rule SurvivorSpottedAmmoAutoBiker
{
	criteria ConceptPlayerSpotAmmo IsNotCoughing  IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot
	ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedAmmoBiker
}


//--------------------------------------------------------------------------------------------------------------
// Item Spotted Creshendo
//--------------------------------------------------------------------------------------------------------------
Response SurvivorMovingToBattleStationBiker
{
	scene "scenes/Biker/AnswerReady01.vcd"  //Ready.
	scene "scenes/Biker/AnswerReady03.vcd"  //Yeah, let's do it.
	scene "scenes/Biker/GenericResponses09.vcd"  //Allright, then, let's do it.
	scene "scenes/Biker/GenericResponses13.vcd"  //I say we just do it.
}
Rule SurvivorMovingToBattleStationBiker
{
	criteria ConceptBotMovingToBattleStation IsNotCoughing IsBiker IsTalk IsTalkBiker IsSaidCreshendoStartNear IsNotSaidBattleStationsBiker
	ApplyContext "SaidBattleStationsBiker:1:30"
	applycontexttoworld
	Response SurvivorMovingToBattleStationBiker
}

Response SurvivorSpottedCreshendoBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule SurvivorSpottedCreshendoBiker
{
	criteria ConceptPlayerLookHere IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotSaidCreshendoStartNear
	ApplyContext "SaidCreshendoStartNear:1:10"
	applycontexttoworld
	Response SurvivorSpottedCreshendoBiker
}


//--------------------------------------------------------------------------------------------------------------
// Monster Spotted
//--------------------------------------------------------------------------------------------------------------
Response SurvivorSpottedBoomerBiker
{
	scene "scenes/Biker/WarnBoomer01.vcd"  //BOOMER!
	scene "scenes/Biker/WarnBoomer02.vcd"  //BOOMER!
	scene "scenes/Biker/WarnBoomer03.vcd"  //BOOMER!
}
Rule SurvivorSpottedBoomerBiker
{
	criteria ConceptPlayerWarnBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedBoomerBiker
}

Response SurvivorSpottedHunterBiker
{
	scene "scenes/Biker/WarnHunter01.vcd"  //HUNTER!
	scene "scenes/Biker/WarnHunter02.vcd"  //HUNTER!
	scene "scenes/Biker/WarnHunter03.vcd"  //HUNTER!
}
Rule SurvivorSpottedHunterBiker
{
	criteria ConceptPlayerWarnHunter IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedHunterBiker
}

Response SurvivorSpottedInfectedBiker
{
	scene "scenes/Biker/Incoming01.vcd"  //Here they come!
	scene "scenes/Biker/Incoming02.vcd"  //Holy shit, here they come!
	scene "scenes/Biker/Incoming03.vcd"  //They're coming!
	scene "scenes/Biker/Incoming04.vcd"  //Incoming!
	scene "scenes/Biker/Incoming05.vcd"  //Get ready ladies!
	scene "scenes/Biker/Incoming06.vcd"  //INCOMING!
	scene "scenes/Biker/Incoming07.vcd"  //This is gonna be good.
	scene "scenes/Biker/Incoming08.vcd"  //Shit, Get ready!
}
Rule SurvivorSpottedInfectedBiker
{
	criteria ConceptPlayerIncoming IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorSpottedInfectedBiker
}

Response SurvivorSpottedSmokerBiker
{
	scene "scenes/Biker/WarnSmoker01.vcd"  //SMOKER!
	scene "scenes/Biker/WarnSmoker02.vcd"  //SMOKER!
	scene "scenes/Biker/WarnSmoker03.vcd"  //SMOKER!
}
Rule SurvivorSpottedSmokerBiker
{
	criteria ConceptPlayerWarnSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedSmokerBiker
}

Response SurvivorSpottedTankBiker
{
	scene "scenes/Biker/WarnTank01.vcd"  //TANK!
	scene "scenes/Biker/WarnTank02.vcd"  //TANK!
	scene "scenes/Biker/WarnTank03.vcd"  //TANK!
}
Rule SurvivorSpottedTankBiker
{
	criteria ConceptPlayerWarnTank IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedTankBiker
}

Response SurvivorSpottedWitchBiker
{
	scene "scenes/Biker/WarnWitch01.vcd"  //WITCH!
	scene "scenes/Biker/WarnWitch02.vcd"  //WITCH!
	scene "scenes/Biker/WarnWitch03.vcd"  //WITCH!
}
Rule SurvivorSpottedWitchBiker
{
	criteria ConceptPlayerWarnWitch IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedWitchBiker
}

Rule SurvivorAlsoSpottedBoomerBiker
{
	criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedBoomerBiker
}

Rule SurvivorAlsoSpottedHunterBiker
{
	criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedHunterBiker
}

Rule SurvivorAlsoSpottedSmokerBiker
{
	criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedSmokerBiker
}

Rule SurvivorAlsoSpottedTankBiker
{
	criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedTankBiker
}

Rule SurvivorAlsoSpottedWitchBiker
{
	criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsBiker IsTalk IsTalkBiker
	ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedWitchBiker
}


//--------------------------------------------------------------------------------------------------------------
// Not Rosetta - Responses
//--------------------------------------------------------------------------------------------------------------
Response EmphaticArriveRunBiker
{
	scene "scenes/Biker/EmphaticRun01.vcd"  //RUN!
	scene "scenes/Biker/EmphaticRun02.vcd"  //RUN!
	scene "scenes/Biker/EmphaticRun03.vcd"  //HOLY SHIT! Run!
	scene "scenes/Biker/EmphaticRun04.vcd"  //LET'S BEAT IT!
	scene "scenes/Biker/EmphaticRun05.vcd"  //RUN!
	scene "scenes/Biker/EmphaticRun06.vcd"  //SHIT! Run!
	scene "scenes/Biker/EmphaticRun09.vcd"  //Get the lead out!
	scene "scenes/Biker/EmphaticRun10.vcd"  //Haul Ass!
}
Rule EmphaticArriveRunBiker
{
	criteria ConceptEmphaticArriveRun IsNotCoughing IsBiker IsTalkBiker
	Response EmphaticArriveRunBiker
}

Response PlayerAlertGiveItemBiker
{
	scene "scenes/Biker/AlertGiveItem01.vcd"  //Here, take this.
	scene "scenes/Biker/AlertGiveItem02.vcd"  //I got something for you.
	scene "scenes/Biker/AlertGiveItem03.vcd"  //Take this.
	scene "scenes/Biker/AlertGiveItem04.vcd"  //Merry Christmas.
	scene "scenes/Biker/AlertGiveItem05.vcd"  //Share the wealth, brother.
	scene "scenes/Biker/AlertGiveItem06.vcd"  //Hold up I got something for you.
	scene "scenes/Biker/AlertGiveItem07.vcd"  //Take it. Hell, I don't need it.
}
Rule PlayerAlertGiveItemBiker
{
	criteria ConceptPlayerAlertGiveItem IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerAlertGiveItemBiker
}

Response PlayerFriendlyFireBiker
{
	scene "scenes/Biker/FriendlyFire01.vcd"  //That hurt.
	scene "scenes/Biker/FriendlyFire02.vcd"  //Dammit! Will you knock it off!
	scene "scenes/Biker/FriendlyFire03.vcd"  //Will you knock it off!
	scene "scenes/Biker/FriendlyFire04.vcd"  //Do I look like a target?
	scene "scenes/Biker/FriendlyFire05.vcd" odds 1 //You know I would appreciate it, IF YOU'D STOP SHOOTING ME.
	scene "scenes/Biker/FriendlyFire06.vcd"  //Watch where the hell you're shooting.
	scene "scenes/Biker/FriendlyFire07.vcd"  //Watch where you're shooting!
	scene "scenes/Biker/FriendlyFire08.vcd"  //Stop. Shooting. Me.
	scene "scenes/Biker/FriendlyFire09.vcd"  //Hey! Stop. Shooting. Me.
	scene "scenes/Biker/FriendlyFire10.vcd"  //Watch where you're shooting!
	scene "scenes/Biker/FriendlyFire11.vcd"  //Don't shoot me!
	scene "scenes/Biker/FriendlyFire12.vcd"  //Watch where you point that thing
	scene "scenes/Biker/FriendlyFire13.vcd"  //Dammit! Watch where you're shooting!
	scene "scenes/Biker/FriendlyFire14.vcd"  //Don't shoot me!
	scene "scenes/Biker/FriendlyFire15.vcd" odds 1 //Monsters all over the damn place, and you gotta shoot me.
	scene "scenes/Biker/FriendlyFire16.vcd"  //Quit freaking shooting me!
	scene "scenes/Biker/FriendlyFire18.vcd" odds 1 //Shoot me again, I'm gonna kick your ass.
	scene "scenes/Biker/FriendlyFire19.vcd" odds 1 //Do that again, and you're gonna be firing that thing outta your ass.
}
Rule PlayerFriendlyFireBiker
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker
	ApplyContext "BikerFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireBiker
}

Response PlayerFriendlyFire2Biker
{
	scene "scenes/Biker/TeamKillAccident01.vcd"  //Be careful!
	scene "scenes/Biker/TeamKillAccident02.vcd"  //That was not cool.
	scene "scenes/Biker/TeamKillAccident03.vcd"  //That was not cool.
	scene "scenes/Biker/TeamKillAccident04.vcd"  //Pull yer head outta yer ass.
	scene "scenes/Biker/TeamKillAccident05.vcd"  //Careful!
	scene "scenes/Biker/TeamKillAccident06.vcd"  //Hey! Careful!
}
Rule PlayerFriendlyFire2Biker
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsBikerFriendlyFire IsTalk IsTalkBiker
	ApplyContext "BikerFriendlyFire:1:3"
	applycontexttoworld
	Response PlayerFriendlyFire2Biker
}

Response PlayerFriendlyFireFromBillBiker
{
	scene "scenes/Biker/Biker_FriendlyFireBill01.vcd" odds 5 //AH! You havin' some kinda flashback Old Man?
	scene "scenes/Biker/Biker_FriendlyFireBill02.vcd"  //God DAMMIT, Bill.
	scene "scenes/Biker/Biker_FriendlyFireBill03.vcd"  //Bill, quit shootin' me.
	scene "scenes/Biker/Biker_FriendlyFireBill04.vcd"  //Watch yer fire, Old Man.
	scene "scenes/Biker/Biker_FriendlyFireBill05.vcd" odds 2 //Nice Shot, Bill.That was my ass.
}
Rule PlayerFriendlyFireFromBillBiker
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsNamVet ChanceToFire30Percent
	ApplyContext "BikerFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireFromBillBiker
}

Response PlayerFriendlyFireFromLouisBiker
{
	scene "scenes/Biker/Biker_FriendlyFireLouis03.vcd"  //OW! Louis!
	scene "scenes/Biker/Biker_FriendlyFireLouis04.vcd" odds 5 //GODDAMN IT LOUIS! Stop shootin' me.
	scene "scenes/Biker/Biker_FriendlyFireLouis06.vcd" odds 5 //LOU-IS  STOP SHOOTING ME (Snarled)
	scene "scenes/Biker/FriendlyFire01.vcd"  //That hurt.
	scene "scenes/Biker/FriendlyFire03.vcd"  //Will you knock it off!
	scene "scenes/Biker/NameLouis01.vcd"  //Louis! (loud)
	scene "scenes/Biker/NameLouis02.vcd"  //Louissss! (loud)
	scene "scenes/Biker/Swear02.vcd"  //Shit.
	scene "scenes/Biker/Swear12.vcd"  //Shit.
	scene "scenes/Biker/Swear18.vcd"  //Bullshit.
}
Rule PlayerFriendlyFireFromLouisBiker
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsManager ChanceToFire30Percent
	ApplyContext "BikerFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireFromLouisBiker
}

Response PlayerFriendlyFireFromZoeyBiker
{
	scene "scenes/Biker/Biker_FriendlyFireZoey02.vcd"  //Knock it off, Zoey.
	scene "scenes/Biker/Biker_FriendlyFireZoey05.vcd" odds 5 //Zoey! Stop shooting me.
}
Rule PlayerFriendlyFireFromZoeyBiker
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsDamageTypeBullet IsTalk IsTalkBiker SubjectIsTeenGirl ChanceToFire30Percent
	ApplyContext "BikerFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireFromZoeyBiker
}

Response PlayerFriendlyFireNoBulletBiker
{
	scene "scenes/Biker/FriendlyFire01.vcd"  //That hurt.
	scene "scenes/Biker/FriendlyFire02.vcd"  //Dammit! Will you knock it off!
	scene "scenes/Biker/FriendlyFire03.vcd"  //Will you knock it off!
}
Rule PlayerFriendlyFireNoBulletBiker
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsBiker IsNotBikerFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkBiker
	ApplyContext "BikerFriendlyFire:1:10"
	Response PlayerFriendlyFireNoBulletBiker
}

Response PlayerToTheRescueBiker
{
	scene "scenes/Biker/ToTheRescue01.vcd" predelay "0.75,1.5" //Hang on, I'm on my way!
	scene "scenes/Biker/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm coming!
	scene "scenes/Biker/ToTheRescue03.vcd" predelay "0.75,1.5" //Hang in there buddy, I'm comin.
	scene "scenes/Biker/ToTheRescue04.vcd" predelay "0.75,1.5" //I'm coming for ya!
	scene "scenes/Biker/ToTheRescue05.vcd" predelay "0.75,1.5" //Hang on I'm coming!
	scene "scenes/Biker/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang in there, I'm comin!
	scene "scenes/Biker/ToTheRescue07.vcd" predelay "0.75,1.5" //Hang on, hang on, I'm comin!
	scene "scenes/Biker/ToTheRescue08.vcd" predelay "0.75,1.5" //I heard ya, I'm comin'!
}
Rule PlayerToTheRescueBiker
{
	criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsBiker IsTalk IsTalkBiker NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600
	ApplyContext "SaidRescueComing:1:20"
	applycontexttoworld
	Response PlayerToTheRescueBiker
}

Response SurvivorTauntResponseBiker
{
	scene "scenes/Biker/Hurrah01.vcd"  //All right.
	scene "scenes/Biker/Hurrah02.vcd"  //Aw riiiight.
	scene "scenes/Biker/Hurrah03.vcd"  //Awesome.
	scene "scenes/Biker/Hurrah04.vcd"  //Awesome.
	scene "scenes/Biker/Hurrah16.vcd"  //Awesome.
	scene "scenes/Biker/Hurrah17.vcd"  //Aw riiiight.
	scene "scenes/Biker/Hurrah18.vcd"  //Aw riiiight.
	scene "scenes/Biker/Hurrah19.vcd"  //Goddamn right!
	scene "scenes/Biker/Hurrah20.vcd"  //Hell yeah!
	scene "scenes/Biker/Taunt01.vcd"  //That's right!
	scene "scenes/Biker/Taunt02.vcd"  //HELL YEAH!
	scene "scenes/Biker/Taunt03.vcd"  //OH YEAH!
	scene "scenes/Biker/Taunt04.vcd"  //Oh yeah!
	scene "scenes/Biker/Taunt05.vcd"  //[Loud, evil laugh]
	scene "scenes/Biker/Taunt06.vcd"  //[Loud, evil laugh]
	scene "scenes/Biker/Taunt07.vcd"  //[Loud, evil laugh]
	scene "scenes/Biker/Taunt08.vcd"  //YEAH! YEAH!
	scene "scenes/Biker/Taunt09.vcd"  //Damn straight!
	scene "scenes/Biker/Taunt10.vcd"  //HELL YEAH!
}
Rule SurvivorTauntResponseBiker
{
	criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorTauntResponseBiker
}


//--------------------------------------------------------------------------------------------------------------
// Not Rosetta - ZResponses
//--------------------------------------------------------------------------------------------------------------
Rule EmphaticArriveRunFarmBiker
{
	criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsBiker IsTalkBiker
	Response EmphaticArriveRunBiker
}

Response EmphaticArriveRunFarm2Biker
{
	scene "scenes/Biker/WorldFarmHouse0523.vcd"  //I forgive you, Army. I love you guys!
	scene "scenes/Biker/WorldFarmHouse0528.vcd"  //I LOVE the goddamn army!
}
Rule EmphaticArriveRunFarm2Biker
{
	criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsBiker IsTalkBiker ChanceToFire50Percent
	Response EmphaticArriveRunFarm2Biker
}


//--------------------------------------------------------------------------------------------------------------
// Player File
//--------------------------------------------------------------------------------------------------------------
Response PlayerChokeResponseBiker
{
	scene "scenes/Biker/Choke01.vcd"  //[Choking]
	scene "scenes/Biker/Choke02.vcd"  //[Choking]
	scene "scenes/Biker/Choke03.vcd"  //[Choking]
	scene "scenes/Biker/Choke04.vcd"  //[Choking]
	scene "scenes/Biker/Choke05.vcd"  //[Choking]
	scene "scenes/Biker/Choke06.vcd"  //[Choking]
	scene "scenes/Biker/Choke07.vcd"  //[Choking]
	scene "scenes/Biker/Choke08.vcd"  //[Choking]
	scene "scenes/Biker/Choke09.vcd"  //[Choking]
	scene "scenes/Biker/Help01.vcd"  //Help!
	scene "scenes/Biker/Help05.vcd"  //Help me!
	scene "scenes/Biker/Help06.vcd"  //Help!
	scene "scenes/Biker/Help07.vcd"  //Help me!
	scene "scenes/Biker/Help12.vcd"  //Help me!
}
Rule PlayerChokeResponseBiker
{
	criteria ConceptPlayerChoke IsSurvivor IsBiker IsTalk IsTalkBiker
	Response PlayerChokeResponseBiker
}

Response PlayerTonguePullStartResponseBiker
{
	scene "scenes/Biker/GrabbedBySmoker01a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/Biker/GrabbedBySmoker01a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/Biker/GrabbedBySmoker02a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/Biker/GrabbedBySmoker02b.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/Biker/GrabbedBySmoker03.vcd"  //no, No, NO, NO!!!
}
Rule PlayerTonguePullStartResponseBiker
{
	criteria ConceptPlayerTonguePullStart IsSurvivor IsBiker IsTalk IsTalkBiker
	Response PlayerTonguePullStartResponseBiker
}

Response SurvivorCriticalHurtBiker
{
	scene "scenes/Biker/HurtCritical01.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical02.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical03.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical04.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical05.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical06.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical07.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical08.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical09.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical10.vcd"  //[Pain noise - loud major pain]
	scene "scenes/Biker/HurtCritical11.vcd"  //[Pain noise - loud major pain]
}
Rule SurvivorCriticalHurtBiker
{
	criteria IsSurvivor InPain IsCriticalPain IsBiker IsTalk IsTalkBiker
	Response SurvivorCriticalHurtBiker
}

Response SurvivorIncapacitatedHurtBiker
{
	scene "scenes/Biker/IncapacitatedInjury01.vcd"  //[Ahhhh - terrified yell]
	scene "scenes/Biker/IncapacitatedInjury02.vcd"  //[Ahhhh - terrified yell]
	scene "scenes/Biker/IncapacitatedInjury03.vcd"  //[Ahhhh - terrified yell]
	scene "scenes/Biker/IncapacitatedInjury04.vcd"  //[Ahhhh - terrified yell]
	scene "scenes/Biker/IncapacitatedInjury05.vcd"  //[Ahhhh - terrified yell]
	scene "scenes/Biker/IncapacitatedInjury06.vcd"  //[Ahhhh - terrified yell]
}
Rule SurvivorIncapacitatedHurtBiker
{
	criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsBiker IsTalk IsTalkBiker
	Response SurvivorIncapacitatedHurtBiker
}

Response SurvivorMajorHurtBiker
{
	scene "scenes/Biker/HurtMajor01.vcd"  //[Pain noise - ahh]
	scene "scenes/Biker/HurtMajor02.vcd"  //[Pain noise - huh]
	scene "scenes/Biker/HurtMajor03.vcd"  //[Pain noise - oy]
	scene "scenes/Biker/HurtMajor04.vcd"  //[Pain noise - ugh]
	scene "scenes/Biker/HurtMajor05.vcd"  //[Pain noise - ugh]
	scene "scenes/Biker/HurtMajor06.vcd"  //[Pain noise - ugh]
	scene "scenes/Biker/HurtMajor07.vcd"  //[Pain noise - ugh]
	scene "scenes/Biker/HurtMajor08.vcd"  //[Pain noise - ugh]
	scene "scenes/Biker/HurtMajor09.vcd"  //[Pain noise - ugh]
	scene "scenes/Biker/HurtMajor10.vcd"  //[Pain noise - ugh]
	scene "scenes/Biker/HurtMajor11.vcd"  //[Pain noise - ugh]
}
Rule SurvivorMajorHurtBiker
{
	criteria IsSurvivor InPain IsMajorPain IsBiker IsTalk IsTalkBiker
	Response SurvivorMajorHurtBiker
}

Response SurvivorMinorHurtBiker
{
	scene "scenes/Biker/HurtMinor01.vcd"  //[Pain noise - short minor pain]
	scene "scenes/Biker/HurtMinor02.vcd"  //[Pain noise - short minor pain]
	scene "scenes/Biker/HurtMinor03.vcd"  //[Pain noise - short minor pain]
	scene "scenes/Biker/HurtMinor04.vcd"  //[Pain noise - short minor pain]
	scene "scenes/Biker/HurtMinor05.vcd"  //[Pain noise - short minor pain]
	scene "scenes/Biker/HurtMinor06.vcd"  //[Pain noise - short minor pain]
	scene "scenes/Biker/HurtMinor07.vcd"  //[Pain noise - short minor pain]
	scene "scenes/Biker/HurtMinor08.vcd"  //[Pain noise - short minor pain]
}
Rule SurvivorMinorHurtBiker
{
	criteria IsSurvivor InPain IsMinorPain IsBiker IsTalk IsTalkBiker
	Response SurvivorMinorHurtBiker
}

Response SurvivorReloadingBiker
{
	scene "scenes/Biker/Reloading01.vcd"  //Reloading!
	scene "scenes/Biker/Reloading02.vcd"  //Reloading!
	scene "scenes/Biker/Reloading03.vcd"  //Reloading!
}
Rule SurvivorReloadingBiker
{
	criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsBiker IsNotIncapacitated IsTalk IsTalkBiker RecentGroupInCombat10
	Response SurvivorReloadingBiker
}


//--------------------------------------------------------------------------------------------------------------
// Player Help Incapped
//--------------------------------------------------------------------------------------------------------------
Response PlayerHelpIncappedBiker
{
	scene "scenes/Biker/Help01.vcd"  then any FriendNeedsHelp foo:0 0 //Help!
	scene "scenes/Biker/Help02.vcd"  then any FriendNeedsHelp foo:0 0 //I need some help over here.
	scene "scenes/Biker/Help03.vcd"  then any FriendNeedsHelp foo:0 0 //I'm in trouble!
	scene "scenes/Biker/Help05.vcd"  then any FriendNeedsHelp foo:0 0 //Help me!
	scene "scenes/Biker/Help06.vcd"  then any FriendNeedsHelp foo:0 0 //Help!
	scene "scenes/Biker/Help07.vcd"  then any FriendNeedsHelp foo:0 0 //Help me!
	scene "scenes/Biker/Help08.vcd"  then any FriendNeedsHelp foo:0 0 //I'm in some trouble!
	scene "scenes/Biker/Help12.vcd"  then any FriendNeedsHelp foo:0 0 //Help me!
}
Rule PlayerHelpIncappedBiker
{
	criteria ConceptPlayerHelp IsBiker IsTalk IsTalkBiker IsIncapacitated NotCalledForHelpRecently
	ApplyContext "CalledForHelp:1:20"
	Response PlayerHelpIncappedBiker
}


//--------------------------------------------------------------------------------------------------------------
// PlayerIncappedResponse
//--------------------------------------------------------------------------------------------------------------
Response HelpResponseBillBiker
{
	scene "scenes/Biker/InsideSafeRoom02.vcd"  //Are we just gonna leave someone behind?
	scene "scenes/Biker/InsideSafeRoom06.vcd"  //That old man wouldn't leave one of US out there.
	scene "scenes/Biker/InsideSafeRoom10.vcd"  //Ahh shit, I just can't sit here and wait for them to die.
	scene "scenes/Biker/InsideSafeRoom19.vcd"  //We just leavin' Bill out there?
}
Rule HelpResponseBillBiker
{
	criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsNamVet IsNotInStartArea NotAloneInSafeSpot
	Response HelpResponseBillBiker
}

Response HelpResponseLouisBiker
{
	scene "scenes/Biker/InsideSafeRoom02.vcd"  //Are we just gonna leave someone behind?
	scene "scenes/Biker/InsideSafeRoom10.vcd"  //Ahh shit, I just can't sit here and wait for them to die.
	scene "scenes/Biker/InsideSafeRoom18.vcd"  //We should maybe go get Louis. I'm just sayin'...
	scene "scenes/Biker/InsideSafeRoom21.vcd"  //We just leavin' Louis out there?
}
Rule HelpResponseLouisBiker
{
	criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot
	Response HelpResponseLouisBiker
}

Response HelpResponseLouisBBiker
{
	scene "scenes/Biker/InsideSafeRoom21.vcd"  then Biker NeedsHelpResponseLouisB2 foo:0 0.05 //We just leavin' Louis out there?
}
Rule HelpResponseLouisBBiker
{
	criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot ChanceToFire10Percent
	Response HelpResponseLouisBBiker
}

Response HelpResponseLouisB2Biker
{
	scene "scenes/Biker/InsideSafeRoom22.vcd"  //I mean, I'm cool with that if everyone else is.
}
Rule HelpResponseLouisB2Biker
{
	criteria ConceptNeedsHelpResponseLouisB2 IsBiker IsTalk IsTalkBiker
	Response HelpResponseLouisB2Biker
}

Response HelpResponseZoeyBiker
{
	scene "scenes/Biker/InsideSafeRoom02.vcd"  //Are we just gonna leave someone behind?
	scene "scenes/Biker/InsideSafeRoom05.vcd"  //We can't leave Zoey out there.
}
Rule HelpResponseZoeyBiker
{
	criteria ConceptFriendNeedsHelp IsBiker IsTalk IsTalkBiker IsNotIncapacitated IsInSafeSpot FromIsTeenGirl IsNotInStartArea NotAloneInSafeSpot
	Response HelpResponseZoeyBiker
}


//--------------------------------------------------------------------------------------------------------------
// Remarkable Vocalize
//--------------------------------------------------------------------------------------------------------------
Response PlayeGoingToDie3VampirebBiker
{
	scene "scenes/Biker/Generic33.vcd"  //Call these freaks whatever you want.
}
Rule PlayeGoingToDie3VampirebBiker
{
	criteria ConceptVampiresBeatb IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 TimeSinceGroupInCombat10
	Response PlayeGoingToDie3VampirebBiker
}

Response PlayerAirport02CraneStartedBiker
{
	scene "scenes/Biker/GenericResponses11.vcd"  //Ah shit, here we go again.
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerAirport02CraneStartedBiker
{
	criteria Conceptairport02_creshendoCrane IsBiker
	ApplyContext "Airport02CraneStarted:1:0"
	applycontexttoworld
	Response PlayerAirport02CraneStartedBiker
}

Response PlayerAirport02DumpsterDownBiker
{
	scene "scenes/Biker/WorldAirport0209.vcd"  //It's down! Let's move!
	scene "scenes/Biker/WorldAirport0210.vcd"  //Our dumpster has arrived! Let's go!
	scene "scenes/Biker/WorldAirport0231.vcd"  //Our dumpster has arrived! Let's go, girls!
}
Rule PlayerAirport02DumpsterDownBiker
{
	criteria Conceptairport02_creshendo03 IsBiker  IsTalk IsTalkBiker
	Response PlayerAirport02DumpsterDownBiker
}

Response Playerairport03_barrieraBiker
{
	scene "scenes/Biker/WorldAirport0302.vcd"  //It figures the only thing in the damn city not on fire is the one thing we need burned down.
	scene "scenes/Biker/WorldAirport0302.vcd"  //It figures the only thing in the damn city not on fire is the one thing we need burned down.
}
Rule Playerairport03_barrieraBiker
{
	criteria Conceptairport03_barriera IsBiker IsNotSaidairport03_barriera IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidairport03_barrier
	ApplyContext "Saidairport03_barriera:1:0"
	applycontexttoworld
	Response Playerairport03_barrieraBiker
}

Response PlayerAirport03FirePathClearaBiker
{
	scene "scenes/Biker/ArriveGeneric01.vcd"  then all Airport03FirePathCleara foo:0 0 //Lets get out of here. Go go go!
}
Rule PlayerAirport03FirePathClearaBiker
{
	criteria ConceptAirport03FirePathCleara IsBiker  IsNotCoughing IsTalk IsTalkBiker ChanceToFire10Percent RecentGroupInCombat2
	ApplyContext "SaidAirport03FirePathClear:1:0"
	applycontexttoworld
	Response PlayerAirport03FirePathClearaBiker
}

Response PlayerAirport03FirePathClearXBiker
{
	scene "scenes/Biker/WorldAirport0309.vcd"  then all Airport03FirePathCleara foo:0 0 //The path is clear!
	scene "scenes/Biker/WorldAirport0310.vcd"  then all Airport03FirePathCleara foo:0 0 //We burned a path!
}
Rule PlayerAirport03FirePathClearXBiker
{
	criteria ConceptAirport03FirePathClearX IsBiker  IsNotCoughing IsTalk IsTalkBiker IsNotSaidAirport03FirePathClear
	ApplyContext "SaidAirport03FirePathClear:1:0"
	applycontexttoworld
	Response PlayerAirport03FirePathClearXBiker
}

Response PlayerAirport03FireStartedXBiker
{
	scene "scenes/Biker/SwearCoupDeGrace01.vcd" odds 5 //Burn you son of a bitch.
	scene "scenes/Biker/WorldAirport0322.vcd" odds 5 //Heh heh, hot shot.
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerAirport03FireStartedXBiker
{
	criteria ConceptAirport03FireStartedX IsBiker  IsNotCoughing  IsTalk IsTalkBiker
	ApplyContext "SaidAirport03FireStarted:1:0"
	applycontexttoworld
	Response PlayerAirport03FireStartedXBiker
}

Response Playerairport04_05aBiker
{
	scene "scenes/Biker/Laughter07.vcd"  //<Short laugh>
	scene "scenes/Biker/ReactionPositive01.vcd"  //[laugh]
}
Rule Playerairport04_05aBiker
{
	criteria Conceptairport04_05a IsBiker  IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	Response Playerairport04_05aBiker
}

Response Playerairport04_08aBiker
{
	scene "scenes/Biker/WorldAirport0410.vcd"  //Bill? I was the one that said that.
}
Rule Playerairport04_08aBiker
{
	criteria Conceptairport04_08a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	Response Playerairport04_08aBiker
}

Response Playerairport04_08bBiker
{
	scene "scenes/Biker/GenericResponses08.vcd"  //That sounds about right.
	scene "scenes/Biker/ViolenceAwe05.vcd"  //Holy shit...
}
Rule Playerairport04_08bBiker
{
	criteria Conceptairport04_08b IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	Response Playerairport04_08bBiker
}

Response Playerairport04_08cBiker
{
	scene "scenes/Biker/WorldAirport0419.vcd"  //We need to get out to the runway.
	scene "scenes/Biker/WorldAirport0420.vcd"  //We gotta get to the runway.
}
Rule Playerairport04_08cBiker
{
	criteria Conceptairport04_08c IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	Response Playerairport04_08cBiker
}

Response Playerairport04_vanaBiker
{
	scene "scenes/Biker/WorldAirport0425.vcd"  //I hate vans.
}
Rule Playerairport04_vanaBiker
{
	criteria Conceptairport04_vana IsBiker IsTalk IsTalkBiker IsSubjectNear500
	Response Playerairport04_vanaBiker
}

Response PlayerRemarkairport02_creshendo01aBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerRemarkairport02_creshendo01aBiker
{
	criteria ConceptRemark IsBiker Isairport02_creshendo01a IsNotSaidairport02_creshendo01a IsNotCoughing NotInCombat IsTalk IsTalkBiker
	ApplyContext "Saidairport02_creshendo01a:1:30"
	applycontexttoworld
	Response PlayerRemarkairport02_creshendo01aBiker
}

Response PlayerRemarkairport02_creshendo01bBiker
{
	scene "scenes/Biker/WorldAirport0205.vcd"  then Any FrancisSuggestsCrane foo:0 0 //The crane'll lower that dumpster, then we can jump across.
	scene "scenes/Biker/WorldAirport0206.vcd"  then Any FrancisSuggestsCrane foo:0 0 //We can get across on that dumpster.
	scene "scenes/Biker/WorldAirport0207.vcd"  then Any FrancisSuggestsCrane foo:0 0 //Somebody wanna lower that dumpster so we can get across?
	scene "scenes/Biker/WorldAirport0208.vcd"  then Any FrancisSuggestsCrane foo:0 0 //Somebody start the crane.
	scene "scenes/Biker/WorldAirport0229.vcd"  //Don't everybody start the crane at once.
}
Rule PlayerRemarkairport02_creshendo01bBiker
{
	criteria ConceptRemark IsBiker Isairport02_creshendo01b IsNotSaidairport02_creshendo01a NotInCombat IsTalk IsTalkBiker IsSubjectNear1000 IsNotAirport02CraneStarted
	ApplyContext "Saidairport02_creshendo01b:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_creshendo01bBiker
}

Response PlayerRemarkairport02_path01Biker
{
	scene "scenes/Biker/WorldAirport0201.vcd"  //We can get back to the rooftops.
	scene "scenes/Biker/WorldAirport0202.vcd"  //Let's head back up.
	scene "scenes/Biker/WorldAirport0203.vcd"  //We oughtta get back on the rooftops.
}
Rule PlayerRemarkairport02_path01Biker
{
	criteria ConceptRemark IsBiker Isairport02_path01 IsNotSaidairport02_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1500
	ApplyContext "Saidairport02_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path01Biker
}

Response PlayerRemarkairport02_path02Biker
{
	scene "scenes/Biker/WorldSmallTown0511.vcd"  //I hate lawyers
	scene "scenes/Biker/WorldSmallTown0512.vcd" odds 5 then Any LaughFrancis foo:0 0 //I hate boat lawyers. When are they gonna get done practicing law?
}
Rule PlayerRemarkairport02_path02Biker
{
	criteria ConceptRemark IsBiker Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire10Percent
	ApplyContext "Saidairport02_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path02Biker
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport02_path02Biker : ChanceToFire10Percent
Rule AUTOBLANK_PlayerRemarkairport02_path02Biker
{
	criteria ConceptRemark IsBiker Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidairport02_path02:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerRemarkairport02_path03Biker
{
	scene "scenes/Biker/WorldAirport0320.vcd" odds 10 //Hey suit, this look familiar? tch tck?
}
Rule PlayerRemarkairport02_path03Biker
{
	criteria ConceptRemark IsBiker Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 ChanceToFire20Percent IsManagerAlive
	ApplyContext "Saidairport02_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path03Biker
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport02_path03Biker : ChanceToFire20Percent
Rule AUTOBLANK_PlayerRemarkairport02_path03Biker
{
	criteria ConceptRemark IsBiker Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500 IsManagerAlive
	ApplyContext "Saidairport02_path03:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerRemarkairport02_path04Biker
{
	scene "scenes/Biker/WorldAirport0215.vcd"  //Down the stairs!
	scene "scenes/Biker/WorldAirport0216.vcd"  //Let's head down the stairs.
	scene "scenes/Biker/WorldAirport0224.vcd"  //Looks like we take the stairs.
	scene "scenes/Biker/WorldAirport0224.vcd"  //Looks like we take the stairs.
}
Rule PlayerRemarkairport02_path04Biker
{
	criteria ConceptRemark IsBiker Isairport02_path04 IsNotSaidairport02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidairport02_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path04Biker
}

Response PlayerRemarkairport02_path05Biker
{
	scene "scenes/Biker/WorldAirport0223.vcd"  //Safe house in that storage place!
}
Rule PlayerRemarkairport02_path05Biker
{
	criteria ConceptRemark IsBiker Isairport02_path05 IsNotSaidairport02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker
	ApplyContext "Saidairport02_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path05Biker
}

Response PlayerRemarkairport02_path06Biker
{
	scene "scenes/Biker/WorldAirport0221.vcd"  //We're getting close the airport!
	scene "scenes/Biker/WorldAirport0222.vcd"  //We're almost to the airport!
}
Rule PlayerRemarkairport02_path06Biker
{
	criteria ConceptRemark IsBiker Isairport02_path06 IsNotSaidairport02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "Saidairport02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path06Biker
}

Response PlayerRemarkairport03_01Biker
{
	scene "scenes/Biker/WorldAirport0311.vcd"  //This better not be the plane we saw.
	scene "scenes/Biker/WorldAirport0315.vcd"  //What idiot bombed the airport?
	scene "scenes/Biker/WorldAirport0317.vcd"  //Ah shit, that half a plane ain't real encouraging.
}
Rule PlayerRemarkairport03_01Biker
{
	criteria ConceptRemark IsBiker Isairport03_01 IsNotSaidairport03_01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "Saidairport03_01:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_01Biker
}

Response PlayerRemarkairport03_02aBiker
{
	scene "scenes/Biker/WorldAirport0303.vcd"  //THE AIRPORT!
	scene "scenes/Biker/WorldAirport0304.vcd"  //HELL YES, IT'S THE AIRPORT!
	scene "scenes/Biker/WorldAirport0306.vcd"  //What the hell happened to the airport?
	scene "scenes/Biker/WorldAirport0319.vcd"  //THE AIRPORT! Told ya I'd get us here.
	scene "scenes/Biker/WorldAirport0321.vcd"  //What friggin' idiot bombed the airport?
}
Rule PlayerRemarkairport03_02aBiker
{
	criteria ConceptRemark IsBiker Isairport03_02a IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkBiker
	ApplyContext "Saidairport03_02:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_02aBiker
}

Response PlayerRemarkairport03_02bBiker
{
	scene "scenes/Biker/WorldAirport0303.vcd"  //THE AIRPORT!
	scene "scenes/Biker/WorldAirport0304.vcd"  //HELL YES, IT'S THE AIRPORT!
	scene "scenes/Biker/WorldAirport0306.vcd"  //What the hell happened to the airport?
	scene "scenes/Biker/WorldAirport0319.vcd"  //THE AIRPORT! Told ya I'd get us here.
	scene "scenes/Biker/WorldAirport0321.vcd"  //What friggin' idiot bombed the airport?
}
Rule PlayerRemarkairport03_02bBiker
{
	criteria ConceptRemark IsBiker Isairport03_02b IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkBiker
	ApplyContext "Saidairport03_02:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_02bBiker
}

Response PlayerRemarkairport03_03aBiker
{
	scene "scenes/Biker/WorldAirport0308.vcd"  //The doors are all blocked!
}
Rule PlayerRemarkairport03_03aBiker
{
	criteria ConceptRemark IsBiker Isairport03_03a IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidairport03_03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_03aBiker
}

Response PlayerRemarkairport03_03bBiker
{
	scene "scenes/Biker/WorldAirport0308.vcd"  //The doors are all blocked!
}
Rule PlayerRemarkairport03_03bBiker
{
	criteria ConceptRemark IsBiker Isairport03_03b IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidairport03_03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_03bBiker
}

Response PlayerRemarkairport03_03cBiker
{
	scene "scenes/Biker/WorldAirport0308.vcd"  //The doors are all blocked!
}
Rule PlayerRemarkairport03_03cBiker
{
	criteria ConceptRemark IsBiker Isairport03_03c IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidairport03_03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_03cBiker
}

Response PlayerRemarkairport03_04Biker
{
	scene "scenes/Biker/WorldAirport0312.vcd"  //We can get inside over the skybridge.
	scene "scenes/Biker/WorldAirport0313.vcd"  //There's the skybridge!
}
Rule PlayerRemarkairport03_04Biker
{
	criteria ConceptRemark IsBiker Isairport03_04 IsNotSaidairport03_04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1500
	ApplyContext "Saidairport03_04:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_04Biker
}

Response PlayerRemarkairport03_05Biker
{
	scene "scenes/Biker/WorldAirport0323.vcd"  //Never a cop when you need one.
}
Rule PlayerRemarkairport03_05Biker
{
	criteria ConceptRemark IsBiker Isairport03_05 IsNotSaidairport03_05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ChanceToFire20Percent
	ApplyContext "Saidairport03_05:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_05Biker
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport03_05Biker : ChanceToFire20Percent
Rule AUTOBLANK_PlayerRemarkairport03_05Biker
{
	criteria ConceptRemark IsBiker Isairport03_05 IsNotSaidairport03_05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "Saidairport03_05:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerRemarkairport03_06Biker
{
	scene "scenes/Biker/WorldAirport0316.vcd"  //Let's go through here.
}
Rule PlayerRemarkairport03_06Biker
{
	criteria ConceptRemark IsBiker Isairport03_06 IsNotSaidairport03_06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
	ApplyContext "Saidairport03_06:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_06Biker
}

Response PlayerRemarkairport03_07Biker
{
	scene "scenes/Biker/WorldAirport0314.vcd"  //There's a safe house across the skybridge!
}
Rule PlayerRemarkairport03_07Biker
{
	criteria ConceptRemark IsBiker Isairport03_07 IsNotSaidairport03_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsNotSaidSafeSpotAhead
	ApplyContext "Saidairport03_07:1:0,SaidSafeSpotAhead:1:90"
	applycontexttoworld
	Response PlayerRemarkairport03_07Biker
}

Response PlayerRemarkairport03_barrierBiker
{
	scene "scenes/Biker/WorldAirport0301.vcd"  then Any airport03_barriera foo:0 0 //Let's burn down this barricade.
	scene "scenes/Biker/WorldAirport0318.vcd"  then Any airport03_barriera foo:0 0 //Let's burn this pile a' crap.
}
Rule PlayerRemarkairport03_barrierBiker
{
	criteria ConceptRemark IsBiker Isairport03_barrier IsNotSaidairport03_barrier IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidAirport03FireStarted IsNotSaidAirport03FirePathClear
	ApplyContext "Saidairport03_barrier:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_barrierBiker
}

Response PlayerRemarkairport04_01Biker
{
	scene "scenes/Biker/WorldAirport0402.vcd"  //Let's go through the offices!
}
Rule PlayerRemarkairport04_01Biker
{
	criteria ConceptRemark IsBiker Isairport04_01 IsNotSaidairport04_01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
	ApplyContext "Saidairport04_01:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_01Biker
}

Response PlayerRemarkairport04_03Biker
{
	scene "scenes/Biker/WorldAirport0426.vcd"  //God's dead, huh? Well, join the damn club.
}
Rule PlayerRemarkairport04_03Biker
{
	criteria ConceptRemark IsBiker Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire20Percent TimeSinceGroupInCombat10
	ApplyContext "Saidairport04_03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_03Biker
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport04_03Biker : ChanceToFire20Percent
Rule AUTOBLANK_PlayerRemarkairport04_03Biker
{
	criteria ConceptRemark IsBiker Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 TimeSinceGroupInCombat10
	ApplyContext "Saidairport04_03:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerRemarkairport04_07Biker
{
	scene "scenes/Biker/WorldAirport0416.vcd"  //I hate Ayn Rand.
	scene "scenes/Biker/WorldAirport0421.vcd"  //This is the most sober I've ever been in an airport.
}
Rule PlayerRemarkairport04_07Biker
{
	criteria ConceptRemark IsBiker Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 ChanceToFire10Percent
	ApplyContext "Saidairport04_07:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_07Biker
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport04_07Biker : ChanceToFire10Percent
Rule AUTOBLANK_PlayerRemarkairport04_07Biker
{
	criteria ConceptRemark IsBiker Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "Saidairport04_07:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerRemarkairport04_08aBiker
{
	scene "scenes/Biker/WorldAirport0412.vcd"  //There's the plane we saw!
	scene "scenes/Biker/WorldAirport0413.vcd"  then Any airport04_08d foo:0 0 //Let's get down to that plane!
	scene "scenes/Biker/WorldAirport0414.vcd"  //There's the plane! How the hell do to it?
	scene "scenes/Biker/WorldAirport0423.vcd"  //There's the plane!
}
Rule PlayerRemarkairport04_08aBiker
{
	criteria ConceptRemark IsBiker Isairport04_08a IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidairport04_08:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_08aBiker
}

Response PlayerRemarkairport04_08bBiker
{
	scene "scenes/Biker/WorldAirport0412.vcd"  //There's the plane we saw!
	scene "scenes/Biker/WorldAirport0413.vcd"  then Any airport04_08d foo:0 0 //Let's get down to that plane!
	scene "scenes/Biker/WorldAirport0414.vcd"  //There's the plane! How the hell do to it?
	scene "scenes/Biker/WorldAirport0423.vcd"  //There's the plane!
}
Rule PlayerRemarkairport04_08bBiker
{
	criteria ConceptRemark IsBiker Isairport04_08b IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidairport04_08:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_08bBiker
}

Response PlayerRemarkairport04_08cBiker
{
	scene "scenes/Biker/WorldAirport0412.vcd"  //There's the plane we saw!
	scene "scenes/Biker/WorldAirport0413.vcd"  then Any airport04_08d foo:0 0 //Let's get down to that plane!
	scene "scenes/Biker/WorldAirport0414.vcd"  //There's the plane! How the hell do to it?
	scene "scenes/Biker/WorldAirport0423.vcd"  //There's the plane!
}
Rule PlayerRemarkairport04_08cBiker
{
	criteria ConceptRemark IsBiker Isairport04_08c IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidairport04_08:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_08cBiker
}

Response PlayerRemarkairport04_08dBiker
{
	scene "scenes/Biker/WorldAirport0412.vcd"  //There's the plane we saw!
	scene "scenes/Biker/WorldAirport0413.vcd"  then Any airport04_08d foo:0 0 //Let's get down to that plane!
	scene "scenes/Biker/WorldAirport0414.vcd"  //There's the plane! How the hell do to it?
	scene "scenes/Biker/WorldAirport0423.vcd"  //There's the plane!
}
Rule PlayerRemarkairport04_08dBiker
{
	criteria ConceptRemark IsBiker Isairport04_08d IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	Response PlayerRemarkairport04_08dBiker
}

Response PlayerRemarkairport04_08eBiker
{
	scene "scenes/Biker/WorldAirport0412.vcd"  //There's the plane we saw!
	scene "scenes/Biker/WorldAirport0413.vcd"  then Any airport04_08d foo:0 0 //Let's get down to that plane!
	scene "scenes/Biker/WorldAirport0414.vcd"  //There's the plane! How the hell do to it?
	scene "scenes/Biker/WorldAirport0423.vcd"  //There's the plane!
}
Rule PlayerRemarkairport04_08eBiker
{
	criteria ConceptRemark IsBiker Isairport04_08e IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	Response PlayerRemarkairport04_08eBiker
}

Response PlayerRemarkairport04_08fBiker
{
	scene "scenes/Biker/WorldAirport0412.vcd"  //There's the plane we saw!
	scene "scenes/Biker/WorldAirport0413.vcd"  then Any airport04_08d foo:0 0 //Let's get down to that plane!
	scene "scenes/Biker/WorldAirport0414.vcd"  //There's the plane! How the hell do to it?
	scene "scenes/Biker/WorldAirport0423.vcd"  //There's the plane!
}
Rule PlayerRemarkairport04_08fBiker
{
	criteria ConceptRemark IsBiker Isairport04_08f IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	Response PlayerRemarkairport04_08fBiker
}

Response PlayerRemarkairport04_09Biker
{
	scene "scenes/Biker/WorldAirport0424.vcd"  //The sad thing is this is only the second worst time I've ever had in an airport.
}
Rule PlayerRemarkairport04_09Biker
{
	criteria ConceptRemark IsBiker Isairport04_09 IsNotSaidairport04_09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500  IsManagerAlive
	ApplyContext "Saidairport04_09:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_09Biker
}

Response PlayerRemarkairport04_vanBiker
{
	scene "scenes/Biker/WorldAirport0403.vcd"  //We can send the van through that pile a' crap.
	scene "scenes/Biker/WorldAirport0404.vcd"  //We gotta get through that pile a' junk.
}
Rule PlayerRemarkairport04_vanBiker
{
	criteria ConceptRemark IsBiker Isairport04_van IsNotSaidairport04_van IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 IsNotSaidPathClearVan
	ApplyContext "Saidairport04_van:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_vanBiker
}

Response PlayerRemarkFarm01_path01Biker
{
	scene "scenes/Biker/WorldFarmHouse0112.vcd"  //I hate the woods.
}
Rule PlayerRemarkFarm01_path01Biker
{
	criteria ConceptRemark IsBiker IsFarm01_path01 IsNotSaidFarm01_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm01_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path01Biker
}

Response PlayerRemarkFarm01_path02Biker
{
	scene "scenes/Biker/FollowMe04.vcd"  //This way.
}
Rule PlayerRemarkFarm01_path02Biker
{
	criteria ConceptRemark IsBiker IsFarm01_path02 IsNotSaidFarm01_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidFarm01_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path02Biker
}

Response PlayerRemarkFarm01_path03Biker
{
	scene "scenes/Biker/WorldFarmHouse0107.vcd"  then Manager Farm01_path03a foo:0 0.05 //Nice place.
}
Rule PlayerRemarkFarm01_path03Biker
{
	criteria ConceptRemark IsBiker IsFarm01_path03 IsNotSaidFarm01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidFarm01_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path03Biker
}

Response PlayerRemarkFarm01_path04Biker
{
	scene "scenes/Biker/WorldFarmHouse0108.vcd"  //There's the tracks. Now we just need to get to 'em.
}
Rule PlayerRemarkFarm01_path04Biker
{
	criteria ConceptRemark IsBiker IsFarm01_path04 IsNotSaidFarm01_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path04:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04Biker
}

Rule PlayerRemarkFarm01_path05Biker
{
	criteria ConceptRemark IsBiker IsFarm01_path05 IsNotSaidFarm01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path05:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04Biker
}

Rule PlayerRemarkFarm01_path06Biker
{
	criteria ConceptRemark IsBiker IsFarm01_path06 IsNotSaidFarm01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path06:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04Biker
}

Rule PlayerRemarkFarm01_path07Biker
{
	criteria ConceptRemark IsBiker IsFarm01_path07 IsNotSaidFarm01_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path07:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04Biker
}

Rule PlayerRemarkFarm01_path08Biker
{
	criteria ConceptRemark IsBiker IsFarm01_path08 IsNotSaidFarm01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path08:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04Biker
}

Response PlayerRemarkFarm02_path01Biker
{
	scene "scenes/Biker/WorldFarmHouse0214.vcd"  //The tracks should just be downstairs.
	scene "scenes/Biker/WorldHospital0410.vcd"  then namvet Farm02_path01a foo:0 0.05 //I hate stairs.
}
Rule PlayerRemarkFarm02_path01Biker
{
	criteria ConceptRemark IsBiker IsFarm02_path01 IsNotSaidFarm02_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm02_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path01Biker
}

Response PlayerRemarkFarm02_path02Biker
{
	scene "scenes/Biker/WorldFarmHouse0318.vcd"  //There's the tracks!
}
Rule PlayerRemarkFarm02_path02Biker
{
	criteria ConceptRemark IsBiker IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02Biker
}

Response PlayerRemarkFarm02_path02bBiker
{
	scene "scenes/Biker/WorldFarmHouse0406.vcd"  //The tracks!
}
Rule PlayerRemarkFarm02_path02bBiker
{
	criteria IsBiker ConceptFarm02_path02b IsNotCoughing NotInCombat IsTalk IsTalkBiker
	Response PlayerRemarkFarm02_path02bBiker
}

Rule PlayerRemarkFarm02_path03Biker
{
	criteria ConceptRemark IsBiker IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02Biker
}

Rule PlayerRemarkFarm02_path04Biker
{
	criteria ConceptRemark IsBiker IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02Biker
}

Rule PlayerRemarkFarm02_path05Biker
{
	criteria ConceptRemark IsBiker IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02Biker
}

Response PlayerRemarkFarm02_path06Biker
{
	scene "scenes/Biker/WorldSmallTown0114.vcd"  then any RespondAffirmative foo:0 0 //Down here!
}
Rule PlayerRemarkFarm02_path06Biker
{
	criteria ConceptRemark IsBiker IsFarm02_path06 IsNotSaidFarm02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path06Biker
}

Response PlayerRemarkFarm02_path08Biker
{
	scene "scenes/Biker/WorldFarmHouse0204.vcd"  then any ResponseSoftDispleasureSwear foo:0 0.05 //This tunnel heads the right way.
}
Rule PlayerRemarkFarm02_path08Biker
{
	criteria ConceptRemark IsBiker IsFarm02_path08 IsNotSaidFarm02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidFarm02_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path08Biker
}

Response PlayerRemarkFarm02_path09Biker
{
	scene "scenes/Biker/GenericDirections03.vcd"  then any RespondAffirmative foo:0 0 //Let's get up that ladder!
}
Rule PlayerRemarkFarm02_path09Biker
{
	criteria ConceptRemark IsBiker IsFarm02_path09 IsNotSaidFarm02_path09 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm02_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path09Biker
}

Rule PlayerRemarkFarm02_path10Biker
{
	criteria ConceptRemark IsBiker IsFarm02_path10 IsNotSaidFarm02_path10 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidFarm02_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path14Biker
}

Response PlayerRemarkFarm03_path01Biker
{
	scene "scenes/Biker/WorldFarmHouse0302.vcd"  then manager Farm03_path01a foo:0 0 //This better go through.
}
Rule PlayerRemarkFarm03_path01Biker
{
	criteria ConceptRemark IsBiker IsFarm03_path01 IsNotSaidFarm03_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidFarm03_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path01Biker
}

Response PlayerRemarkFarm03_path03aBiker
{
	scene "scenes/Biker/WorldFarmHouse0109.vcd"  //Bet we can get to the tracks from that building.
}
Rule PlayerRemarkFarm03_path03aBiker
{
	criteria ConceptRemark IsBiker IsFarm03_path03 IsNotSaidFarm03_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
	ApplyContext "SaidFarm03_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path03aBiker
}

Response PlayerRemarkFarm03_path04Biker
{
	scene "scenes/Biker/WorldFarmHouse0406.vcd"  //The tracks!
}
Rule PlayerRemarkFarm03_path04Biker
{
	criteria ConceptRemark IsBiker IsFarm03_path04 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600
	ApplyContext "SaidFarm03_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path04Biker
}

Rule PlayerRemarkFarm03_path05Biker
{
	criteria ConceptRemark IsBiker IsFarm03_path05 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm03_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path04Biker
}

Response PlayerRemarkFarm03_path06Biker
{
	scene "scenes/Biker/WorldFarmHouse0207.vcd"  then any ResponseSoftDispleasureSwear foo:0 0.05 //Well, goddamnit, the tracks are blocked.
}
Rule PlayerRemarkFarm03_path06Biker
{
	criteria ConceptRemark IsBiker IsFarm03_path06 IsNotSaidFarm03_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidFarm03_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path06Biker
}

Response PlayerRemarkFarm03_path07Biker
{
	scene "scenes/Biker/ReactionDisgusted03.vcd"  //Yech...
}
Rule PlayerRemarkFarm03_path07Biker
{
	criteria ConceptRemark IsBiker IsFarm03_path07 IsNotSaidFarm03_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
	ApplyContext "SaidFarm03_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path07Biker
}

Response PlayerRemarkFarm03_path08Biker
{
	scene "scenes/Biker/WorldFarmHouse0326.vcd"  //You know - I bet we could knock that bridge down.
}
Rule PlayerRemarkFarm03_path08Biker
{
	criteria ConceptRemark IsBiker IsFarm03_path08 IsNotSaidFarm03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800 NotFarm03Unhooked
	ApplyContext "SaidFarm03_path08:1:60"
	applycontexttoworld
	Response PlayerRemarkFarm03_path08Biker
}

Rule PlayerRemarkFarm03_path09Biker
{
	criteria ConceptRemark IsBiker IsFarm03_path09 IsNotSaidFarm03_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidFarm03_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path09Biker
}

Response PlayerRemarkFarm03_path10Biker
{
	scene "scenes/Biker/WorldFarmHouse0314.vcd"  then any RespondAffirmative foo:0 0.05 //Up there!
}
Rule PlayerRemarkFarm03_path10Biker
{
	criteria ConceptRemark IsBiker IsFarm03_path10 Farm03BridgeDown IsNotSaidFarm03_path10 IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidFarm03_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path10Biker
}

Response PlayerRemarkFarm04_path01Biker
{
	scene "scenes/Biker/WorldFarmHouse0403.vcd"  //Let's check out the barn.
}
Rule PlayerRemarkFarm04_path01Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
	ApplyContext "SaidFarm04_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path01Biker
}

Response PlayerRemarkFarm04_path01aBiker
{
	scene "scenes/Biker/WorldFarmHouse0403.vcd"  //Let's check out the barn.
}
Rule PlayerRemarkFarm04_path01aBiker
{
	criteria ConceptRemark IsBiker IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm04_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path01aBiker
}

Response PlayerRemarkFarm04_path02Biker
{
	scene "scenes/Biker/Generic26.vcd"  //There's the tracks!
}
Rule PlayerRemarkFarm04_path02Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path02 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear800
	ApplyContext "SaidFarm04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path02Biker
}

Rule PlayerRemarkFarm04_path03Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path03 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000
	ApplyContext "SaidFarm04_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path02Biker
}

Response PlayerRemarkFarm04_path04Biker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerRemarkFarm04_path04Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path04 IsNotSaidFarm04_path04 IsSubjectNear1000 IsTalkBiker
	ApplyContext "SaidFarm04_path04:1:0,SaidFarm04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path04Biker
}

Rule PlayerRemarkFarm04_path05Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path05 IsNotSaidFarm04_path05 IsSubjectNear600 IsTalkBiker
	ApplyContext "SaidFarm04_path05:1:0,SaidFarm04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path04Biker
}

Response PlayerRemarkFarm04_path06Biker
{
	scene "scenes/Biker/WorldFarmHouse0412.vcd"  //We can get around down here.
}
Rule PlayerRemarkFarm04_path06Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path06 IsNotSaidFarm04_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
	ApplyContext "SaidFarm04_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path06Biker
}

Response PlayerRemarkFarm04_path07Biker
{
	scene "scenes/Biker/GenericDirections01.vcd"  //Up the stairs!
}
Rule PlayerRemarkFarm04_path07Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path07 IsNotSaidFarm04_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm04_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path07Biker
}

Response PlayerRemarkFarm04_path08Biker
{
	scene "scenes/Biker/GenericDirections05.vcd"  //Through here!
}
Rule PlayerRemarkFarm04_path08Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path08 IsNotSaidFarm04_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm04_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path08Biker
}

Response PlayerRemarkFarm04_path09Biker
{
	scene "scenes/Biker/WorldFarmHouse0416.vcd"  then any SafeSpotAheadResponse foo:0 0.05 //Run for the train car!
}
Rule PlayerRemarkFarm04_path09Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path09 IsNotSaidFarm04_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000
	ApplyContext "SaidFarm04_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path09Biker
}

Response PlayerRemarkFarm04_path10Biker
{
	scene "scenes/Biker/ViolenceAwe04.vcd"  //Whoa.
	scene "scenes/Biker/ViolenceAwe05.vcd"  //Holy shit...
}
Rule PlayerRemarkFarm04_path10Biker
{
	criteria ConceptRemark IsBiker IsFarm04_path10 IsNotSaidFarm04_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
	ApplyContext "SaidFarm04_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path10Biker
}

Rule PlayerRemarkFarm05_path01Biker
{
	criteria ConceptRemark IsBiker IsFarm05_path01 IsNotSaidFarm05_path01 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm05_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path06Biker
}

Rule PlayerRemarkFarm05_path02Biker
{
	criteria ConceptRemark IsBiker IsFarm05_path02 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidFarm05_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path09Biker
}

Response PlayerRemarkFarm05_path06Biker
{
	scene "scenes/Biker/WorldFarmHouse0501.vcd"  //Get to the farm house!
}
Rule PlayerRemarkFarm05_path06Biker
{
	criteria ConceptRemark IsBiker IsFarm05_path06 IsNotSaidFarm05_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
	ApplyContext "SaidFarm05_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path06Biker
}

Response PlayerRemarkFarm05_path07Biker
{
	scene "scenes/Biker/WorldFarmHouse0526.vcd"  then any Farm05_path07b foo:0 0.05 //Goddamn tape loop piece of shit.
}
Rule PlayerRemarkFarm05_path07Biker
{
	criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 FarmPhase1
	ApplyContext "SaidFarm05_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path07Biker
}

Response PlayerRemarkFarm05_path07VampiresBiker
{
	scene "scenes/Biker/WorldFarmHouse0525.vcd"  then NamVet FarmVampiresB foo:0 -4.8 //You got to be shittin me.  We walk a hundred miles, fight 5 million vampires -
}
Rule PlayerRemarkFarm05_path07VampiresBiker
{
	criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsNamVetNear400 FarmPhase1 ChanceToFire10Percent
	ApplyContext "SaidFarm05_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path07VampiresBiker
}

//AUTOGENERATED BLANK FOR PlayerRemarkFarm05_path07VampiresBiker : ChanceToFire10Percent
Rule AUTOBLANK_PlayerRemarkFarm05_path07VampiresBiker
{
	criteria ConceptRemark IsBiker IsFarm05_path07 IsNotSaidFarm05_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300 IsNamVetNear400 FarmPhase1
	ApplyContext "SaidFarm05_path07:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerRemarkFarm05_path07VampirescBiker
{
	scene "scenes/Biker/WorldFarmHouse0527.vcd"  //-whatever. And all they got is a goddamn tape loop? Screw the goddamn army.
}
Rule PlayerRemarkFarm05_path07VampirescBiker
{
	criteria ConceptFarmVampiresc IsBiker
	Response PlayerRemarkFarm05_path07VampirescBiker
}

Response PlayerRemarkFarm05_path08Biker
{
	scene "scenes/Biker/WorldFarmHouse0502.vcd"  //An outpost!
	scene "scenes/Biker/WorldFarmHouse0503.vcd"  //Yeah, we made it!
}
Rule PlayerRemarkFarm05_path08Biker
{
	criteria ConceptRemark IsBiker IsFarm05_path08 IsNotSaidFarm05_path09 IsNotSaidFarm05_path10 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
	ApplyContext "SaidFarm05_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path08Biker
}

Rule PlayerRemarkFarm05_path09Biker
{
	criteria ConceptRemark IsBiker IsFarm05_path09 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotSaidFarm05_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidFarm05_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path08Biker
}

Rule PlayerRemarkFarm05_path10Biker
{
	criteria ConceptRemark IsBiker IsFarm05_path10 IsNotSaidFarm05_path10 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidFarm05_path10:1:0,SaidFarm05_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path08Biker
}

Response PlayerRemarkhospital01_path03Biker
{
	scene "scenes/Biker/SafeSpotAhead06.vcd"  then Any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
	scene "scenes/Biker/SafeSpotAhead07.vcd"  then Any SafeSpotAheadResponse foo:0 0 //Safe house!
	scene "scenes/Biker/SafeSpotAhead08.vcd"  then Any SafeSpotAheadResponse foo:0 0 //Safe house, let's go!
}
Rule PlayerRemarkhospital01_path03Biker
{
	criteria ConceptRemark IsBiker Ishospital01_path03 IsNotSaidhospital01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear
	ApplyContext "Saidhospital01_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital01_path03Biker
}

Response PlayerRemarkhospital02_safehouseBiker
{
	scene "scenes/Biker/SafeSpotAhead06.vcd"  //Safe house ahead!
	scene "scenes/Biker/SafeSpotAhead07.vcd"  //Safe house!
	scene "scenes/Biker/SafeSpotAhead08.vcd"  //Safe house, let's go!
}
Rule PlayerRemarkhospital02_safehouseBiker
{
	criteria ConceptRemark IsBiker Ishospital02_safehouse IsNotSaidhospital02_safehouse IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
	ApplyContext "Saidhospital02_safehouse:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital02_safehouseBiker
}

Response PlayerRemarkhospital03_path03Biker
{
	scene "scenes/Biker/WorldHospital0305.vcd"  //Get on the lift!
}
Rule PlayerRemarkhospital03_path03Biker
{
	criteria ConceptRemark IsBiker Ishospital03_path03 IsNotSaidhospital03_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
	ApplyContext "Saidhospital03_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path03Biker
}

Response PlayerRemarkhospital03_path04Biker
{
	scene "scenes/Biker/FollowMe09.vcd"  //This way, kids.
}
Rule PlayerRemarkhospital03_path04Biker
{
	criteria ConceptRemark IsBiker Ishospital03_path04 IsNotSaidhospital03_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "Saidhospital03_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path04Biker
}

Response PlayerRemarkhospital03_path07Biker
{
	scene "scenes/Biker/WorldHospital0308.vcd"  //I hate sewers.
}
Rule PlayerRemarkhospital03_path07Biker
{
	criteria ConceptRemark IsBiker Ishospital03_path07 IsNotSaidhospital03_path07 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidhospital03_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path07Biker
}

Response PlayerRemarkhospital03_path08Biker
{
	scene "scenes/Biker/WorldHospital0306.vcd"  //Now this is some shit.
}
Rule PlayerRemarkhospital03_path08Biker
{
	criteria ConceptRemark IsBiker Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ChanceToFire50Percent
	ApplyContext "Saidhospital03_path08:1:0"
	Response PlayerRemarkhospital03_path08Biker
}

//AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08Biker : ChanceToFire50Percent
Rule AUTOBLANK_PlayerRemarkhospital03_path08Biker
{
	criteria ConceptRemark IsBiker Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "Saidhospital03_path08:1:0"
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerRemarkhospital03_path08a2Biker
{
	scene "scenes/Biker/Generic04.vcd"  //Oh hey, that is uncalled for!
	scene "scenes/Biker/TeamKillOnPurpose09.vcd"  //Hey! hey!
}
Rule PlayerRemarkhospital03_path08a2Biker
{
	criteria Concepthospital03_path08a2 IsBiker NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	Response PlayerRemarkhospital03_path08a2Biker
}

Response PlayerRemarkhospital03_path11Biker
{
	scene "scenes/Biker/WorldHospital0301.vcd"  //We've got to get to the hospital.
	scene "scenes/Biker/WorldHospital0302.vcd"  //Into the hospital!
	scene "scenes/Biker/WorldHospital0303.vcd"  //There's a safe house in the hospital!
}
Rule PlayerRemarkhospital03_path11Biker
{
	criteria ConceptRemark IsBiker Ishospital03_path11 IsNotSaidhospital03_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
	ApplyContext "Saidhospital03_path11:1:0,SaidSafeSpotAhead:1:90"
	applycontexttoworld
	Response PlayerRemarkhospital03_path11Biker
}

Response PlayerRemarkhospital04_path01Biker
{
	scene "scenes/Biker/WorldHospital0404.vcd"  //I hate hospitals.  And doctors and lawyers and cops...
	scene "scenes/Biker/WorldHospital0408.vcd"  //I hate hospitals.
}
Rule PlayerRemarkhospital04_path01Biker
{
	criteria ConceptRemark IsBiker Ishospital04_path01 IsNotSaidhospital04_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidhospital04_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital04_path01Biker
}

Response PlayerRemarkhospital04_path02Biker
{
	scene "scenes/Biker/WorldHospital0410.vcd"  //I hate stairs.
}
Rule PlayerRemarkhospital04_path02Biker
{
	criteria ConceptRemark IsBiker Ishospital04_path02 IsNotSaidhospital04_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidhospital04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital04_path02Biker
}

Response PlayerRemarkhospital04_path04Biker
{
	scene "scenes/Biker/WorldHospital0406.vcd"  then Any hospital04_path04a foo:0 0 //Elevator's here!
	scene "scenes/Biker/WorldHospital0407.vcd"  then Any hospital04_path04a foo:0 0 //Get on the elevator!
}
Rule PlayerRemarkhospital04_path04Biker
{
	criteria ConceptRemark IsBiker Ishospital04_path04 IsNotSaidhospital04_path04 IsNotCoughing  IsTalk IsTalkBiker IsSubjectNear1000 IsSubjectFar100
	ApplyContext "Saidhospital04_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital04_path04Biker
}

Response PlayerRemarkhospital04_path04aBiker
{
	scene "scenes/Biker/WorldHospital0406.vcd"  //Elevator's here!
	scene "scenes/Biker/WorldHospital0407.vcd"  //Get on the elevator!
}
Rule PlayerRemarkhospital04_path04aBiker
{
	criteria Concepthospital04_path04a IsBiker  IsTalk IsTalkBiker
	Response PlayerRemarkhospital04_path04aBiker
}

Response PlayerRemarkhospital05_path01aBiker
{
	scene "scenes/Biker/WorldHospital0401.vcd"  //If he ain't, at least we'll die with a nice view of the city.
}
Rule PlayerRemarkhospital05_path01aBiker
{
	criteria Concepthospital05_path01a IsBiker IsTalk IsTalkBiker
	Response PlayerRemarkhospital05_path01aBiker
}

Response PlayerRemarkhospital05_path02Biker
{
	scene "scenes/Biker/GenericDirections05.vcd"  //Through here!
	scene "scenes/Biker/WorldAirport0305.vcd"  //Through here!
}
Rule PlayerRemarkhospital05_path02Biker
{
	criteria ConceptRemark IsBiker Ishospital05_path02 IsNotSaidhospital05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "Saidhospital05_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital05_path02Biker
}

Response PlayerRemarkPathClearVanBiker
{
	scene "scenes/Biker/ArriveGeneric04.vcd"  //Let's get out of here. GoGoGO!
	scene "scenes/Biker/MoveOn01.vcd"  //Allright, let's go
	scene "scenes/Biker/MoveOn07.vcd"  //Time to go, ladies.
	scene "scenes/Biker/MoveOn10.vcd"  //Come on, let's go.
	scene "scenes/Biker/PathClear01.vcd"  //Path's clear! Let's go!
	scene "scenes/Biker/WorldAirport0309.vcd"  //The path is clear!
}
Rule PlayerRemarkPathClearVanBiker
{
	criteria ConceptPathClearVan IsBiker IsNotSaidPathClearVan IsNotCoughing  IsTalk IsTalkBiker
	ApplyContext "SaidPathClearVan:1:0"
	applycontexttoworld
	Response PlayerRemarkPathClearVanBiker
}

Response PlayerRemarkSmalltown01_path03Biker
{
	scene "scenes/Biker/GenericDirections03.vcd"  //Let's get up that ladder!
}
Rule PlayerRemarkSmalltown01_path03Biker
{
	criteria ConceptRemark IsBiker IsSmalltown01_path03 IsNotSaidSmalltown01_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidSmalltown01_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path03Biker
}

Response PlayerRemarkSmalltown01_path05Biker
{
	scene "scenes/Biker/Generic60.vcd"  then NamVet DontBeAnAss foo:0 0 //Fan-tastic. A tunnel.
	scene "scenes/Biker/WorldFarmHouse0203.vcd"  //Looks like this tunnel heads the right way.
	scene "scenes/Biker/WorldFarmHouse0208.vcd"  //Let's try this tunnel.
}
Rule PlayerRemarkSmalltown01_path05Biker
{
	criteria ConceptRemark IsBiker IsSmalltown01_path05 IsNotSaidSmalltown01_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidSmalltown01_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path05Biker
}

Response PlayerRemarkSmalltown01_path06Biker
{
	scene "scenes/Biker/ReactionApprehensive03.vcd"  //I don't like ths one damn bit.
	scene "scenes/Biker/WorldFarmHouse0212.vcd"  //I hate tunnels.
}
Rule PlayerRemarkSmalltown01_path06Biker
{
	criteria ConceptRemark IsBiker IsSmalltown01_path06 IsNotSaidSmalltown01_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown01_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path06Biker
}

Response PlayerRemarkSmalltown01_path08Biker
{
	scene "scenes/Biker/GenericDirections05.vcd"  //Through here!
	scene "scenes/Biker/WorldAirport0305.vcd"  //Through here!
	scene "scenes/Biker/WorldAirport0316.vcd"  //Let's go through here.
}
Rule PlayerRemarkSmalltown01_path08Biker
{
	criteria ConceptRemark IsBiker IsSmalltown01_path08 IsNotSaidSmalltown01_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown01_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path08Biker
}

Response PlayerRemarkSmalltown01_path09Biker
{
	scene "scenes/Biker/WorldFarmHouse0315.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house up there!
	scene "scenes/Biker/WorldSmallTown0117.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house up there!
}
Rule PlayerRemarkSmalltown01_path09Biker
{
	criteria ConceptRemark IsBiker IsSmalltown01_path09 IsNotSaidSmalltown01_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1500
	ApplyContext "SaidSmalltown01_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path09Biker
}

Response PlayerRemarkSmalltown01_path10Biker
{
	scene "scenes/Biker/Generic16.vcd"  //Uh oh. Watch out. There might be *deer* around here.
}
Rule PlayerRemarkSmalltown01_path10Biker
{
	criteria ConceptRemark IsBiker IsSmalltown01_path10 IsNotSaidSmalltown01_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
	ApplyContext "SaidSmalltown01_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path10Biker
}

Response PlayerRemarksmalltown02_path01aBiker
{
	scene "scenes/Biker/Generic19.vcd"  then manager smalltown02_path01b foo:0 0 //How the hell do you know *that*?
}
Rule PlayerRemarksmalltown02_path01aBiker
{
	criteria ConceptSmallTown02_path01a IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker
	Response PlayerRemarksmalltown02_path01aBiker
}

Response PlayerRemarksmalltown02_path01cBiker
{
	scene "scenes/Biker/Generic20.vcd"  //Know what? I just realized I don't care. Lead on.
}
Rule PlayerRemarksmalltown02_path01cBiker
{
	criteria ConceptSmallTown02_path01c IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker
	Response PlayerRemarksmalltown02_path01cBiker
}

Response PlayerRemarksmalltown02_path02Biker
{
	scene "scenes/Biker/GenericDirections05.vcd"  //Through here!
}
Rule PlayerRemarksmalltown02_path02Biker
{
	criteria ConceptRemark IsBiker Issmalltown02_path02 IsNotSaidsmalltown02_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidsmalltown02_path02:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path02Biker
}

Response PlayerRemarksmalltown02_path03Biker
{
	scene "scenes/Biker/GenericDirections05.vcd"  //Through here!
}
Rule PlayerRemarksmalltown02_path03Biker
{
	criteria ConceptRemark IsBiker Issmalltown02_path03 IsNotSaidsmalltown02_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidsmalltown02_path03:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path03Biker
}

Response PlayerRemarksmalltown02_path04Biker
{
	scene "scenes/Biker/GenericDirections05.vcd"  //Through here!
}
Rule PlayerRemarksmalltown02_path04Biker
{
	criteria ConceptRemark IsBiker Issmalltown02_path04 IsNotSaidsmalltown02_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "Saidsmalltown02_path04:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path04Biker
}

Response PlayerRemarksmalltown02_path06Biker
{
	scene "scenes/Biker/WorldSmallTown0201.vcd"  //We gotta activate that bridge.
}
Rule PlayerRemarksmalltown02_path06Biker
{
	criteria ConceptRemark IsBiker Issmalltown02_path06 IsNotSaidsmalltown02_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear700
	ApplyContext "Saidsmalltown02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path06Biker
}

Response PlayerRemarksmalltown02_path07aBiker
{
	scene "scenes/Biker/Laughter09.vcd"  //<Short laugh>
}
Rule PlayerRemarksmalltown02_path07aBiker
{
	criteria Conceptsmalltown02_path07a IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear600 IsBiker
	Response PlayerRemarksmalltown02_path07aBiker
}

Response PlayerRemarksmalltown02_path08Biker
{
	scene "scenes/Biker/PositiveNoise05.vcd"  then manager smalltown02_path08a foo:0 0 //[Improv non-verbal pleasure & interest sounds]
}
Rule PlayerRemarksmalltown02_path08Biker
{
	criteria ConceptRemark IsBiker Issmalltown02_path08 IsNotSaidsmalltown02_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
	ApplyContext "Saidsmalltown02_path08:1:0,Saidsmalltown02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path08Biker
}

Response PlayerRemarkSmalltown02_path09Biker
{
	scene "scenes/Biker/SafeSpotAhead06.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
	scene "scenes/Biker/SafeSpotAhead08.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house, let's go!
	scene "scenes/Biker/WorldFarmHouse0315.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house up there!
}
Rule PlayerRemarkSmalltown02_path09Biker
{
	criteria ConceptRemark IsBiker IsSmalltown02_path09 IsNotSaidSmalltown02_path09 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear1000
	ApplyContext "SaidSmalltown02_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown02_path09Biker
}

Response PlayerRemarkSmalltown03_path01Biker
{
	scene "scenes/Biker/WorldSmallTown0204.vcd"  //I hate trainyards.
}
Rule PlayerRemarkSmalltown03_path01Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path01 IsNotSaidSmalltown03_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown03_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path01Biker
}

Response PlayerRemarkSmalltown03_path02Biker
{
	scene "scenes/Biker/WorldSmallTown0204.vcd"  //I hate trainyards.
}
Rule PlayerRemarkSmalltown03_path02Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path02 IsNotSaidSmalltown03_path01 IsNotSaidSmalltown03_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown03_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path02Biker
}

Response PlayerRemarkSmalltown03_path03Biker
{
	scene "scenes/Biker/GenericDirections11.vcd"  //We gotta get over this thing.
}
Rule PlayerRemarkSmalltown03_path03Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path03 IsNotSaidSmalltown03_path03 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown03_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path03Biker
}

Response PlayerRemarkSmalltown03_path04Biker
{
	scene "scenes/Biker/GenericDirections01.vcd"  //Up the stairs!
}
Rule PlayerRemarkSmalltown03_path04Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path04 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown03_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path04Biker
}

Response PlayerRemarkSmalltown03_path05Biker
{
	scene "scenes/Biker/GenericDirections01.vcd"  //Up the stairs!
}
Rule PlayerRemarkSmalltown03_path05Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path05 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown03_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path05Biker
}

Response PlayerRemarkSmalltown03_path06Biker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerRemarkSmalltown03_path06Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path06 IsNotSaidSmalltown03_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidSmalltown03_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path06Biker
}

Response PlayerRemarkSmalltown03_path08Biker
{
	scene "scenes/Biker/WorldSmallTown0302.vcd"  //Almost to Riverside.
	scene "scenes/Biker/WorldSmallTown0308.vcd"  //Riverside ain't too far from here.
}
Rule PlayerRemarkSmalltown03_path08Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path08 IsNotSaidSmalltown03_path08 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidSmalltown03_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path08Biker
}

Response PlayerRemarkSmalltown03_path10Biker
{
	scene "scenes/Biker/WorldFarmHouse0316.vcd"  //There might be supplies in that house.
	scene "scenes/Biker/WorldFarmHouse0317.vcd"  //Let's check this house.
	scene "scenes/Biker/WorldFarmHouse0524.vcd"  //That is one creepy ass house.
}
Rule PlayerRemarkSmalltown03_path10Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path10 IsNotSaidSmalltown03_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
	ApplyContext "SaidSmalltown03_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path10Biker
}

Response PlayerRemarkSmalltown03_path11Biker
{
	scene "scenes/Biker/WorldSmallTown0303.vcd"  //The town's pretty quiet...
}
Rule PlayerRemarkSmalltown03_path11Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path11 IsNotSaidSmalltown03_path11 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear100
	ApplyContext "SaidSmalltown03_path11:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path11Biker
}

Response PlayerRemarkSmalltown03_path12Biker
{
	scene "scenes/Biker/WorldSmallTown0309.vcd"  //There's lights on in that church!
}
Rule PlayerRemarkSmalltown03_path12Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path12 IsNotSaidSmalltown03_path12 IsNotSaidSmalltown03_path13 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidSmalltown03_path12:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path12Biker
}

Response PlayerRemarkSmalltown03_path13Biker
{
	scene "scenes/Biker/WorldSmallTown0309.vcd"  //There's lights on in that church!
}
Rule PlayerRemarkSmalltown03_path13Biker
{
	criteria ConceptRemark IsBiker IsSmalltown03_path13 IsNotSaidSmalltown03_path13 IsNotSaidSmalltown03_path12 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidSmalltown03_path13:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path13Biker
}

Response PlayerRemarkSmalltown04_path01Biker
{
	scene "scenes/Biker/blank.vcd"  then any RiversideIsDead foo:0 0 //
}
Rule PlayerRemarkSmalltown04_path01Biker
{
	criteria ConceptRemark IsBiker IsSmalltown04_path01 IsNotSaidSmalltown04_path01 IsNotSaidSmalltown04_path02 IsNotCoughing NotInCombat IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown04_path01:1:0,Talk:1:12"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path01Biker
}

Response PlayerRemarkSmalltown04_path02Biker
{
	scene "scenes/Biker/blank.vcd"  then any RiversideIsDead foo:0 0 //
}
Rule PlayerRemarkSmalltown04_path02Biker
{
	criteria ConceptRemark IsBiker IsSmalltown04_path02 IsNotSaidSmalltown04_path02 IsNotSaidSmalltown04_path01 IsNotCoughing NotInCombat IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown04_path02:1:0,Talk:1:12"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path02Biker
}

Response PlayerRemarkSmalltown04_path05Biker
{
	scene "scenes/Biker/FollowMe04.vcd"  //This way.
}
Rule PlayerRemarkSmalltown04_path05Biker
{
	criteria ConceptRemark IsBiker IsSmalltown04_path05 IsNotSaidSmalltown04_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidSmalltown04_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path05Biker
}

Response PlayerRemarkSmalltown04_path05aBiker
{
	scene "scenes/Biker/Generic07.vcd"  //I'm comin' Bill. Keep yer beard on.
}
Rule PlayerRemarkSmalltown04_path05aBiker
{
	criteria ConceptSmalltown04_path05a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear500
	ApplyContext "SaidSmalltown04_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path05aBiker
}

Response PlayerRemarkSmalltown04_path10Biker
{
	scene "scenes/Biker/GenericDirections01.vcd"  //Up the stairs!
	scene "scenes/Biker/WorldAirport0202.vcd"  //Let's head back up.
	scene "scenes/Biker/WorldFarmHouse0327.vcd"  //We need to get up there.
	scene "scenes/Biker/WorldSmallTown0116.vcd"  //We can take these stairs!
}
Rule PlayerRemarkSmalltown04_path10Biker
{
	criteria ConceptRemark IsBiker IsSmalltown04_path10 IsNotSaidSmalltown04_path10 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidSmalltown04_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path10Biker
}

Rule PlayerRemarkSmalltown04_path11Biker
{
	criteria ConceptRemark IsBiker IsSmalltown04_path11 IsNotSaidSmalltown04_path11 IsNotCoughing IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown04_path11:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path14Biker
}

Response PlayerRemarkSmalltown05_path01Biker
{
	scene "scenes/Biker/WorldFarmHouse0316.vcd"  //There might be supplies in that house.
	scene "scenes/Biker/WorldFarmHouse0317.vcd"  //Let's check this house.
}
Rule PlayerRemarkSmalltown05_path01Biker
{
	criteria ConceptRemark IsBiker IsSmalltown05_path01 IsNotSaidSmalltown05_path01 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear1000
	ApplyContext "SaidSmalltown05_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path01Biker
}

Response PlayerRemarkSmalltown05_path02Biker
{
	scene "scenes/Biker/WorldSmallTown0311.vcd"  //I hate small towns.
}
Rule PlayerRemarkSmalltown05_path02Biker
{
	criteria ConceptRemark IsBiker IsSmalltown05_path02 IsNotSaidSmalltown05_path02 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear800
	ApplyContext "SaidSmalltown05_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path02Biker
}

Response PlayerRemarkSmalltown05_path03Biker
{
	scene "scenes/Biker/WorldSmallTown0402.vcd"  //We can get to the river through here.
}
Rule PlayerRemarkSmalltown05_path03Biker
{
	criteria ConceptRemark IsBiker IsSmalltown05_path03 IsNotSaidSmalltown05_path03 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear300
	ApplyContext "SaidSmalltown05_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path03Biker
}

Response PlayerRemarkSmalltown05_path03aBiker
{
	scene "scenes/Biker/WorldSmallTown0509.vcd"  //I hate the water.
}
Rule PlayerRemarkSmalltown05_path03aBiker
{
	criteria ConceptSmalltown05_path03a IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ChanceToFire50Percent
	ApplyContext "SaidSmalltown05_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path03aBiker
}

Response PlayerRemarkSmalltown05_path04Biker
{
	scene "scenes/Biker/WorldAirport0425.vcd"  //I hate vans.
}
Rule PlayerRemarkSmalltown05_path04Biker
{
	criteria ConceptRemark IsBiker IsSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200 ChanceToFire50Percent
	ApplyContext "SaidSmalltown05_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path04Biker
}

//AUTOGENERATED BLANK FOR PlayerRemarkSmalltown05_path04Biker : ChanceToFire50Percent
Rule AUTOBLANK_PlayerRemarkSmalltown05_path04Biker
{
	criteria ConceptRemark IsBiker IsSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown05_path04:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerRemarkSmalltown05_path05Biker
{
	scene "scenes/Biker/WorldAirport0425.vcd"  //I hate vans.
}
Rule PlayerRemarkSmalltown05_path05Biker
{
	criteria ConceptRemark IsBiker IsSmalltown05_path05 IsNotSaidSmalltown05_path04 IsNotSaidSmalltown05_path05 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown05_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path05Biker
}

Response PlayerRemarkSmalltown05_path06Biker
{
	scene "scenes/Biker/GenericDirections05.vcd"  //Through here!
}
Rule PlayerRemarkSmalltown05_path06Biker
{
	criteria ConceptRemark IsBiker IsSmalltown05_path06 IsNotSaidSmalltown05_path06 IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear200
	ApplyContext "SaidSmalltown05_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path06Biker
}

Response PlayerRemarkThroughHereBiker
{
	scene "scenes/Biker/GenericDirections05.vcd"  //Through here!
	scene "scenes/Biker/WorldFarmHouse0206.vcd"  //Through here!
}
Rule PlayerRemarkThroughHereBiker
{
	criteria ConceptRemark IsBiker IsThroughHere IsNotSaidThroughHere IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidThroughHere:1:0"
	applycontexttoworld
	Response PlayerRemarkThroughHereBiker
}

Response PlayerRemarkUpThatLadderBiker
{
	scene "scenes/Biker/GenericDirections03.vcd"  //Let's get up that ladder!
}
Rule PlayerRemarkUpThatLadderBiker
{
	criteria ConceptRemark IsBiker IsUpThatLadder IsNotSaidUpThatLadder IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400
	ApplyContext "SaidUpThatLadder:1:0"
	applycontexttoworld
	Response PlayerRemarkUpThatLadderBiker
}

Response PlayerZoeySuggestsCraneBiker
{
	scene "scenes/Biker/GenericResponses04.vcd"  //Sure, why not?
	scene "scenes/Biker/GenericResponses08.vcd"  //That sounds about right.
	scene "scenes/Biker/GenericResponses10.vcd"  //Good thinking.
	scene "scenes/Biker/WorldAirport0217.vcd"  //Good thinking!
	scene "scenes/Biker/WorldAirport0227.vcd"  //Good thinking, Zoey!
}
Rule PlayerZoeySuggestsCraneBiker
{
	criteria ConceptZoeySuggestsCrane IsBiker IsNotSaidZoeySuggestsCrane IsTalk IsTalkBiker IsSubjectNear800
	ApplyContext "SaidZoeySuggestsCrane:1:0"
	applycontexttoworld
	Response PlayerZoeySuggestsCraneBiker
}

Response RespondAffirmativeBiker
{
	scene "scenes/Biker/Yes02.vcd"  //Okay.
	scene "scenes/Biker/Yes05.vcd"  //Yeah.
}
Rule RespondAffirmativeBiker
{
	criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isBiker IsTalkBiker
	Response RespondAffirmativeBiker
}

Response RiversideIsDeadBiker
{
	scene "scenes/Biker/WorldSmallTown0306.vcd"  then any RiversideIsDeadB foo:0 0 //Looks like Riverside couldn't hold it together.
	scene "scenes/Biker/WorldSmallTown0401.vcd"  then any RiversideIsDeadPlan TalkBiker:1:2 0 //Riverside's a bust. Let's just get to the river and steal a boat.
}
Rule RiversideIsDeadBiker
{
	criteria ConceptRiversideIsDead IsBiker IsNotCoughing IsTalkBiker
	ApplyContext "SaidSmalltown04_path02:1:0"
	applycontexttoworld
	Response RiversideIsDeadBiker
}

Response RiversideIsDeadPlanBiker
{
	scene "scenes/Biker/GenericResponses10.vcd"  //Good thinking.
}
Rule RiversideIsDeadPlanBiker
{
	criteria ConceptRiversideIsDeadPlan IsBiker IsNotCoughing IsTalkBiker
	ApplyContext "SaidSmalltown04_path02:1:0"
	applycontexttoworld
	Response RiversideIsDeadPlanBiker
}

Response RiversideIsDeadSpecial1ABiker
{
	scene "scenes/Biker/WorldAirport0112.vcd"  then NamVet RiversideIsDeadSpecial1B foo:0 0 //That's better than my plan.
}
Rule RiversideIsDeadSpecial1ABiker
{
	criteria ConceptRiversideIsDeadSpecial1A IsBiker IsNotCoughing IsTalkBiker
	Response RiversideIsDeadSpecial1ABiker
}

Response RiversideIsDeadSpecial1CBiker
{
	scene "scenes/Biker/WorldAirport0113.vcd"  //I didn't have one.
}
Rule RiversideIsDeadSpecial1CBiker
{
	criteria ConceptRiversideIsDeadSpecial1C IsBiker IsNotCoughing IsTalkBiker
	Response RiversideIsDeadSpecial1CBiker
}

Response SafeSpotAheadResponse
{
	scene "scenes/Biker/SafeSpotAheadReaction01.vcd"  //Finally!
	scene "scenes/Biker/SafeSpotAheadReaction02.vcd"  //A-men to that!
	scene "scenes/Biker/SafeSpotAheadReaction04.vcd"  //Well, all right!
	scene "scenes/Biker/SafeSpotAheadReaction05.vcd"  //Finally.
	scene "scenes/Biker/SafeSpotAheadReaction07.vcd"  //A-frickin'-men.
}
Rule SafeSpotAheadResponse
{
	criteria IsBiker IsNotCoughing NotInCombat IsTalk IsTalkBiker IsSubjectNear400 ConceptSafeSpotAheadResponse ChanceToFire30Percent
	Response SafeSpotAheadResponse
}


//--------------------------------------------------------------------------------------------------------------
// Remarkable voice
//--------------------------------------------------------------------------------------------------------------
Response PlayerNearFinaleFarmBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerNearFinaleFarmBiker
{
	criteria ConceptPlayerNearFinale IsNotCoughing IsBiker IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkBiker IsNotIncapacitated ismap_l4d_farm05_cornfield
	ApplyContext "SaidFinaleAhead:1:30"
	applycontexttoworld
	Response PlayerNearFinaleFarmBiker
}


//--------------------------------------------------------------------------------------------------------------
// Response
//--------------------------------------------------------------------------------------------------------------
Response AynRandResponseBiker
{
	scene "scenes/Biker/WorldAirport0416.vcd"  //I hate Ayn Rand.
}
Rule AynRandResponseBiker
{
	criteria ConceptAynRandResponse IsBiker IsTalkBiker IsSubjectNear300
	Response AynRandResponseBiker
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Directional
//--------------------------------------------------------------------------------------------------------------
Response PlayerCoverMeBiker
{
	scene "scenes/Biker/CoverMe01.vcd"  //Cover me!
	scene "scenes/Biker/CoverMe02.vcd"  //Get my back.
	scene "scenes/Biker/CoverMe03.vcd"  //Watch my back
	scene "scenes/Biker/CoverMe04.vcd"  //Cover me!
	scene "scenes/Biker/CoverMe05.vcd"  //Get my back.
	scene "scenes/Biker/CoverMe06.vcd"  //Watch my back
}
Rule PlayerCoverMeBiker
{
	criteria ConceptPlayerCoverMe IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerCoverMeBiker
}

Response PlayerFollowMeBiker
{
	scene "scenes/Biker/FollowMe01.vcd"  //Come on, this way.
	scene "scenes/Biker/FollowMe02.vcd"  //Follow me!
	scene "scenes/Biker/FollowMe03.vcd"  //Follow me.
	scene "scenes/Biker/FollowMe04.vcd"  //This way.
	scene "scenes/Biker/FollowMe05.vcd"  //This way.
	scene "scenes/Biker/FollowMe06.vcd"  //I got the lead - follow me.
	scene "scenes/Biker/FollowMe07.vcd"  //I got the lead.
	scene "scenes/Biker/FollowMe09.vcd"  //This way, kids.
}
Rule PlayerFollowMeBiker
{
	criteria ConceptPlayerFollowMe IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerFollowMeBiker
}

Response PlayerHelpBiker
{
	scene "scenes/Biker/Help01.vcd"  //Help!
	scene "scenes/Biker/Help02.vcd"  //I need some help over here.
	scene "scenes/Biker/Help03.vcd"  //I'm in trouble!
	scene "scenes/Biker/Help05.vcd"  //Help me!
	scene "scenes/Biker/Help06.vcd"  //Help!
	scene "scenes/Biker/Help07.vcd"  //Help me!
	scene "scenes/Biker/Help08.vcd"  //I'm in some trouble!
	scene "scenes/Biker/Help09.vcd"  //I need some help over here.
	scene "scenes/Biker/Help10.vcd"  //Hey! I need some help!
	scene "scenes/Biker/Help11.vcd"  //Hey! I need some help!
	scene "scenes/Biker/Help12.vcd"  //Help me!
	scene "scenes/Biker/Help13.vcd"  //I need a hand over here
	scene "scenes/Biker/Help14.vcd"  //I'm in a little trouble over here
}
Rule PlayerHelpBiker
{
	criteria ConceptPlayerHelp IsBiker IsTalk IsTalkBiker
	Response PlayerHelpBiker
}

Response PlayerHurryUpBiker
{
	scene "scenes/Biker/HurryUp01.vcd"  //Hurry up!
	scene "scenes/Biker/HurryUp02.vcd"  //Hurry up!
	scene "scenes/Biker/HurryUp03.vcd"  //Hurry!
	scene "scenes/Biker/HurryUp04.vcd"  //MOVE.
	scene "scenes/Biker/HurryUp05.vcd"  //Let's go ladies!
	scene "scenes/Biker/HurryUp06.vcd"  //Put your rear in gear!
	scene "scenes/Biker/HurryUp08.vcd"  //Let's go, let's go!
	scene "scenes/Biker/HurryUp09.vcd"  //Come on, let's go!
}
Rule PlayerHurryUpBiker
{
	criteria ConceptPlayerHurryUp IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerHurryUpBiker
}

Response PlayerKillThatLightBiker
{
	scene "scenes/Biker/KillThatLight01.vcd"  //Kill that light!
	scene "scenes/Biker/KillThatLight02.vcd"  //Kill that light!
	scene "scenes/Biker/KillThatLight03.vcd"  //Kill that light!
	scene "scenes/Biker/KillThatLight04.vcd"  //Turn your light off!
	scene "scenes/Biker/KillThatLight05.vcd"  //Lights off!
	scene "scenes/Biker/KillThatLight06.vcd"  //Flashlights off!
	scene "scenes/Biker/KillThatLight07.vcd"  //Kill that light!
	scene "scenes/Biker/KillThatLight08.vcd"  //Shut off your flashlight, they'll see us!
	scene "scenes/Biker/KillThatLight09.vcd"  //Turn off your light.
	scene "scenes/Biker/KillThatLight10.vcd"  //No lights!
}
Rule PlayerKillThatLightBiker
{
	criteria ConceptPlayerKillThatLight IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerKillThatLightBiker
}

Response PlayerLeadOnBiker
{
	scene "scenes/Biker/LeadOn01.vcd"  //I'll follow you.
	scene "scenes/Biker/LeadOn02.vcd"  //You go ahead, I'll follow you.
	scene "scenes/Biker/LeadOn03.vcd"  //You take the lead.
	scene "scenes/Biker/LeadOn04.vcd"  //Go ahead.
	scene "scenes/Biker/LeadOn05.vcd"  //Go ahead.
	scene "scenes/Biker/LeadOn06.vcd"  //After you.
	scene "scenes/Biker/LeadOn07.vcd"  //After you, ladies.
}
Rule PlayerLeadOnBiker
{
	criteria ConceptPlayerLeadOn IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerLeadOnBiker
}

Response PlayerMoveOnBiker
{
	scene "scenes/Biker/MoveOn01.vcd"  //Allright, let's go
	scene "scenes/Biker/MoveOn02.vcd"  //Come on, we ain't got all day.
	scene "scenes/Biker/MoveOn03.vcd"  //Let's go.
	scene "scenes/Biker/MoveOn04.vcd"  //Let's get moving.
	scene "scenes/Biker/MoveOn05.vcd"  //Let's move.
	scene "scenes/Biker/MoveOn07.vcd"  //Time to go, ladies.
	scene "scenes/Biker/MoveOn08.vcd"  //Let's go.
	scene "scenes/Biker/MoveOn09.vcd"  //I'm tired of waitin' around here. Come on, let's go.
	scene "scenes/Biker/MoveOn10.vcd"  //Come on, let's go.
	scene "scenes/Biker/MoveOn11.vcd"  //Come on, let's move.
	scene "scenes/Biker/MoveOn12.vcd"  //Come on,come on, let's go.
}
Rule PlayerMoveOnBiker
{
	criteria ConceptPlayerMoveOn IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerMoveOnBiker
}

Response PlayerStayTogetherBiker
{
	scene "scenes/Biker/StayTogether01.vcd"  //Stay close!
	scene "scenes/Biker/StayTogether02.vcd"  //We gotta stay together.
	scene "scenes/Biker/StayTogether03.vcd"  //Keep together!
	scene "scenes/Biker/StayTogether04.vcd"  //Stay together!
	scene "scenes/Biker/StayTogether05.vcd"  //Don't split up!
	scene "scenes/Biker/StayTogether06.vcd"  //Don't nobody wander off.
	scene "scenes/Biker/StayTogether07.vcd"  //Stay close.
	scene "scenes/Biker/StayTogether08.vcd"  //Don't get split up!
	scene "scenes/Biker/StayTogether09.vcd"  //Stay together!
	scene "scenes/Biker/StayTogether11.vcd"  //Don't stray!
	scene "scenes/Biker/StayTogether12.vcd"  //Keep together!
}
Rule PlayerStayTogetherBiker
{
	criteria ConceptPlayerStayTogether IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerStayTogetherBiker
}

Response PlayerWatchOutBehindBiker
{
	scene "scenes/Biker/WatchOutBehind01.vcd"  //Behind us!
	scene "scenes/Biker/WatchOutBehind02.vcd"  //They're behind us!
	scene "scenes/Biker/WatchOutBehind03.vcd"  //Behind us!
}
Rule PlayerWatchOutBehindBiker
{
	criteria ConceptPlayerWatchOutBehind IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerWatchOutBehindBiker
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Manners
//--------------------------------------------------------------------------------------------------------------
Response PlayerAskReadyBiker
{
	scene "scenes/Biker/AskReady01.vcd"  //Ready for this?
	scene "scenes/Biker/AskReady02.vcd"  //Ready for this?
	scene "scenes/Biker/AskReady03.vcd"  //Ready?
	scene "scenes/Biker/AskReady04.vcd"  //Ready?
	scene "scenes/Biker/AskReady05.vcd"  //Ready for some fun?
	scene "scenes/Biker/AskReady06.vcd"  //Everybody ready?
	scene "scenes/Biker/AskReady07.vcd"  //You ready to roll?
	scene "scenes/Biker/AskReady08.vcd"  //We ready?
	scene "scenes/Biker/AskReady09.vcd"  //Everyone ready?
	scene "scenes/Biker/AskReady10.vcd"  //You ladies ready for this?
}
Rule PlayerAskReadyBiker
{
	criteria ConceptPlayerAskReady IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerAskReadyBiker
}

Response PlayerImWithYouBiker
{
	scene "scenes/Biker/ImWithYou01.vcd"  //Right behind you!
	scene "scenes/Biker/ImWithYou02.vcd"  //I've got your back!
	scene "scenes/Biker/ImWithYou03.vcd"  //I've got your back!
	scene "scenes/Biker/ImWithYou04.vcd"  //I'm with ya!
	scene "scenes/Biker/ImWithYou05.vcd"  //I'm with ya!
	scene "scenes/Biker/ImWithYou06.vcd"  //Right behind you!
	scene "scenes/Biker/ImWithYou07.vcd"  //I'm with ya!
	scene "scenes/Biker/ImWithYou08.vcd"  //I got your back!
	scene "scenes/Biker/ImWithYou09.vcd"  //Behind you!
	scene "scenes/Biker/ImWithYou10.vcd"  //I'm here!
}
Rule PlayerImWithYouBiker
{
	criteria ConceptPlayerImWithYou IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerImWithYouBiker
}

Response PlayerLaughBiker
{
	scene "scenes/Biker/Laughter04.vcd"  //<Hearty Laugh>
	scene "scenes/Biker/Laughter12.vcd"  //<Hearty Laugh>
	scene "scenes/Biker/Laughter13.vcd"  //<Hearty Laugh>
	scene "scenes/Biker/Laughter14.vcd"  //<Hearty Laugh>
	scene "scenes/Biker/Laughter15.vcd"  //<Hearty Laugh>
}
Rule PlayerLaughBiker
{
	criteria ConceptPlayerLaugh IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerLaughBiker
}

Response PlayerLostCallBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerLostCallBiker
{
	criteria ConceptPlayerLostCall IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerLostCallBiker
}

Response PlayerNiceJobResponseBiker
{
	scene "scenes/Biker/NiceJob01.vcd"  //Nice.
	scene "scenes/Biker/NiceJob02.vcd"  //Nice.
	scene "scenes/Biker/NiceJob03.vcd"  //Nice job.
	scene "scenes/Biker/NiceJob04.vcd"  //Shit, that was all right
	scene "scenes/Biker/NiceJob05.vcd"  //Damn, not bad.
	scene "scenes/Biker/NiceJob06.vcd"  //Nice job.
	scene "scenes/Biker/NiceJob07.vcd"  //Nice.
	scene "scenes/Biker/NiceJob08.vcd"  //Nice job.
	scene "scenes/Biker/NiceJob09.vcd"  //Nice job.
	scene "scenes/Biker/NiceJob10.vcd"  //Nice work.
	scene "scenes/Biker/NiceJob11.vcd"  //Well, shit, that was all right
	scene "scenes/Biker/NiceJob12.vcd"  //Nice damn job.
	scene "scenes/Biker/NiceJob13.vcd"  //Damn, not bad.
	scene "scenes/Biker/NiceJob14.vcd"  //Shiiiit.
	scene "scenes/Biker/NiceJob15.vcd"  //Hey, nice work.
	scene "scenes/Biker/NiceJob16.vcd"  //Well whaddya know. Good job!
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/NiceJob18.vcd"  //You suprised me. Nice job.
	scene "scenes/Biker/NiceJob19.vcd"  //I knew you had it in ya.
}
Rule PlayerNiceJobResponseBiker
{
	criteria ConceptPlayerNiceJob IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerNiceJobResponseBiker
}

Response PlayerNoBiker
{
	scene "scenes/Biker/No01.vcd"  //No
	scene "scenes/Biker/No02.vcd"  //No way.
	scene "scenes/Biker/No03.vcd"  //Um, no.
	scene "scenes/Biker/No04.vcd"  //No way, jose.
	scene "scenes/Biker/No05.vcd"  //Hell no.
	scene "scenes/Biker/No06.vcd"  //Hell no.
	scene "scenes/Biker/No07.vcd"  //Nope.
	scene "scenes/Biker/No08.vcd"  //Nope.
	scene "scenes/Biker/No09.vcd"  //No way, jose
	scene "scenes/Biker/No11.vcd"  //Negatory.
	scene "scenes/Biker/No12.vcd"  //Negatory.
	scene "scenes/Biker/No13.vcd"  //Uh, no.
	scene "scenes/Biker/No14.vcd"  //No way.
	scene "scenes/Biker/No15.vcd"  //No.
	scene "scenes/Biker/No16.vcd"  //Nope.
	scene "scenes/Biker/No17.vcd"  //No siree bob.
	scene "scenes/Biker/No18.vcd"  //Not a chance.
}
Rule PlayerNoBiker
{
	criteria ConceptPlayerNo IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerNoBiker
}

Response PlayerProfanityBiker
{
	scene "scenes/Biker/NegativeNoise07.vcd"  //[Improv non-verbal displeasure & frustration sounds]
	scene "scenes/Biker/NegativeNoise08.vcd"  //[Improv non-verbal displeasure & frustration sounds]
	scene "scenes/Biker/ReactionNegative02.vcd"  //That's bad.
	scene "scenes/Biker/ReactionNegative03.vcd"  //damn
	scene "scenes/Biker/ReactionNegative07.vcd"  //Damnit.
	scene "scenes/Biker/ReactionNegative07.vcd"  //Damnit.
	scene "scenes/Biker/ReactionNegative08.vcd"  //Damnit.
	scene "scenes/Biker/ReactionNegative08.vcd"  //Damnit.
	scene "scenes/Biker/ReactionNegative09.vcd"  //Ahhhhh.
	scene "scenes/Biker/Swear06.vcd"  //Crap.
	scene "scenes/Biker/Swear14.vcd"  //Ah hell.
	scene "scenes/Biker/Swear17.vcd"  //Dammit.
	scene "scenes/Biker/ViolenceAwe02.vcd"  //Jee-zus...
}
Rule PlayerProfanityBiker
{
	criteria ConceptPlayerAnswerLostCall IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerProfanityBiker
}

Response PlayerSorryBiker
{
	scene "scenes/Biker/Sorry01.vcd"  //Sorry.
	scene "scenes/Biker/Sorry02.vcd"  //Sorry about that.
	scene "scenes/Biker/Sorry03.vcd"  //Sorry about that.
	scene "scenes/Biker/Sorry04.vcd"  //Aww, man, sorry.
	scene "scenes/Biker/Sorry05.vcd"  //Sorry.
	scene "scenes/Biker/Sorry06.vcd"  //Sorry about that.
	scene "scenes/Biker/Sorry07.vcd"  //Yeah, guess that was my fault.
	scene "scenes/Biker/Sorry08.vcd"  //Yeah, guess that was my fault. Again.
	scene "scenes/Biker/Sorry09.vcd"  //Sorry.
	scene "scenes/Biker/Sorry12.vcd"  //My bad.
	scene "scenes/Biker/Sorry13.vcd"  //Whoopsie.
	scene "scenes/Biker/Sorry14.vcd"  //Uh, yeah, sorry.
	scene "scenes/Biker/Sorry15.vcd"  //Sorry.
	scene "scenes/Biker/Sorry16.vcd"  //oopsy daisy
	scene "scenes/Biker/Sorry17.vcd"  //That was my fault.
	scene "scenes/Biker/Sorry18.vcd"  //My bad.
}
Rule PlayerSorryBiker
{
	criteria ConceptPlayerSorry IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerSorryBiker
}

Response PlayerThanksBiker
{
	scene "scenes/Biker/Thanks01.vcd"  //I owe you one.
	scene "scenes/Biker/Thanks02.vcd"  //Thanks.
	scene "scenes/Biker/Thanks03.vcd"  //Thanks.
	scene "scenes/Biker/Thanks04.vcd"  //Thanks [noise you make gun clicking your mouth twice]
	scene "scenes/Biker/Thanks05.vcd"  //Thanks, man.
	scene "scenes/Biker/Thanks06.vcd"  //Hey, thanks man.
	scene "scenes/Biker/Thanks07.vcd"  //Yeah, thanks.
	scene "scenes/Biker/Thanks08.vcd"  //Thank you.
	scene "scenes/Biker/Thanks09.vcd"  //Thanks, I owe ya.
	scene "scenes/Biker/Thanks10.vcd"  //Thanks, I owe ya.
	scene "scenes/Biker/Thanks11.vcd"  //Thanks, dude.
	scene "scenes/Biker/Thanks12.vcd"  //Thanks for that.
	scene "scenes/Biker/Thanks15.vcd"  //Thanks.
}
Rule PlayerThanksBiker
{
	criteria ConceptPlayerThanks IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerThanksBiker
}

Response PlayerYesBiker
{
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes02.vcd"  //Okay.
	scene "scenes/Biker/Yes03.vcd"  //Yep.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes05.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule PlayerYesBiker
{
	criteria ConceptPlayerYes IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerYesBiker
}

Response PlayerYouAreWelcomeBiker
{
	scene "scenes/Biker/YouAreWelcome02.vcd"  //I got your back.
	scene "scenes/Biker/YouAreWelcome04.vcd"  //Hey, no problem.
	scene "scenes/Biker/YouAreWelcome05.vcd"  //No problem.
	scene "scenes/Biker/YouAreWelcome06.vcd"  //Sure.
	scene "scenes/Biker/YouAreWelcome07.vcd"  //I told ya I'd take care of ya.
	scene "scenes/Biker/YouAreWelcome08.vcd"  //No, thank YOU!
	scene "scenes/Biker/YouAreWelcome09.vcd"  //Yer welcome.
	scene "scenes/Biker/YouAreWelcome10.vcd"  //Yea, Im pretty awesome.
	scene "scenes/Biker/YouAreWelcome11.vcd"  //No problemo, pal.
	scene "scenes/Biker/YouAreWelcome12.vcd"  //It's all good.
	scene "scenes/Biker/YouAreWelcome13.vcd"  //Gotcha.
	scene "scenes/Biker/YouAreWelcome14.vcd"  //Whatever, whenever, man.
}
Rule PlayerYouAreWelcomeBiker
{
	criteria ConceptPlayerYouAreWelcome IsNotCoughing  IsBiker IsTalk IsTalkBiker IsNotSpeaking
	Response PlayerYouAreWelcomeBiker
}

Rule PlayerFriendlyFireInflictorBiker
{
	criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsBiker IsTalk IsTalkBiker
	Response PlayerSorryBiker
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Responses
//--------------------------------------------------------------------------------------------------------------
Response PlayerNegativeBiker
{
	scene "scenes/Biker/Laughter08.vcd"  //<Short laugh>
	scene "scenes/Biker/NegativeNoise08.vcd"  //[Improv non-verbal displeasure & frustration sounds]
	scene "scenes/Biker/ReactionNegative02.vcd"  //That's bad.
}
Rule PlayerNegativeBiker
{
	criteria ConceptPlayerNegative IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerNegativeBiker
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Warning
//--------------------------------------------------------------------------------------------------------------
Response PlayerAreaClearBiker
{
	scene "scenes/Biker/AreaClear01.vcd"  //Clear.
	scene "scenes/Biker/AreaClear02.vcd"  //It's clear.
	scene "scenes/Biker/AreaClear03.vcd"  //Nothin' in here.
	scene "scenes/Biker/AreaClear04.vcd"  //Clear, sir.
	scene "scenes/Biker/AreaClear05.vcd"  //Clear.
	scene "scenes/Biker/AreaClear06.vcd"  //Nothin' in here.
	scene "scenes/Biker/AreaClear07.vcd"  //blph... Looks empty.
	scene "scenes/Biker/AreaClear08.vcd"  //Looks empty.
	scene "scenes/Biker/AreaClear09.vcd"  //I don't see anything here
	scene "scenes/Biker/AreaClear10.vcd"  //I got nothin' here.
}
Rule PlayerAreaClearBiker
{
	criteria ConceptPlayerAreaClear IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerAreaClearBiker
}

Response PlayerHeardBoomerBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerHeardBoomerBiker
{
	criteria ConceptPlayerHeardBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerHeardBoomerBiker
}

Response PlayerHeardHunterBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerHeardHunterBiker
{
	criteria ConceptPlayerHeardHunter IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerHeardHunterBiker
}

Response PlayerHeardSmokerBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerHeardSmokerBiker
{
	criteria ConceptPlayerHeardSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerHeardSmokerBiker
}

Response PlayerHeardTankBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerHeardTankBiker
{
	criteria ConceptPlayerHeardTank IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerHeardTankBiker
}

Response PlayerHeardWitchBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule PlayerHeardWitchBiker
{
	criteria ConceptPlayerHeardWitch IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerHeardWitchBiker
}

Response PlayerHurrahBiker
{
	scene "scenes/Biker/Hurrah05.vcd"  then Any HurrahAlso foo:0 0 //We just might make it out of here after all.
	scene "scenes/Biker/Hurrah06.vcd"  //We're gonna be okay.
	scene "scenes/Biker/Hurrah07.vcd"  then Any HurrahAlso foo:0 0 //I think we're gonna make it.
	scene "scenes/Biker/Hurrah08.vcd"  then Any HurrahAlso foo:0 0 //They can't stop us.
	scene "scenes/Biker/Hurrah09.vcd"  then Any HurrahAlso foo:0 0 //Nothing can stop us.
	scene "scenes/Biker/Hurrah10.vcd"  then Any HurrahAlso foo:0 0 //We are unstoppable!
	scene "scenes/Biker/Hurrah11.vcd"  then Any HurrahAlso foo:0 0 //YEAH!
	scene "scenes/Biker/Hurrah12.vcd"  then Any HurrahAlso foo:0 0 //Everybody havin' as much fun as me?
	scene "scenes/Biker/Hurrah13.vcd"  then Any HurrahAlso foo:0 0 //Everyone havin' fun?
	scene "scenes/Biker/Hurrah14.vcd"  then Any HurrahAlso foo:0 0 //You know all those monsters? I don't think they're gonna make it.
	scene "scenes/Biker/Hurrah15.vcd"  then Any HurrahAlso foo:0 0 //We just might make it out of here after all.
	scene "scenes/Biker/Hurrah21.vcd"  then Any HurrahAlso foo:0 0 //You guys are all right.
	scene "scenes/Biker/Hurrah22.vcd"  //I think we gotta chance
	scene "scenes/Biker/Hurrah23.vcd"  then Any HurrahAlso foo:0 0 //lookin good
	scene "scenes/Biker/Hurrah24.vcd"  then Any HurrahAlso foo:0 0 //Hey, this is just gettin fun.
}
Rule PlayerHurrahBiker
{
	criteria ConceptPlayerHurrah IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerHurrahBiker
}

Response PlayerWarnCarefulBiker
{
	scene "scenes/Biker/WarnCareful01.vcd"  //Careful...
	scene "scenes/Biker/WarnCareful02.vcd"  //Be careful...
	scene "scenes/Biker/WarnCareful03.vcd"  //Take it easy...
	scene "scenes/Biker/WarnCareful04.vcd"  //Take er easy...
	scene "scenes/Biker/WarnCareful05.vcd"  //Watch yourself, now...
	scene "scenes/Biker/WarnCareful06.vcd"  //Careful now...
	scene "scenes/Biker/WarnCareful07.vcd"  //Watch it...
	scene "scenes/Biker/WarnCareful08.vcd"  //Carrrefullll...
	scene "scenes/Biker/WarnCareful09.vcd"  //Careful, kids...
}
Rule PlayerWarnCarefulBiker
{
	criteria ConceptPlayerWarnCareful IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerWarnCarefulBiker
}

Response SurvivorSpottedWorldFarBiker
{
	scene "scenes/Biker/Look01.vcd"  //Over there!
	scene "scenes/Biker/Look02.vcd"  //Over there!
	scene "scenes/Biker/Look03.vcd"  //Look!
	scene "scenes/Biker/Look04.vcd"  //Look!
	scene "scenes/Biker/Look05.vcd"  //Look!
}
Rule SurvivorSpottedWorldFarBiker
{
	criteria ConceptPlayerLook IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	Response SurvivorSpottedWorldFarBiker
}


//--------------------------------------------------------------------------------------------------------------
// Smalltown Intro
//--------------------------------------------------------------------------------------------------------------
Response IntroSmalltown3Biker
{
	scene "scenes/Biker/WorldSmallTown0105.vcd"  //Sounds good to me. Let's head to Riverside.
}
Rule IntroSmalltown3Biker
{
	criteria ConceptIntroSmalltown3 IsBiker
	ApplyContext "talk:1:5"
	applycontexttoworld
	Response IntroSmalltown3Biker
}


//--------------------------------------------------------------------------------------------------------------
// Spawn  - Join
//--------------------------------------------------------------------------------------------------------------
Response SurvivorSpawnBiker
{
	scene "scenes/Biker/ScenarioJoin01.vcd"  //I'm here!
	scene "scenes/Biker/ScenarioJoin02.vcd"  //Hey, I'm here!
	scene "scenes/Biker/ScenarioJoin03.vcd"  //Hey, I'm here!
	scene "scenes/Biker/ScenarioJoin04.vcd"  //Hello!
}
Rule SurvivorSpawnBiker
{
	criteria ConceptPlayerScenarioJoin IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorSpawnBiker
}

Response SurvivorSpawnLastMainstreetBiker
{
	scene "scenes/Biker/blank.vcd"  //
}
Rule SurvivorSpawnLastMainstreetBiker
{
	criteria ConceptPlayerScenarioJoinLast IsBiker IsSmalltown04
	ApplyContext "RemarkableReadyToGo:1:500,RemarkableBlocker:1:5"
	applycontexttoworld
	Response SurvivorSpawnLastMainstreetBiker
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer
//--------------------------------------------------------------------------------------------------------------
Response PlayerBillPouncedBiker
{
	scene "scenes/Biker/HunterBillPounced01.vcd" predelay ".5,1" //Hunter's got Bill!
	scene "scenes/Biker/HunterBillPounced02.vcd" predelay ".5,1" //Hunter's on Bill!
}
Rule PlayerBillPouncedBiker
{
	criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsNamVet IsNotSaidBillPounced IsBiker IsTalk IsTalkBiker
	ApplyContext "BillPounced:1:60"
	applycontexttoworld
	Response PlayerBillPouncedBiker
}

Response PlayerEatPillsBiker
{
	scene "scenes/Biker/PainReliefSigh01.vcd"  //Ahhh
	scene "scenes/Biker/PainReliefSigh05.vcd"  //ohh
}
Rule PlayerEatPillsBiker
{
	criteria ConceptEatPills IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerEatPillsBiker
}

Response PlayerGetInsideCheckPointBiker
{
	scene "scenes/Biker/StayTogetherInside01.vcd"  //Get your asses in here!
	scene "scenes/Biker/StayTogetherInside02.vcd"  //Come on ladies, everyone inside!
	scene "scenes/Biker/StayTogetherInside03.vcd"  //Get in here!
	scene "scenes/Biker/StayTogetherInside04.vcd"  //Everyone inside!
	scene "scenes/Biker/StayTogetherInside05.vcd"  //Quit pissin' around and get in here!
}
Rule PlayerGetInsideCheckPointBiker
{
	criteria ConceptPlayerGetInsideCheckPoint  IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker SomeoneOutsideSafeSpot
	Response PlayerGetInsideCheckPointBiker
}

Response PlayerGrenadeBiker
{
	scene "scenes/Biker/Grenade01.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
	scene "scenes/Biker/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
	scene "scenes/Biker/Grenade03.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!!
	scene "scenes/Biker/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
	scene "scenes/Biker/Grenade05.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!!
	scene "scenes/Biker/Grenade06.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!!
}
Rule PlayerGrenadeBiker
{
	criteria ConceptThrewGrenade IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerGrenadeBiker
}

Response PlayerGrenadeCarefulBiker
{
	scene "scenes/Biker/WarnCareful02.vcd"  //Be careful...
	scene "scenes/Biker/WarnCareful08.vcd"  //Carrrefullll...
}
Rule PlayerGrenadeCarefulBiker
{
	criteria ConceptGrenadeCareful IsNotCoughing IsBiker IsWitchPresent NotInCombat IssuerClose IsTalk IsTalkBiker
	Response PlayerGrenadeCarefulBiker
}

Response PlayerIncapacitatedInitialBiker
{
	scene "scenes/Biker/IncapacitatedInitial01.vcd"  //I'm down!
	scene "scenes/Biker/IncapacitatedInitial02.vcd"  //Damnit, I'm down.
	scene "scenes/Biker/IncapacitatedInitial03.vcd"  //Shit, I need some help.
}
Rule PlayerIncapacitatedInitialBiker
{
	criteria ConceptPlayerIncapacitated IsNotCoughing  IsBiker IsTalk IsTalkBiker
	ApplyContext "TalkBiker:1:2"
	Response PlayerIncapacitatedInitialBiker
}

Response PlayerKillConfirmationBiker
{
	scene "scenes/Biker/KillConfirmation01.vcd"  then Any PlayerNiceShot foo:0 0 //Got it!
	scene "scenes/Biker/KillConfirmation02.vcd"  then Any PlayerNiceShot foo:0 0 //Nailed it!
	scene "scenes/Biker/KillConfirmation03.vcd"  then Any PlayerNiceShot foo:0 0 //Down!
	scene "scenes/Biker/KillConfirmation04.vcd"  then Any PlayerNiceShot foo:0 0 //That's mine.
	scene "scenes/Biker/KillConfirmation05.vcd"  then Any PlayerNiceShot foo:0 0 //Dead!
	scene "scenes/Biker/KillConfirmation06.vcd"  then Any PlayerNiceShot foo:0 0 //Popped it!
	scene "scenes/Biker/KillConfirmation07.vcd" odds 5 then Any PlayerNiceShot foo:0 0 //Popped a cap in his ass!
}
Rule PlayerKillConfirmationBiker
{
	criteria ConceptKilledZombie IsNotCoughing IsBiker  IsTalk IsTalkBiker IsSubjectFar300 ChanceToFire40Percent
	Response PlayerKillConfirmationBiker
}

Response PlayerLockTheDoorCheckPointBiker
{
	scene "scenes/Biker/CloseTheDoor04.vcd"  //You born in a barn? Lock the goddamn door.
	scene "scenes/Biker/CloseTheDoor05.vcd"  //Lock the door.
	scene "scenes/Biker/CloseTheDoor06.vcd"  //Lock the freakin' door.
	scene "scenes/Biker/CloseTheDoor07.vcd" odds 1 //Personally, I'm happy to keep fighting. But YOU ladies might want to lock the door.
	scene "scenes/Biker/CloseTheDoor08.vcd"  //Someone gonna lock that door?
	scene "scenes/Biker/CloseTheDoor10.vcd"  //Lock the goddman door.
	scene "scenes/Biker/CloseTheDoor11.vcd"  //Would you lock that sucker?
	scene "scenes/Biker/CloseTheDoor12.vcd"  //Keep 'em out! Lock that door!
}
Rule PlayerLockTheDoorCheckPointBiker
{
	criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker
	Response PlayerLockTheDoorCheckPointBiker
}

Response PlayerLouisPouncedBiker
{
	scene "scenes/Biker/HunterLouisPounced01.vcd" predelay ".5,1" //Hunter's got Louis!
	scene "scenes/Biker/HunterLouisPounced02.vcd" predelay ".5,1" //Hunter on Louis!
}
Rule PlayerLouisPouncedBiker
{
	criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsManager IsNotSaidLouisPounced IsBiker IsTalk IsTalkBiker
	ApplyContext "LouisPounced:1:60"
	applycontexttoworld
	Response PlayerLouisPouncedBiker
}

Response PlayerRemarkairport01_burningBiker
{
	scene "scenes/Biker/WorldAirport0105.vcd"  //The whole damn city's on fire.
	scene "scenes/Biker/WorldAirport0115.vcd"  //Holy shit, the whole damn city's on fire.
}
Rule PlayerRemarkairport01_burningBiker
{
	criteria ConceptRemark IsBiker Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkBiker
	ApplyContext "Saidairport01_burning:1:0"
	Response PlayerRemarkairport01_burningBiker
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport01_burningBiker : ChanceToFire40Percent
Rule AUTOBLANK_PlayerRemarkairport01_burningBiker
{
	criteria ConceptRemark IsBiker Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkBiker
	ApplyContext "Saidairport01_burning:1:0"
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerRemarkfarm01_campingBiker
{
	scene "scenes/Biker/WorldFarmHouse0101.vcd"  //Yer tellin' me people camp for fun?
}
Rule PlayerRemarkfarm01_campingBiker
{
	criteria ConceptRemark IsBiker Isfarm01_camping IsNotSaidfarm01_camping IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkBiker
	ApplyContext "Saidfarm01_camping:1:0"
	Response PlayerRemarkfarm01_campingBiker
}

//AUTOGENERATED BLANK FOR PlayerRemarkfarm01_campingBiker : ChanceToFire40Percent
Rule AUTOBLANK_PlayerRemarkfarm01_campingBiker
{
	criteria ConceptRemark IsBiker Isfarm01_camping IsNotSaidfarm01_camping IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkBiker
	ApplyContext "Saidfarm01_camping:1:0"
	Response _PlayerInfoRemarkableBlankBiker
}

Response PlayerStayTogetherInsideBiker
{
	scene "scenes/Biker/StayTogetherInside01.vcd"  //Get your asses in here!
	scene "scenes/Biker/StayTogetherInside02.vcd"  //Come on ladies, everyone inside!
	scene "scenes/Biker/StayTogetherInside03.vcd"  //Get in here!
	scene "scenes/Biker/StayTogetherInside04.vcd"  //Everyone inside!
	scene "scenes/Biker/StayTogetherInside05.vcd"  //Quit pissin' around and get in here!
}
Rule PlayerStayTogetherInsideBiker
{
	criteria ConceptPlayerStayTogether IsNotCoughing IsBiker IsInSafeSpot IsTalk IsTalkBiker SomeoneOutsideSafeSpot
	Response PlayerStayTogetherInsideBiker
}

Response PlayerSuggestHealthBillBiker
{
	scene "scenes/Biker/PlayerSuggestHealthBill01.vcd"  //Old man - use your health kit.
	scene "scenes/Biker/PlayerSuggestHealthBill02.vcd"  //Bill, man, heal up
}
Rule PlayerSuggestHealthBillBiker
{
	criteria ConceptPlayerSuggestHealthNamVet IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker  NotInCombat
	ApplyContext "SuggestedHealth:1:120"
	applycontexttoworld
	Response PlayerSuggestHealthBillBiker
}

Response PlayerSuggestHealthLouisBiker
{
	scene "scenes/Biker/PlayerSuggestHealth04.vcd"  //You should heal up.
	scene "scenes/Biker/PlayerSuggestHealthBill03.vcd"  //Bro, heal up.
	scene "scenes/Biker/PlayerSuggestHealthLouis01.vcd"  //Hey Louie, use your first aid kit.
	scene "scenes/Biker/PlayerSuggestHealthLouis02.vcd"  //Louis, you gotta heal up, man.
	scene "scenes/Biker/PlayerSuggestHealthLouis03.vcd"  //Louis, heal fer chrissake.
}
Rule PlayerSuggestHealthLouisBiker
{
	criteria ConceptPlayerSuggestHealthManager IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker  NotInCombat
	ApplyContext "SuggestedHealth:1:120"
	applycontexttoworld
	Response PlayerSuggestHealthLouisBiker
}

Response PlayerSuggestHealthZoeyBiker
{
	scene "scenes/Biker/PlayerSuggestHealth05.vcd"  //Someone should use their health pack...
	scene "scenes/Biker/PlayerSuggestHealthZoey01.vcd"  //Zoey, heal up.
	scene "scenes/Biker/PlayerSuggestHealthZoey02.vcd"  //Zoey darlin', heal up.
	scene "scenes/Biker/PlayerSuggestHealthZoey03.vcd"  //Zoey, patch yerself up.
	scene "scenes/Biker/PlayerSuggestHealthZoey04.vcd"  //Hey Zoey, you oughtta heal.
}
Rule PlayerSuggestHealthZoeyBiker
{
	criteria ConceptPlayerSuggestHealthTeenGirl IsBiker IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkBiker  NotInCombat
	ApplyContext "SuggestedHealth:1:120"
	applycontexttoworld
	Response PlayerSuggestHealthZoeyBiker
}

Response PlayerSuggestMeHealthBikerBiker
{
	scene "scenes/Biker/blank.vcd"  then Any PlayerSuggestHealthBiker foo:0 0 //
}
Rule PlayerSuggestMeHealthBikerBiker
{
	criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsBiker IsNotBeingHealed IsTalk IsTalkBiker
	Response PlayerSuggestMeHealthBikerBiker
}

Response PlayerSuggestMeHealthManagerBiker
{
	scene "scenes/Biker/blank.vcd"  then Any PlayerSuggestHealthManager foo:0 0 //
}
Rule PlayerSuggestMeHealthManagerBiker
{
	criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsManager IsNotBeingHealed IsTalk IsTalkBiker
	Response PlayerSuggestMeHealthManagerBiker
}

Response PlayerSuggestMeHealthNamVetBiker
{
	scene "scenes/Biker/blank.vcd"  then Any PlayerSuggestHealthNamVet foo:0 0 //
}
Rule PlayerSuggestMeHealthNamVetBiker
{
	criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsNamVet IsNotBeingHealed IsTalk IsTalkBiker
	Response PlayerSuggestMeHealthNamVetBiker
}

Response PlayerSuggestMeHealthTeenGirlBiker
{
	scene "scenes/Biker/blank.vcd"  then Any PlayerSuggestHealthTeenGirl foo:0 0 //
}
Rule PlayerSuggestMeHealthTeenGirlBiker
{
	criteria ConceptTalkIdle IsNotHealthy NotInCombat YesHasFirstAidKit IsTeenGirl IsNotBeingHealed IsTalk IsTalkBiker
	Response PlayerSuggestMeHealthTeenGirlBiker
}

Response PlayerTransitionBiker
{
	scene "scenes/Biker/Hurrah24.vcd"  //Hey, this is just gettin fun.
	scene "scenes/Biker/NiceJob04.vcd"  //Shit, that was all right
	scene "scenes/Biker/NiceJob11.vcd"  //Well, shit, that was all right
	scene "scenes/Biker/ReactionPositive03.vcd"  //Rock-n-roll!
	scene "scenes/Biker/ReactionPositive06.vcd"  //Hell yeah!
	scene "scenes/Biker/ReactionPositive08.vcd"  //Yeah!
	scene "scenes/Biker/ReactionPositive09.vcd"  //Yeah!
	scene "scenes/Biker/ReactionPositive10.vcd"  //Hell yeah!
	scene "scenes/Biker/ReactionPositive11.vcd"  //All right!
	scene "scenes/Biker/Taunt02.vcd"  //HELL YEAH!
}
Rule PlayerTransitionBiker
{
	criteria ConceptPlayerTransition IsNotCoughing IsBiker IsNotSaidPlayerTransition IsTalk IsTalkBiker
	ApplyContext "SaidPlayerTransition:1:90"
	applycontexttoworld
	Response PlayerTransitionBiker
}

Response PlayerTransitionCloseBiker
{
	scene "scenes/Biker/PlayerTransitionClose01.vcd"  //Any zombie fight you can crawl away from means you won it.
	scene "scenes/Biker/PlayerTransitionClose02.vcd"  //Heh heh, well all right!
	scene "scenes/Biker/PlayerTransitionClose03.vcd"  //That was close!
	scene "scenes/Biker/PlayerTransitionClose04.vcd"  //Thought we were goners (lauging)
	scene "scenes/Biker/PlayerTransitionClose05.vcd"  //This shit ain't easy.
	scene "scenes/Biker/PlayerTransitionClose06.vcd"  //Killin' vampires looked easier in the brochure, dinnit?
}
Rule PlayerTransitionCloseBiker
{
	criteria ConceptPlayerTransition IsNotCoughing IsBiker IsNotSaidPlayerTransition IsTalk IsTalkBiker IntensityOver75 RecentGroupInCombat10 IsEveryoneNotAlive
	ApplyContext "SaidPlayerTransition:1:90"
	applycontexttoworld
	Response PlayerTransitionCloseBiker
}

Response PlayerWarnHeardBoomerBiker
{
	scene "scenes/Biker/HeardBoomer01.vcd"  //I hear a Boomer out there.
	scene "scenes/Biker/HeardBoomer02.vcd"  //Careful, I hear a Boomer.
	scene "scenes/Biker/HeardBoomer03.vcd"  //There's a Boomer around here.
	scene "scenes/Biker/HeardBoomer04.vcd"  //Watch it, we got a Boomer.
	scene "scenes/Biker/HeardBoomer05.vcd"  //Hear that Boomer? I'm gonna kill its ass.
	scene "scenes/Biker/HeardBoomer06.vcd"  //I hear a Boomer.
}
Rule PlayerWarnHeardBoomerBiker
{
	criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsBiker IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
	ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardBoomerBiker
}

Response PlayerWarnHeardHunterBiker
{
	scene "scenes/Biker/HeardHunter01.vcd"  //There's a hunter out there.
	scene "scenes/Biker/HeardHunter02.vcd"  //Careful, there's a Hunter around here.
	scene "scenes/Biker/HeardHunter03.vcd"  //I hear a Hunter.
	scene "scenes/Biker/HeardHunter04.vcd"  //Careful, there's a Hunter around here.
	scene "scenes/Biker/HeardHunter05.vcd"  //Sounds like a freakin' Hunter.
	scene "scenes/Biker/HeardHunter06.vcd"  //Hunter out there.
	scene "scenes/Biker/HeardHunter07.vcd"  //There's a Hunter someplace around here.
	scene "scenes/Biker/HeardHunter08.vcd"  //I hear a Hunter. COME ON OUT, WUSSY!
	scene "scenes/Biker/HeardHunter09.vcd"  //YEAH, YOU BETTER HIDE! Sweathshirt wearin' little wuss.
}
Rule PlayerWarnHeardHunterBiker
{
	criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsBiker IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
	ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardHunterBiker
}

Response PlayerWarnHeardSmokerBiker
{
	scene "scenes/Biker/HeardSmoker01.vcd"  //Man, there's a Smoker around here.
	scene "scenes/Biker/HeardSmoker02.vcd"  //Smell that Smoker?
	scene "scenes/Biker/HeardSmoker03.vcd"  //Smoker. Hear it?
	scene "scenes/Biker/HeardSmoker04.vcd"  //I hear a smoker.
	scene "scenes/Biker/HeardSmoker05.vcd"  //Sounds like a Smoker.
	scene "scenes/Biker/HeardSmoker06.vcd"  //Smoker. He's gonna have to use that tongue to choke my foot out of his ass.
	scene "scenes/Biker/HeardSmoker07.vcd"  //Sounds like a Smoker.
}
Rule PlayerWarnHeardSmokerBiker
{
	criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsBiker IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
	ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardSmokerBiker
}

Response PlayerWarnHeardWitchBiker
{
	scene "scenes/Biker/HeardWitch01.vcd"  then Self PlayerKillThatLight foo:0 0 //I hear a Witch.
	scene "scenes/Biker/HeardWitch02.vcd"  then Self PlayerKillThatLight foo:0 0 //Witch, and she's close!
	scene "scenes/Biker/HeardWitch03.vcd"  then Self PlayerKillThatLight foo:0 0 //There's a Witch around here.
	scene "scenes/Biker/HeardWitch04.vcd"  then Self PlayerKillThatLight foo:0 0 //Witch, and she's close!
	scene "scenes/Biker/HeardWitch05.vcd"  then Self PlayerKillThatLight foo:0 0 //Hear that Witch? I'm gonna give her something to cry about.
	scene "scenes/Biker/HeardWitch06.vcd"  then Self PlayerKillThatLight foo:0 0 //Shhh, I hear a Witch.
	scene "scenes/Biker/HeardWitch07.vcd"  then Self PlayerKillThatLight foo:0 0 //There's a Witch around here.
	scene "scenes/Biker/HeardWitch08.vcd"  then Self PlayerKillThatLight foo:0 0 //I hear a Witch.
}
Rule PlayerWarnHeardWitchBiker
{
	criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsBiker IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
	ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardWitchBiker
}

Response PlayerWarnMegaMobBiker
{
	scene "scenes/Biker/Incoming02.vcd" predelay "2.5,3.5" //Holy shit, here they come!
	scene "scenes/Biker/Incoming04.vcd" predelay "2.5,3.5" //Incoming!
	scene "scenes/Biker/Incoming05.vcd" predelay "2.5,3.5" //Get ready ladies!
	scene "scenes/Biker/Incoming06.vcd" predelay "2.5,3.5" //INCOMING!
	scene "scenes/Biker/Incoming07.vcd" predelay "2.5,3.5" //This is gonna be good.
	scene "scenes/Biker/Incoming08.vcd" predelay "2.5,3.5" //Shit, Get ready!
	scene "scenes/Biker/MiniFinaleGetReady01.vcd" predelay "2.5,3.5" //Get ready!
	scene "scenes/Biker/MiniFinaleGetReady02.vcd" predelay "2.5,3.5" //Bring it on!
	scene "scenes/Biker/MiniFinaleGetReady03.vcd" predelay "2.5,3.5" //Here they come!
	scene "scenes/Biker/MiniFinaleGetReady04.vcd" predelay "2.5,3.5" //They're coming!
	scene "scenes/Biker/ReactionNegative04.vcd" predelay "2.5,3.5" //Holy jesus.
	scene "scenes/Biker/ReactionNegative05.vcd" predelay "2.5,3.5" //Shit
	scene "scenes/Biker/ReactionNegative06.vcd" predelay "2.5,3.5" //Ah shit.
	scene "scenes/Biker/ReactionNegative09.vcd" predelay "2.5,3.5" //Ahhhhh.
	scene "scenes/Biker/ReactionNegative10.vcd" predelay "2.5,3.5" //Effin hell.
	scene "scenes/Biker/ViolenceAwe03.vcd" predelay "2.5,3.5" //Holy crap.
	scene "scenes/Biker/ViolenceAwe05.vcd" predelay "2.5,3.5" //Holy shit...
	scene "scenes/Biker/ViolenceAwe07.vcd" predelay "2.5,3.5" //<laugh>Whoa-ho-ho, YEAH!
}
Rule PlayerWarnMegaMobBiker
{
	criteria ConceptPlayerWarnMegaMob IsNotCoughing IsBiker IsNotWarnMegaMob IsTalk IsTalkBiker IsNotSpeaking
	ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnMegaMobBiker
}

Response PlayerWarnWitchAngryBiker
{
	scene "scenes/Biker/WitchGettingAngry01.vcd"  //You got a death wish? Leave that witch alone!
	scene "scenes/Biker/WitchGettingAngry02.vcd"  //Stop spookin' the effin witch!
	scene "scenes/Biker/WitchGettingAngry03.vcd"  //Oh shit, the witch's gettin' riled up!
	scene "scenes/Biker/WitchGettingAngry04.vcd"  //Watch it, that witch is gettin' pissed!
}
Rule PlayerWarnWitchAngryBiker
{
	criteria ConceptWitchGettingAngry IsNotCoughing IsBiker IsNotWarnAngryWitch IsTalk IsTalkBiker
	ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnWitchAngryBiker
}

Response PlayerZoeyPouncedBiker
{
	scene "scenes/Biker/HunterZoeyPounced01.vcd" predelay ".5,1" //Hunter's got Zoey!
	scene "scenes/Biker/HunterZoeyPounced02.vcd" predelay ".5,1" //Hunter on  Zoey!
	scene "scenes/Biker/HunterZoeyPounced03.vcd" predelay ".5,1" //Hey, hunter's got Zoey!
}
Rule PlayerZoeyPouncedBiker
{
	criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsTeenGirl IsNotSaidZoeyPounced IsBiker IsTalk IsTalkBiker
	ApplyContext "ZoeyPounced:1:60"
	applycontexttoworld
	Response PlayerZoeyPouncedBiker
}

Response SurvivorCaughtVomitBiker
{
	scene "scenes/Biker/Generic03.vcd" odds 5 //He puked on me!
	scene "scenes/Biker/ReactionBoomerVomit01.vcd"  //
	scene "scenes/Biker/ReactionBoomerVomit02.vcd"  //
	scene "scenes/Biker/ReactionBoomerVomit03.vcd"  //
	scene "scenes/Biker/ReactionBoomerVomit04.vcd"  //
	scene "scenes/Biker/ReactionBoomerVomit05.vcd"  //
}
Rule SurvivorCaughtVomitBiker
{
	criteria ConceptPlayerVomitInFace IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorCaughtVomitBiker
}

Response SurvivorCoughingBiker
{
	scene "scenes/Biker/Cough01.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough02.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough03.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough04.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough05.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough06.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough07.vcd"  //[Coughing from smoke]
}
Rule SurvivorCoughingBiker
{
	criteria ConceptSurvivorCoughing IsCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorCoughingBiker
}

Response SurvivorCoughingDeathBiker
{
	scene "scenes/Biker/Cough01.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough02.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough03.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough04.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough05.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough06.vcd"  //[Coughing from smoke]
	scene "scenes/Biker/Cough07.vcd"  //[Coughing from smoke]
}
Rule SurvivorCoughingDeathBiker
{
	criteria ConceptPlayerDeath IsCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorCoughingDeathBiker
}

Response SurvivorDeathBiker
{
	scene "scenes/Biker/DeathScream01.vcd"  //[Death rattle]
	scene "scenes/Biker/DeathScream02.vcd"  //[Death rattle]
	scene "scenes/Biker/DeathScream03.vcd"  //[Death rattle]
	scene "scenes/Biker/DeathScream04.vcd"  //[Death rattle]
	scene "scenes/Biker/DeathScream05.vcd"  //[Death rattle] Mama...
	scene "scenes/Biker/DeathScream06.vcd"  //[Short quick death scream]
	scene "scenes/Biker/DeathScream07.vcd"  //[Short quick death scream]
	scene "scenes/Biker/DeathScream08.vcd"  //[Loud painful death scream]
	scene "scenes/Biker/DeathScream09.vcd"  //[Loud painful death scream]
	scene "scenes/Biker/DeathScream10.vcd"  //[Short quick death scream]
}
Rule SurvivorDeathBiker
{
	criteria ConceptPlayerDeath IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorDeathBiker
}

Response SurvivorGrabbedByTongueBiker
{
	scene "scenes/Biker/GrabbedBySmoker01a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/Biker/GrabbedBySmoker01a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/Biker/GrabbedBySmoker02a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/Biker/GrabbedBySmoker02b.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/Biker/GrabbedBySmoker03.vcd"  //no, No, NO, NO!!!
}
Rule SurvivorGrabbedByTongueBiker
{
	criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorGrabbedByTongueBiker
}

Response SurvivorNearFinaleBiker
{
	scene "scenes/Biker/FinaleAhead01.vcd"  //We're almost there!
	scene "scenes/Biker/FinaleAhead02.vcd"  //We're almost out of here!
	scene "scenes/Biker/FinaleAhead03.vcd"  //Now there's a sight for sore eyes. Looks like we're gonna make it, kids.
	scene "scenes/Biker/FinaleAhead04.vcd"  //Hey, we're almost outta this shithole. I told you I'd get you here.
}
Rule SurvivorNearFinaleBiker
{
	criteria ConceptPlayerNearFinale IsNotCoughing IsBiker IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkBiker IsNotIncapacitated
	ApplyContext "SaidFinaleAhead:1:30"
	applycontexttoworld
	Response SurvivorNearFinaleBiker
}

Response SurvivorTankPoundBiker
{
	scene "scenes/Biker/TankPound01.vcd"  //Get this thing off me!
	scene "scenes/Biker/TankPound02.vcd"  //This thing's poundin the hell outta me!
	scene "scenes/Biker/TankPound03.vcd"  //This thing's killing me!
	scene "scenes/Biker/TankPound04.vcd"  //I gotta Tank on me!
}
Rule SurvivorTankPoundBiker
{
	criteria ConceptPlayerGroundPoundedByTank IsBiker IsTalk IsTalkBiker
	Response SurvivorTankPoundBiker
}

Response SurvivorVocalizeBackUpBiker
{
	scene "scenes/Biker/BackUp01.vcd"  //BackBackBack!
	scene "scenes/Biker/BackUp02.vcd"  //Back up!
	scene "scenes/Biker/BackUp03.vcd"  //Back up!
	scene "scenes/Biker/BackUp04.vcd"  //Get the hell back!
	scene "scenes/Biker/BackUp05.vcd"  //Back it up!
}
Rule SurvivorVocalizeBackUpBiker
{
	criteria ConceptPlayerBackUp IsBiker IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkBiker
	Response SurvivorVocalizeBackUpBiker
}

Response SurvivorVocalizeEmphaticGoBiker
{
	scene "scenes/Biker/EmphaticGo01.vcd"  //GET MOVING!
	scene "scenes/Biker/EmphaticGo02.vcd"  //MOVE!
	scene "scenes/Biker/EmphaticGo03.vcd"  //Go go go!
	scene "scenes/Biker/EmphaticGo04.vcd"  //GO!
	scene "scenes/Biker/EmphaticGo05.vcd"  //Get your rear in gear!
	scene "scenes/Biker/EmphaticGo06.vcd"  //Get your rear in gear!
}
Rule SurvivorVocalizeEmphaticGoBiker
{
	criteria ConceptPlayerEmphaticGo IsBiker  IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkBiker
	Response SurvivorVocalizeEmphaticGoBiker
}

Response SurvivorVocalizeFollowMeBiker
{
	scene "scenes/Biker/FollowMe01.vcd"  //Come on, this way.
	scene "scenes/Biker/FollowMe02.vcd"  //Follow me!
	scene "scenes/Biker/FollowMe03.vcd"  //Follow me.
	scene "scenes/Biker/FollowMe04.vcd"  //This way.
	scene "scenes/Biker/FollowMe05.vcd"  //This way.
	scene "scenes/Biker/FollowMe06.vcd"  //I got the lead - follow me.
	scene "scenes/Biker/FollowMe07.vcd"  //I got the lead.
	scene "scenes/Biker/FollowMe09.vcd"  //This way, kids.
}
Rule SurvivorVocalizeFollowMeBiker
{
	criteria ConceptPlayerFollowMe IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorVocalizeFollowMeBiker
}

Response SurvivorVocalizeGoingToDieBiker
{
	scene "scenes/Biker/GoingToDie01.vcd"  //I don't feel so good.
	scene "scenes/Biker/GoingToDie03.vcd"  //Man, I feel like you guys look.
	scene "scenes/Biker/GoingToDie04.vcd"  //I've, I've felt better.
	scene "scenes/Biker/GoingToDie05.vcd"  //This is turning into one of those days
	scene "scenes/Biker/GoingToDie06.vcd"  //I have definitely felt better.
	scene "scenes/Biker/GoingToDie08.vcd"  //Even my ass hurts.
	scene "scenes/Biker/GoingToDie09.vcd"  //This is startin' to get to me.
	scene "scenes/Biker/GoingToDie11.vcd"  //I don't wanna sound like a sissy, but I'm hurt bad.
	scene "scenes/Biker/GoingToDie12.vcd"  //I think I'm pretty screwed up.
	scene "scenes/Biker/GoingToDie13.vcd"  //I'm hurtin'.
	scene "scenes/Biker/GoingToDie14.vcd"  //Damnit, I am messed up.
	scene "scenes/Biker/GoingToDie15.vcd"  //Shit, this just hurts.
	scene "scenes/Biker/GoingToDie16.vcd"  //Oooh mama, this hurts.
	scene "scenes/Biker/GoingToDie17.vcd"  //I feel terrible.
	scene "scenes/Biker/GoingToDie18.vcd"  //God, I feel awful.
	scene "scenes/Biker/GoingToDie19.vcd"  //I think I'm gonna puke.
	scene "scenes/Biker/GoingToDie20.vcd" odds 2 //I'm feelin' pretty shitty and a little woozy, the woozy is kinda fun
	scene "scenes/Biker/GoingToDie22.vcd"  //Shit, I just hurt.
	scene "scenes/Biker/GoingToDie23.vcd"  //I feel like shit.
	scene "scenes/Biker/GoingToDie24.vcd"  //I ain't doing so good.
	scene "scenes/Biker/GoingToDie25.vcd"  //I feel pretty crappy.
	scene "scenes/Biker/GoingToDie26.vcd" odds 2 //I feel like guys look after I've punched them in the face
	scene "scenes/Biker/GoingToDieLight01.vcd"  //[loud exhale] Shit... [blows air through pursed lips]
	scene "scenes/Biker/GoingToDieLight04.vcd"  //Ah christ this hurts like hell.
	scene "scenes/Biker/GoingToDieLight07.vcd"  //Goddammit, this hurts.
	scene "scenes/Biker/GoingToDieLight13.vcd"  //Ah man, somethin' don't feel right
	scene "scenes/Biker/GoingToDieLight14.vcd"  //This [cough] hurts.
	scene "scenes/Biker/GoingToDieLight15.vcd"  //I'm pretty hosed.
	scene "scenes/Biker/GoingToDieLight16.vcd" odds 1 //Killed by vampires. What a goddamn disgrace.
}
Rule SurvivorVocalizeGoingToDieBiker
{
	criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotComplainBlock
	ApplyContext "IsComplain:1:25"
	Response SurvivorVocalizeGoingToDieBiker
}

Response SurvivorVocalizeGoingToDie3Biker
{
	scene "scenes/Biker/GoingToDie02.vcd"  //I don't, I don't know if I am going to make it.
	scene "scenes/Biker/GoingToDie07.vcd"  //I need to get patched up.
	scene "scenes/Biker/GoingToDie10.vcd"  //I ain't gonna make it much further.
	scene "scenes/Biker/GoingToDie21.vcd"  //Sheeet, I ain't gonna make it.
	scene "scenes/Biker/GoingToDieLight11.vcd" odds 2 then Manager VampiresBeata foo:0 0 //I ain't gonna let these goddamn vampires beat me.
}
Rule SurvivorVocalizeGoingToDie3Biker
{
	criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsOnThirdStrike IsTalk IsTalkBiker IsNotComplainBlock
	ApplyContext "IsComplain:1:25"
	Response SurvivorVocalizeGoingToDie3Biker
}

Response SurvivorVocalizeGoingToDieAloneBiker
{
	scene "scenes/Biker/NervousHumming01.vcd"  //[Not-So-Nervous Humming]
	scene "scenes/Biker/NervousHumming02.vcd"  //[Not-So-Nervous Humming]
	scene "scenes/Biker/NervousHumming03.vcd"  //[Not-So-Nervous Humming]
	scene "scenes/Biker/NervousHumming04.vcd"  //[Not-So-Nervous Humming]
	scene "scenes/Biker/NervousHumming05.vcd"  //[Not-So-Nervous Humming]
	scene "scenes/Biker/NervousHumming06.vcd"  //[Not-So-Nervous Humming]
	scene "scenes/Biker/NervousHumming07.vcd"  //[Not-So-Nervous Humming with lame zombie lyrics]
}
Rule SurvivorVocalizeGoingToDieAloneBiker
{
	criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsBiker IsOnThirdStrike IsAlone NotInCombat IsNotSaidNervous IsTalk IsTalkBiker
	ApplyContext "SaidNervous:1:0"
	Response SurvivorVocalizeGoingToDieAloneBiker
}

Response SurvivorVocalizeLookOutBiker
{
	scene "scenes/Biker/LookOut01.vcd"  //Look out!
	scene "scenes/Biker/LookOut02.vcd"  //Look out!
	scene "scenes/Biker/LookOut03.vcd"  //Watch out!
	scene "scenes/Biker/LookOut04.vcd"  //Watch out!
	scene "scenes/Biker/LookOut05.vcd"  //Watch your ass!
	scene "scenes/Biker/LookOut06.vcd"  //Heads up!
}
Rule SurvivorVocalizeLookOutBiker
{
	criteria ConceptPlayerLookOut IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorVocalizeLookOutBiker
}

Response SurvivorVocalizeThisWayBiker
{
	scene "scenes/Biker/FollowMe01.vcd"  //Come on, this way.
	scene "scenes/Biker/FollowMe02.vcd"  //Follow me!
	scene "scenes/Biker/FollowMe03.vcd"  //Follow me.
	scene "scenes/Biker/FollowMe04.vcd"  //This way.
	scene "scenes/Biker/FollowMe05.vcd"  //This way.
	scene "scenes/Biker/FollowMe06.vcd"  //I got the lead - follow me.
	scene "scenes/Biker/FollowMe07.vcd"  //I got the lead.
	scene "scenes/Biker/FollowMe09.vcd"  //This way, kids.
}
Rule SurvivorVocalizeThisWayBiker
{
	criteria ConceptPlayerThisWay IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorVocalizeThisWayBiker
}

Response SurvivorVocalizeWaitHereBiker
{
	scene "scenes/Biker/WaitHere01.vcd"  //Everyone stop!
	scene "scenes/Biker/WaitHere02.vcd"  //Stop for a second!
	scene "scenes/Biker/WaitHere04.vcd"  //Hold up a minute!
	scene "scenes/Biker/WaitHere05.vcd"  //Hold up!
	scene "scenes/Biker/WaitHere06.vcd"  //Everyone stop!
	scene "scenes/Biker/WaitHere07.vcd"  //Hold up - I'm tired of runnin from these pussies.
	scene "scenes/Biker/WaitHere08.vcd"  //Park your ass for a sec.
}
Rule SurvivorVocalizeWaitHereBiker
{
	criteria ConceptPlayerWaitHere IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response SurvivorVocalizeWaitHereBiker
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Danger
//--------------------------------------------------------------------------------------------------------------
Response PlayerLedgeHangEndBiker
{
	scene "scenes/Biker/LedgeHangEnd01.vcd"  //I'M SLIPPING! PULL ME UP!
	scene "scenes/Biker/LedgeHangEnd02.vcd"  //GET OVER HERE OR I'M GONNA FALL!
	scene "scenes/Biker/LedgeHangEnd03.vcd"  //I CAN'T HOLD ON - I'M GONNA FALL!
	scene "scenes/Biker/LedgeHangEnd04.vcd"  //SHIT...I'M GONNA FALL!
	scene "scenes/Biker/LedgeHangEnd05.vcd"  //I'M GONNA FALL!
	scene "scenes/Biker/LedgeHangEnd06.vcd"  //I CAN'T HOLD ON!
}
Rule PlayerLedgeHangEndBiker
{
	criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerLedgeHangEndBiker
}

Response PlayerLedgeHangMiddleBiker
{
	scene "scenes/Biker/LedgeHangMiddle01.vcd"  //Okay, joke's over, get your ass over here and pull me up!
	scene "scenes/Biker/LedgeHangMiddle02.vcd"  //Someone pull me up already!
	scene "scenes/Biker/LedgeHangMiddle03.vcd"  //I ain't gonna last hanging here much longer.
	scene "scenes/Biker/LedgeHangMiddle04.vcd"  //I'm not screwing around, I really need some help over here!
	scene "scenes/Biker/LedgeHangMiddle05.vcd"  //For chrissake, pull me up already.
}
Rule PlayerLedgeHangMiddleBiker
{
	criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerLedgeHangMiddleBiker
}

Response PlayerLedgeHangStartBiker
{
	scene "scenes/Biker/LedgeHangStart01.vcd"  //Hey, I could use a hand.
	scene "scenes/Biker/LedgeHangStart02.vcd"  //Get your ass over here and help me up.
	scene "scenes/Biker/LedgeHangStart03.vcd"  //Someone want to help me out here?
	scene "scenes/Biker/LedgeHangStart04.vcd"  //Hello. I could use a hand.
	scene "scenes/Biker/LedgeHangStart05.vcd"  //Someone wannna give me a hand?
	scene "scenes/Biker/LedgeHangStart06.vcd"  //I'm hanging here.
	scene "scenes/Biker/LedgeHangStart07.vcd"  //I ain't hangin' here for fun, get over here and help me.
	scene "scenes/Biker/LedgeHangStart08.vcd"  //Hey, I really need a hand.
	scene "scenes/Biker/LedgeHangStart09.vcd"  //Could use a hand here.
}
Rule PlayerLedgeHangStartBiker
{
	criteria ConceptPlayerLedgeHangStart IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerLedgeHangStartBiker
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Death
//--------------------------------------------------------------------------------------------------------------
Response DoubleDeath2Biker
{
	scene "scenes/Biker/DoubleDeathResponse02.vcd" predelay ".5,1.25" //Just two of us left. Shit.
}
Rule DoubleDeath2Biker
{
	criteria ConceptDeath2Left IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent
	ApplyContext "SaidSomeoneDiedDouble2:1:10"
	applycontexttoworld
	Response DoubleDeath2Biker
}

Response SurvivorDiedBillBiker
{
	scene "scenes/Biker/NameBill01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
	scene "scenes/Biker/NameBill02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Billllll! (loud)
}
Rule SurvivorDiedBillBiker
{
	criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkBiker
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response SurvivorDiedBillBiker
}

Response SurvivorDiedLouisBiker
{
	scene "scenes/Biker/NameLouis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud)
	scene "scenes/Biker/NameLouis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louissss! (loud)
}
Rule SurvivorDiedLouisBiker
{
	criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkBiker
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response SurvivorDiedLouisBiker
}

Response SurvivorDiedZoeyBiker
{
	scene "scenes/Biker/NameZoey01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoey! (loud)
	scene "scenes/Biker/NameZoey02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Zoeyyyyy! (loud)
}
Rule SurvivorDiedZoeyBiker
{
	criteria ConceptSurvivorDied IsNotCoughing IsBiker IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkBiker
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response SurvivorDiedZoeyBiker
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Pickups
//--------------------------------------------------------------------------------------------------------------
Response PickupAutoShotgunGroovyLouisBiker
{
	scene "scenes/Biker/Generic63.vcd"  then Manager TakeShotgunGroovyLouis foo:0 0 //Groovy.
}
Rule PickupAutoShotgunGroovyLouisBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpAutoShotgun ChanceToFire90Percent IsTalk IsTalkBiker IsManagerNear400 NotInCombat ChanceToFire10Percent
	ApplyContext "BikerPickedUpItem:1:30"
	Response PickupAutoShotgunGroovyLouisBiker
}

Response PickupAutoShotgunGroovyZoeyBiker
{
	scene "scenes/Biker/Generic63.vcd"  then TeenGirl TakeShotgunGroovyZoey foo:0 0 //Groovy.
}
Rule PickupAutoShotgunGroovyZoeyBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpAutoShotgun ChanceToFire90Percent  IsTalk IsTalkBiker IsTeenGirlNear400 NotInCombat ChanceToFire10Percent
	ApplyContext "BikerPickedUpItem:1:30"
	Response PickupAutoShotgunGroovyZoeyBiker
}

Response SurvivorPickupAutoShotgunBiker
{
	scene "scenes/Biker/TakeAutoShotgun01.vcd"  //Got an auto shotgun.
	scene "scenes/Biker/TakeAutoShotgun02.vcd"  //Come to daddy my sweet shotgun.
	scene "scenes/Biker/TakeAutoShotgun03.vcd"  //Now this is a shotgun I can love.
	scene "scenes/Biker/TakeAutoShotgun04.vcd"  //Those bastards think they're sick now, wait'll they get a taste of this.
	scene "scenes/Biker/TakeAutoShotgun05.vcd"  //Got an auto shotgun.
	scene "scenes/Biker/TakeAutoShotgun06.vcd"  //Come to daddy my sweet shotgun.
	scene "scenes/Biker/TakeAutoShotgun07.vcd"  //Now this is a shotgun I can love.
	scene "scenes/Biker/TakeAutoShotgun08.vcd"  //Huh, this shotgun is more my style.
}
Rule SurvivorPickupAutoShotgunBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupAutoShotgunBiker
}

Response SurvivorPickupFirstAidKitBiker
{
	scene "scenes/Biker/TakeFirstAid01.vcd"  //Ho oh, some first aid.
	scene "scenes/Biker/TakeFirstAid02.vcd"  //Grabbing First Aid.
	scene "scenes/Biker/TakeFirstAid03.vcd"  //Grabbing First Aid.
	scene "scenes/Biker/TakeFirstAid04.vcd"  //Might need these.
}
Rule SurvivorPickupFirstAidKitBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupFirstAidKitBiker
}

Response SurvivorPickupHuntingRifleBiker
{
	scene "scenes/Biker/TakeSniper01.vcd"  //A hunting rifle. Nice.
	scene "scenes/Biker/TakeSniper02.vcd"  //Now that is a sweet ass scope.
}
Rule SurvivorPickupHuntingRifleBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupHuntingRifleBiker
}

Response SurvivorPickupMolotovBiker
{
	scene "scenes/Biker/TakeMolotov01.vcd"  //Allright, cocktails! [to self]
	scene "scenes/Biker/TakeMolotov02.vcd"  //Grabbing a Molotov. [to self]
	scene "scenes/Biker/TakeMolotov03.vcd"  //Fire! (to self)
}
Rule SurvivorPickupMolotovBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupMolotovBiker
}

Response SurvivorPickupPainPillsBiker
{
	scene "scenes/Biker/TakePills01.vcd"  //Might need these.
	scene "scenes/Biker/TakePills02.vcd"  //Grabbing pills
	scene "scenes/Biker/TakePills03.vcd"  //Hey, a little pick me up.
}
Rule SurvivorPickupPainPillsBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupPainPillsBiker
}

Response SurvivorPickupPipeBombBiker
{
	scene "scenes/Biker/TakePipeBomb01.vcd"  //Ah great, homemade explosives.
	scene "scenes/Biker/TakePipeBomb02.vcd"  //Grabbing a pipe bomb.
	scene "scenes/Biker/TakePipeBomb03.vcd"  //Grabbing a pipe bomb.
	scene "scenes/Biker/TakePipeBomb04.vcd"  //This'll blow some shit up.
	scene "scenes/Biker/TakePipeBomb05.vcd"  //This'll blow the crap outta something.
}
Rule SurvivorPickupPipeBombBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupPipeBombBiker
}

Response SurvivorPickupPumpShotgunBiker
{
	scene "scenes/Biker/TakeShotgun01.vcd"  //Shotgun! Allright folks, I'm on crowd control.
	scene "scenes/Biker/TakeShotgun02.vcd"  //Grabbing a shotgun.
	scene "scenes/Biker/TakeShotgun03.vcd"  //Grabbing a shotgun.
	scene "scenes/Biker/TakeShotgun04.vcd"  //I'll take this room sweeper.
}
Rule SurvivorPickupPumpShotgunBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupPumpShotgunBiker
}

Response SurvivorPickupRifleBiker
{
	scene "scenes/Biker/TakeAssaultRifle01.vcd"  //This oughtta put the fear a' God into 'em.
	scene "scenes/Biker/TakeAssaultRifle02.vcd"  //Gonna rack some up with this assault rifle.
	scene "scenes/Biker/TakeAssaultRifle03.vcd"  //This assault rifle should help.
	scene "scenes/Biker/TakeAssaultRifle04.vcd"  //This assault rifle should help.
	scene "scenes/Biker/TakeAssaultRifle05.vcd"  //I'm grabbing this rifle.
	scene "scenes/Biker/TakeAssaultRifle06.vcd"  //This oughtta put the fear a' God into 'em.
	scene "scenes/Biker/TakeAssaultRifle07.vcd"  //Gonna rack some up with this assault rifle.
	scene "scenes/Biker/TakeAssaultRifle08.vcd"  //This assault rifle should help.
}
Rule SurvivorPickupRifleBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupRifleBiker
}

Response SurvivorPickupSecondPistolBiker
{
	scene "scenes/Biker/TakePistol01.vcd"  //A little double pistol action.
	scene "scenes/Biker/TakePistol02.vcd"  //I'm taking an extra pistol.
	scene "scenes/Biker/TakePistol03.vcd"  //Double my fun.
	scene "scenes/Biker/TakePistol04.vcd"  //Two pistols. Hell yeah.
}
Rule SurvivorPickupSecondPistolBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupSecondPistolBiker
}

Response SurvivorPickupSMGBiker
{
	scene "scenes/Biker/TakeSubMachineGun01.vcd"  //Full auto - right on.
	scene "scenes/Biker/TakeSubMachineGun02.vcd"  //Whoah, full auto. Everybody stand back.
	scene "scenes/Biker/TakeSubMachineGun03.vcd"  //Grabbing a machinegun
}
Rule SurvivorPickupSMGBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsNotInStartArea IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupSMGBiker
}

Response TakeShotgunGroovyBikerLaugh
{
	scene "scenes/Biker/Generic64.vcd"  //What's so funny? It is groovy.
}
Rule TakeShotgunGroovyBikerLaugh
{
	criteria ConceptTakeShotgunGroovy2BikerLaugh IsBiker IsTalk IsTalkBiker NotInCombat ChanceToFire30Percent
	Response TakeShotgunGroovyBikerLaugh
}

Response TakeShotgunGroovyZoey2Biker
{
	scene "scenes/Biker/GenericResponses09.vcd"  //Allright, then, let's do it.
	scene "scenes/Biker/ReactionPositive08.vcd"  //Yeah!
	scene "scenes/Biker/SafeSpotAheadReaction07.vcd"  //A-frickin'-men.
}
Rule TakeShotgunGroovyZoey2Biker
{
	criteria ConceptTakeShotgunGroovyZoey2Biker IsBiker IsTalk IsTalkBiker NotInCombat
	Response TakeShotgunGroovyZoey2Biker
}

Rule SurvivorPickupAutoShotgunAlwaysBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupAutoShotgunBiker
}

Rule SurvivorPickupFirstAidKitAlwaysBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupFirstAidKitBiker
}

Rule SurvivorPickupHuntingRifleAlwaysBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupHuntingRifleBiker
}

Rule SurvivorPickupMolotovAlwaysBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupMolotovBiker
}

Rule SurvivorPickupPainPillsAlwaysBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupPainPillsBiker
}

Rule SurvivorPickupPipeBombAlwaysBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupPipeBombBiker
}

Rule SurvivorPickupPumpShotgunAlwaysBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupPumpShotgunBiker
}

Rule SurvivorPickupRifleAlwaysBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupRifleBiker
}

Rule SurvivorPickupSecondPistolBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpSecondPistol IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupSecondPistolBiker
}

Rule SurvivorPickupSMGAlwaysBiker
{
	criteria ConceptPlayerPickup IsNotCoughing IsBiker IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent BikerNotPickedUpItem IsTalk IsTalkBiker
	ApplyContext "BikerPickedUpItem:1:30"
	Response SurvivorPickupSMGBiker
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Rescue
//--------------------------------------------------------------------------------------------------------------
Response PlayerGettingRevivedBiker
{
	scene "scenes/Biker/GettingRevived01.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'm okay.
	scene "scenes/Biker/GettingRevived02.vcd"  then From ReviveFriendDownFinal foo:0 0 //No, no, I'm allright.
	scene "scenes/Biker/GettingRevived03.vcd"  then From ReviveFriendDownFinal foo:0 0 //[groan]
	scene "scenes/Biker/GettingRevived04.vcd"  then From ReviveFriendDownFinal foo:0 0 //Hell if I know.
	scene "scenes/Biker/GettingRevived05.vcd"  then From ReviveFriendDownFinal foo:0 0 //Ah, hey, is this my blood?
	scene "scenes/Biker/GettingRevived06.vcd"  then From ReviveFriendDownFinal foo:0 0 //[groan2]
	scene "scenes/Biker/GettingRevived07.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'll make it.
	scene "scenes/Biker/GettingRevived08.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'll live, I'll live.
	scene "scenes/Biker/GettingRevived09.vcd"  then From ReviveFriendDownFinal foo:0 0 //Uh, how's my face?
	scene "scenes/Biker/GettingRevived10.vcd"  then From ReviveFriendDownFinal foo:0 0 //I've been better.
	scene "scenes/Biker/GettingRevived13.vcd"  then From ReviveFriendDownFinal foo:0 0 //Shit. I hope I don't NEED all that blood.
	scene "scenes/Biker/GettingRevived14.vcd"  then From ReviveFriendDownFinal foo:0 0 //Good thing I'm indestructible.
	scene "scenes/Biker/GettingRevived15.vcd"  then From ReviveFriendDownFinal foo:0 0 //You... should see the other hundred guys.
	scene "scenes/Biker/GettingRevived16.vcd"  then From ReviveFriendDownFinal foo:0 0 //You think they'll call us heroes someday?
}
Rule PlayerGettingRevivedBiker
{
	criteria ConceptReviveFriendDown IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerGettingRevivedBiker
}

Response PlayerHealOtherBiker
{
	scene "scenes/Biker/HealOther01.vcd"  //Lemme patch you up.
	scene "scenes/Biker/HealOther02.vcd"  //Hold on, lemme patch you up.
	scene "scenes/Biker/HealOther03.vcd"  //Stand still, I'm gonna fix ya.
	scene "scenes/Biker/HealOther04.vcd"  //Don't move, I'm healin' ya.
	scene "scenes/Biker/HealOther05.vcd"  //C'mon. lemme heal ya up.
	scene "scenes/Biker/HealOther06.vcd"  //Quit fidgitin' and let me heal ya.
	scene "scenes/Biker/HealOther07.vcd"  //Goddamit, quit fussin and let me heal ya.
}
Rule PlayerHealOtherBiker
{
	criteria ConceptPlayerHealingOther IsNotCoughing  IsBiker IsTalk IsTalkBiker
	Response PlayerHealOtherBiker
}

Response PlayerHealOtherCombatBiker
{
	scene "scenes/Biker/HealOtherCombat01.vcd"  //Hold on! Hold on!
	scene "scenes/Biker/HealOtherCombat02.vcd"  //Hold on! I'm gonna patch ya up!
	scene "scenes/Biker/HealOtherCombat03.vcd"  //Don't move, I'm healin ya!
	scene "scenes/Biker/HealOtherCombat04.vcd"  //Don't go nowhere, I gotta heal ya.
	scene "scenes/Biker/HealOtherCombat05.vcd"  //Lemme heal ya!
	scene "scenes/Biker/HealOtherCombat06.vcd"  //Hang on. I got ya!
	scene "scenes/Biker/HealOtherCombat07.vcd"  //Stand still, I'm healin' ya!
}
Rule PlayerHealOtherCombatBiker
{
	criteria ConceptPlayerHealingOther IsNotCoughing  IsBiker IsTalk IsTalkBiker InCombat
	Response PlayerHealOtherCombatBiker
}

Response PlayerLedgeSaveBiker
{
	scene "scenes/Biker/LedgeSave01.vcd"  //Come on, don't worry, I gotcha.  Up you go.
	scene "scenes/Biker/LedgeSave02.vcd"  //You think I was gonna let you just hang around all day?  Get your ass up here.
	scene "scenes/Biker/LedgeSave03.vcd"  //You think I was gonna let you just hang around all day?  Get your ass up here.
	scene "scenes/Biker/LedgeSave04.vcd"  //Come on, don't worry, I gotcha.  Up you go.
	scene "scenes/Biker/LedgeSave05.vcd"  //You ain't gonna fall, I gotcha. Quit blubberin' ya little baby, now get your ass back up here.
	scene "scenes/Biker/LedgeSave06.vcd"  //You ain't gonna fall, I gotcha. Get yer ass up here!
	scene "scenes/Biker/LedgeSave07.vcd"  //You ain't gonna fall, I gotcha. Quit blubberin and get back up here.
}
Rule PlayerLedgeSaveBiker
{
	criteria ConceptPlayerLedgeSave IsNotCoughing IsBiker IsTalk IsTalkBiker
	Response PlayerLedgeSaveBiker
}

Response PlayerReviveFriendBiker
{
	scene "scenes/Biker/ReviveFriend01.vcd"  //Hang on, hang on, I'm here. Relax, I gotcha. Get up. Get up now. We gotta move.
	scene "scenes/Biker/ReviveFriend02.vcd"  //Woah, I thought you were hosed for sure, but I think I can get you back on your feet.
	scene "scenes/Biker/ReviveFriend03.vcd"  //Come on, lazy - can't have ya laying around all day. We gotta get moving.  Let me get you up.
	scene "scenes/Biker/ReviveFriend04.vcd"  //You look like shit, but I think I can get you up on your feet enough to keep moving.
	scene "scenes/Biker/ReviveFriend05.vcd" odds 2 //C'mon, let's get you on your feet. You look pretty messed up, but that might help you out a little if you know what I mean.
	scene "scenes/Biker/ReviveFriend06.vcd"  //Don't worry, don't worry, we all go down sometime. Lemme get you up.
	scene "scenes/Biker/ReviveFriend07.vcd"  //Didn't think you were gettin' back up.
}
Rule PlayerReviveFriendBiker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IsTalk IsTalkBiker
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendBiker
}

Response PlayerReviveFriendCriticalBiker
{
	scene "scenes/Biker/ReviveCriticalFriend01.vcd"  //I gotcha, I gotcha. Man, you took a real beatin'. We gotta find you some first aid, cuz you go down like this again and it's over.
	scene "scenes/Biker/ReviveCriticalFriend02.vcd"  //No worries - I gotcha, I gotcha. Man, you took a real beatin'. We gotta find you some first aid, cuz you go down like this again and it's over.
	scene "scenes/Biker/ReviveCriticalFriend03.vcd"  //Okay, okay.  Come on.  Man, you are on death's door.  We gotta get you some first aid, cuz you go down like this again and it's over.
	scene "scenes/Biker/ReviveCriticalFriend04.vcd"  //Ah shit, I can't lie, you are messed up bad. We gotta get you some first aid, cuz you go down like this again and it's over.
	scene "scenes/Biker/ReviveCriticalFriend05.vcd"  //I can help you up, but you ain't gonna last.  We gotta get you some first aid, cuz you go down like this again and it's over.
	scene "scenes/Biker/ReviveCriticalFriend06.vcd"  //Okay, let's get you - Oh, man, they really tore you up.  We gotta get you some first aid,  cuz you go down like this again and it's over.
	scene "scenes/Biker/ReviveCriticalFriend07.vcd"  //I can get you up, but oh shit, We gotta get you some first aid, cuz you go down like this again and it's over.
	scene "scenes/Biker/ReviveCriticalFriend08.vcd"  //Relax, I gotcha.  But, shit, we gotta get you some first aid, cuz you go down like this again and it's over.
}
Rule PlayerReviveFriendCriticalBiker
{
	criteria ConceptPlayerReviveFriendCritical IsNotCoughing  IsBiker IsTalk IsTalkBiker
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendCriticalBiker
}

Response PlayerReviveFriendLoudBiker
{
	scene "scenes/Biker/ReviveFriendLoud01.vcd"  //Hold on. I'm gonna get you up!
	scene "scenes/Biker/ReviveFriendLoud10.vcd"  //Come on, come on! Get up!
	scene "scenes/Biker/ReviveFriendLoud11.vcd"  //Get your ass up, let's go!
	scene "scenes/Biker/ReviveFriendLoud12.vcd"  //Come on, come on! Get up!
}
Rule PlayerReviveFriendLoudBiker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IsZombiePresentTank IsTalk IsTalkBiker
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendLoudBiker
}

Response PlayerReviveFriendLoudBillBiker
{
	scene "scenes/Biker/ReviveFriendLoud02.vcd"  //Get the hell up, Bill!
	scene "scenes/Biker/ReviveFriendLoud04.vcd"  //C'mon Bill, get up!
	scene "scenes/Biker/ReviveFriendLoud08.vcd"  //I ain't gonna carry you, Bill. Get the hell up!
	scene "scenes/Biker/ReviveFriendLoud09.vcd"  //Let's go, Bill. Up an' at 'em!
}
Rule PlayerReviveFriendLoudBillBiker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsNamVet
	ApplyContext "ReviveTalk:1:5"
	Response PlayerReviveFriendLoudBillBiker
}

Response PlayerReviveFriendLoudLouisBiker
{
	scene "scenes/Biker/ReviveFriendLoud05.vcd"  //Get up, Louis!
	scene "scenes/Biker/ReviveFriendLoud07.vcd"  //Let's go, Louis. Get up!
}
Rule PlayerReviveFriendLoudLouisBiker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsManager
	ApplyContext "ReviveTalk:1:5"
	Response PlayerReviveFriendLoudLouisBiker
}

Response PlayerReviveFriendLoudZoeyBiker
{
	scene "scenes/Biker/ReviveFriendLoud03.vcd"  //Zoey, let's go, get up!
	scene "scenes/Biker/ReviveFriendLoud06.vcd"  //C'mon Zoey, get the hell up!
}
Rule PlayerReviveFriendLoudZoeyBiker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IsZombiePresentTank IsTalk IsTalkBiker SubjectIsTeenGirl
	ApplyContext "ReviveTalk:1:5"
	Response PlayerReviveFriendLoudZoeyBiker
}

Response PlayerReviveFriendShortBiker
{
	scene "scenes/Biker/ReviveFriendB01.vcd"  //Up and at 'em.
	scene "scenes/Biker/ReviveFriendB02.vcd"  //Come on up!
	scene "scenes/Biker/ReviveFriendB03.vcd"  //Up ya go.
	scene "scenes/Biker/ReviveFriendB04.vcd"  //You'll be okay.
	scene "scenes/Biker/ReviveFriendB05.vcd"  //I got ya.
	scene "scenes/Biker/ReviveFriendB06.vcd"  //Up we go.
	scene "scenes/Biker/ReviveFriendB07.vcd"  //Hell, you're fine.
	scene "scenes/Biker/ReviveFriendB08.vcd"  //It don't look bad.
	scene "scenes/Biker/ReviveFriendB09.vcd"  //Come on up.
	scene "scenes/Biker/ReviveFriendB10.vcd"  //Let's move!
	scene "scenes/Biker/ReviveFriendB11.vcd"  //You're fine.
}
Rule PlayerReviveFriendShortBiker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IsTalk IsTalkBiker IsReviveTalk
	ApplyContext "ReviveTalk:1:5"
	Response PlayerReviveFriendShortBiker
}

Rule PlayerLedgeSaveCriticalBiker
{
	criteria ConceptPlayerLedgeSaveCritical IsNotCoughing  IsBiker IsTalk IsTalkBiker
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendCriticalBiker
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - ZRescue
//--------------------------------------------------------------------------------------------------------------
Rule PlayerReviveFriendLoud2Biker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IntensityHigh IsTalk IsTalkBiker
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendLoudBiker
}

Rule PlayerReviveFriendLoudBill2Biker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IntensityHigh IsTalkBiker SubjectIsNamVet ChanceToFire15Percent
	ApplyContext "ReviveTalk:1:5,Talk:1:4"
	Response PlayerReviveFriendLoudBillBiker
}

Rule PlayerReviveFriendLoudCritBiker
{
	criteria ConceptPlayerReviveFriendCritical IsNotCoughing  IsBiker IntensityHigh IsTalk IsTalkBiker IntensityHigh
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendLoudBiker
}

Rule PlayerReviveFriendLoudLouis2Biker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IntensityHigh IsTalk IsTalkBiker SubjectIsManager ChanceToFire15Percent
	ApplyContext "ReviveTalk:1:5,Talk:1:4"
	Response PlayerReviveFriendLoudLouisBiker
}

Rule PlayerReviveFriendLoudZoey2Biker
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsBiker IntensityHigh IsTalk IsTalkBiker SubjectIsTeenGirl ChanceToFire15Percent
	ApplyContext "ReviveTalk:1:5,Talk:1:4"
	Response PlayerReviveFriendLoudZoeyBiker
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer Convo
//--------------------------------------------------------------------------------------------------------------
Response PlayerAirportIntroBiker
{
	scene "scenes/Biker/WorldAirport0102.vcd"  //Working plane means working airport. I say we head there.
	scene "scenes/Biker/WorldAirport0104.vcd"  //That plane's headed right for the airport. I say we head there too.
	scene "scenes/Biker/WorldAirport0106.vcd"  then TeenGirl IntroAirport01zb foo:0 0 //I sure as hell wouldn't mind flyin' outta here. Let's head to the airport.
	scene "scenes/Biker/WorldAirport0107.vcd"  //That plane's headed for the airport and the airport ain't far from here. If nobody's got a better idea, I say we head for the airport too.
	scene "scenes/Biker/WorldAirport0114.vcd"  then TeenGirl IntroAirport01zb foo:0 0 //That plane's headed right for the airport. I say we head there too.
}
Rule PlayerAirportIntroBiker
{
	criteria ConceptIntroAirport IsBiker
	ApplyContext "talk:1:10"
	applycontexttoworld
	Response PlayerAirportIntroBiker
}

Response PlayerAirportIntrobcBiker
{
	scene "scenes/Biker/WorldAirport0513.vcd"  //I hate planes.
}
Rule PlayerAirportIntrobcBiker
{
	criteria ConceptIntroAirport01bc IsBiker
	ApplyContext "talk:1:3"
	applycontexttoworld
	Response PlayerAirportIntrobcBiker
}

Response PlayerAirportIntrofbBiker
{
	scene "scenes/Biker/WorldAirport0102.vcd"  //Working plane means working airport. I say we head there.
}
Rule PlayerAirportIntrofbBiker
{
	criteria ConceptIntroAirport01fb IsBiker
	ApplyContext "talk:1:6"
	applycontexttoworld
	Response PlayerAirportIntrofbBiker
}

Response PlayerFarmHouseIntroBiker
{
	scene "scenes/Biker/WorldFarmHouseIntro01.vcd"  then any IntroFarm4 foo:0 0.05 //I heard the military's got a safe zone north of here. We just gotta follow the train tracks.
	scene "scenes/Biker/WorldFarmHouseIntro05.vcd"  then any IntroFarm4 foo:0 0.05 //We ain't gonna survive on our own forever. I heard the military's got a safe zone north of here. We just gotta follow the train tracks.
}
Rule PlayerFarmHouseIntroBiker
{
	criteria ConceptIntroFarm IsBiker
	ApplyContext "talk:1:10"
	applycontexttoworld
	Response PlayerFarmHouseIntroBiker
}

Response PlayerFarmHouseIntro2Biker
{
	scene "scenes/Biker/WorldFarmHouseIntro03.vcd"  then NamVet IntroFarm3 foo:0 0.05 //Yeah, I heard that, too.
}
Rule PlayerFarmHouseIntro2Biker
{
	criteria ConceptIntroFarm2 IsBiker ChanceToFire70Percent
	ApplyContext "talk:1:3"
	applycontexttoworld
	Response PlayerFarmHouseIntro2Biker
}

Response PlayerHospitalIntro02Biker
{
	scene "scenes/Biker/WorldHospital0201.vcd"  //I hate subways.
}
Rule PlayerHospitalIntro02Biker
{
	criteria ConceptIntroHospital02 IsBiker
	ApplyContext "talk:1:5"
	applycontexttoworld
	Response PlayerHospitalIntro02Biker
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer Heal
//--------------------------------------------------------------------------------------------------------------
Response PlayerCoverMeHealBiker
{
	scene "scenes/Biker/CoverMe01.vcd" predelay ".2,.5" //Cover me!
	scene "scenes/Biker/CoverMe02.vcd" predelay ".2,.5" //Get my back.
	scene "scenes/Biker/CoverMe03.vcd" predelay ".2,.5" //Watch my back
	scene "scenes/Biker/CoverMe04.vcd" predelay ".2,.5" //Cover me!
	scene "scenes/Biker/CoverMe05.vcd" predelay ".2,.5" //Get my back.
	scene "scenes/Biker/CoverMe06.vcd" predelay ".2,.5" //Watch my back
	scene "scenes/Biker/CoverMe08.vcd" predelay ".2,.5"odds 2 //Watch my back! But don't stare at my ass.
	scene "scenes/Biker/CoverMe09.vcd" predelay ".2,.5"odds 5 //Watch my back! But don't stare at my ass.
	scene "scenes/Biker/CoverMe10.vcd" predelay ".2,.5" //Cover my ass.
	scene "scenes/Biker/CoverMe11.vcd" predelay ".2,.5" //Healing, cover me.
	scene "scenes/Biker/CoverMe12.vcd" predelay ".2,.5" //Wait up, I'm healing.
	scene "scenes/Biker/CoverMe13.vcd" predelay ".2,.5" //Hold on, gotta heal.
	scene "scenes/Biker/CoverMe14.vcd" predelay ".2,.5" //I'm healing.
}
Rule PlayerCoverMeHealBiker
{
	criteria ConceptPlayerHealing IsNotCoughing IsBiker IsNotAskedForCoverBiker IsTalk IsTalkBiker IsNotAlone
	ApplyContext "BikerAskForCover:1:30"
	Response PlayerCoverMeHealBiker
}


//--------------------------------------------------------------------------------------------------------------
// Weapon Spotted
//--------------------------------------------------------------------------------------------------------------
Response SurvivorSpottedRifleAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedRifleAutoBiker2
{
	criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedRifleAutoBiker2
}

Response SurvivorSpottedShotgunAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedShotgunAutoBiker2
{
	criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedShotgunAutoBiker2
}

Response SurvivorSpottedSMGAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedSMGAutoBiker2
{
	criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedSMGAutoBiker2
}

Response SurvivorSpottedSniperRifleAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedSniperRifleAutoBiker2
{
	criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedSniperRifleAutoBiker2
}

Response SurvivorSpottedWeaponBiker
{
	scene "scenes/Biker/SpotWeapons02.vcd"  //Weapon's over here!
	scene "scenes/Biker/SpotWeapons03.vcd"  //Buncha guns over here!
	scene "scenes/Biker/SpotWeapons04.vcd"  //Weapon's over here!
	scene "scenes/Biker/SpotWeapons05.vcd"  //We got weapons over here.
}
Rule SurvivorSpottedWeaponBiker
{
	criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Response SurvivorSpottedWeaponAShotgunAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedWeaponAShotgunAutoBiker2
{
	criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponAShotgunAutoBiker2
}

Response SurvivorSpottedWeaponPistolAutoBiker
{
	scene "scenes/Biker/SpotWeapons01.vcd"  //Weapons here!
}
Rule SurvivorSpottedWeaponPistolAutoBiker
{
	criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponPistolAutoBiker
}

Response SurvivorSpottedWeaponPistolAutoBiker2
{
	scene "scenes/Biker/NiceJob17.vcd"  //Cool.
	scene "scenes/Biker/PositiveNoise02.vcd"  //[Improv non-verbal pleasure & interest sounds]
	scene "scenes/Biker/ReactionPositive04.vcd"  //Cool
	scene "scenes/Biker/SafeSpotAheadReaction03.vcd"  //Cool.
	scene "scenes/Biker/WorldSmallTown0203.vcd"  //Cool.
	scene "scenes/Biker/Yes01.vcd"  //Yes.
	scene "scenes/Biker/Yes04.vcd"  //Yeah.
	scene "scenes/Biker/Yes06.vcd"  //Roger that good buddy.
}
Rule SurvivorSpottedWeaponPistolAutoBiker2
{
	criteria ConceptPlayerSpotPistol IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponPistolAutoBiker2
}

Rule SurvivorSpottedRifleBiker
{
	criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Rule SurvivorSpottedRifleAutoBiker
{
	criteria ConceptPlayerSpotRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Rule SurvivorSpottedShotgunBiker
{
	criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Rule SurvivorSpottedShotgunAutoBiker
{
	criteria ConceptPlayerSpotShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Rule SurvivorSpottedSMGBiker
{
	criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Rule SurvivorSpottedSMGAutoBiker
{
	criteria ConceptPlayerSpotSMG IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Rule SurvivorSpottedSniperRifleBiker
{
	criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Rule SurvivorSpottedSniperRifleAutoBiker
{
	criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Rule SurvivorSpottedWeaponBiker
{
	criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsBiker IsTalk IsTalkBiker IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

Rule SurvivorSpottedWeaponAShotgunAutoBiker
{
	criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsBiker IsTalk IsTalkBiker IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponBiker
}

