//--------------------------------------------------------------------------------------------------------------
// Finales Response Rule File
// AUTO-GENERATED ON 03/05/09 03:52:42 PM - DO NOT HAND EDIT!
//--------------------------------------------------------------------------------------------------------------

//--------------------------------------------------------------------------------------------------------------
// GENERAL CRITERIA
//--------------------------------------------------------------------------------------------------------------

criterion "ChurchGuyPhase1" "worldChurchguyPhase" "<1" required		//Used to gate churchguy far babbling
criterion "ChurchGuyPhase2" "worldChurchguyPhase2" "<1" required		//Used to gate churchguy close babbling
criterion "ChurchguyPhase3" "worldChurchguyPhase3" "<1" required		//Used to gate churchguy button press speech
criterion "FrancisTriedCopGambit" "worldFrancisTriedCopGambit" "=1" required		//Francis tried the cop gambit
criterion "BoatPhase1" "worldBoatPhase1" "<1" required		//Used to gate boat couple initial attract announcement cycle
criterion "NotAmandaScene1" "worldAmandaScene1" "<1" required		//Gate for Amanda boradcast loop response
criterion "NotAmandaScene2" "worldAmandaScene2" "<1" required		//Gate for Amanda boradcast loop response
criterion "NotAmandaScene3" "worldAmandaScene3" "<1" required		//Gate for Amanda boradcast loop response
criterion "NotAmandaScene4" "worldAmandaScene4" "<1" required		//Gate for Amanda boradcast loop response
criterion "BoatPhase2" "worldBoatPhase2" "<1" required		//Used to gate boat couple button press 1
criterion "BoatIntransit1" "worldBoatIntransit" "<1" required		//First boat finale breather
criterion "BoatIntransit2" "worldBoatIntransit" "=1" required		//Second boat finale breather
criterion "BoatIntransit3" "worldBoatIntransit" "=2" required		//Third boat finale breather
criterion "BoatIntransit4" "worldBoatIntransit" "=3" required		//Fourth boat finale breather
criterion "BoatIntransit5" "worldBoatIntransit" "=4" required		//Fifth boat finale breather
criterion "BoatIntransit6" "worldBoatIntransit" "=5" required		//Sixth boat finale breather
criterion "BoatIntransit7" "worldBoatIntransit" "=6" required		//Seventh boat finale breather
criterion "BoatIntransit8" "worldBoatIntransit" "=7" required		//Eighth boat finale breather
criterion "ChanceToFire25Percent" "randomnum" "<=25" required		//25% chance
criterion "ExtraWeight10" "randomnum" ">=0" required weight 10 		//Add 10 extra weight to a rule
criterion "BoatWaiting" "worldBoatLeaving" "<1" required		//Set to 1 when the boat pulls out of the dock
criterion "PlaneLoop1" "worldPlaneLoop1" "<1" required		//Used to gate planeguy initial attract loop
criterion "PlaneLoop2" "worldPlaneLoop2" "<1" required		//Used to gate planeguy button 2 nag
criterion "PlaneLoop3" "worldPlaneLoop3" "<1" required		//Used to gate "GET TO THE PLANE!" loop.
criterion "ChurchguyTurnLoop" "worldChurchguyTurnLoop" "<1" required		//Used to gate the churchguy turning into a zombie loop
criterion "FarmPhase2" "worldFarmPhase2" "<1" required		//Used to gate farm button1 loop
criterion "FarmPhase3" "worldFarmPhase3" "<1" required		//Used to gate farm button2 loop
criterion "PlaneIntransit1" "worldPlaneIntransit" "<1" required		//First Plane finale breather
criterion "PlaneIntransit2" "worldPlaneIntransit" "=1" required		//2nd Plane finale breather
criterion "PlaneIntransit3" "worldPlaneIntransit" "=2" required		//3rd Plane finale breather
criterion "PlaneIntransit4" "worldPlaneIntransit" "=3" required		//4th Plane finale breather
criterion "PlaneIntransit5" "worldPlaneIntransit" "=4" required		//5th Plane finale breather
criterion "IsTouchedDoor" "worldTouchedDoor" "=1" required		//Gates churchguy trigger

//--------------------------------------------------------------------------------------------------------------
// BOAT FINALE
//--------------------------------------------------------------------------------------------------------------


//--------------------------------------------------------------------------------------------------------------
//Inital broadcast from boat couple as survivors approach boathouse (ONGOING LOOP)
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock500" "Concept" "ConceptBlock500" required
	response ConceptBlock500
	{
		scene "scenes/npcs/boatman_radioinitialbroadcast02.vcd"   then self ConceptBlock500 foo:0  10     // If there is anyone out there. This is John and Amanda Slater. We are a small fishing vessel anchored off Riverside.
		scene "scenes/npcs/boatman_radioinitialbroadcast03.vcd"   then self ConceptBlock500 foo:0  10     // If there are any survivors, please respond.
		scene "scenes/npcs/boatman_radioinitialbroadcast05.vcd"   then self ConceptBlock500 foo:0  10     // If you can hear me, please respond!
		scene "scenes/npcs/boatman_radioinitialbroadcast07.vcd"   then self ConceptBlock500 foo:0  10     // Is there anybody out there?
		scene "scenes/npcs/boatman_radioinitialbroadcast08.vcd"   then self ConceptBlock500 foo:0  10     // John and Amanda Slater! We are a fishing vessel anchored off Riverside! Come in please!
		scene "scenes/npcs/boatman_radioinitialbroadcast09.vcd"   then self ConceptBlock500 foo:0  10     // Come in, refugees! If you can hear this.
		scene "scenes/npcs/boatman_radioinitialbroadcast11.vcd"   then self ConceptBlock500 foo:0  10     // Anybody? Come on, please respond.
		scene "scenes/npcs/boatman_radioinitialbroadcast12.vcd"   then self ConceptBlock500 foo:0  10     // We have provisions and a route to safety. We just need to get there alive. Anyone with firepower, respond.
		scene "scenes/npcs/boatman_radioinitialbroadcast13.vcd"   then self ConceptBlock500 foo:0  10     // We will ferry anyone with firearms and ammo. Please respond.
		scene "scenes/npcs/boatman_radioinitialbroadcast14.vcd"   then self ConceptBlock500 foo:0  10     // We are anchored off Riverside. Anyone on this frequency with weapons and ammo, please respond.
		scene "scenes/npcs/boatman_radioinitialbroadcast15.vcd"   then self ConceptBlock500 foo:0  10     // Attention anyone with ammo and firearms. If you can hear me, please respond.
		scene "scenes/npcs/boatman_radioinitialbroadcast16.vcd"   then self ConceptBlock500 foo:0  10     // Anyone with some firepower on this frequency, pick up.
		scene "scenes/npcs/boatman_radioinitialbroadcast17.vcd"   then self ConceptBlock500 foo:0  10     // Come in, anyone armed. Please pick up.
		scene "scenes/npcs/boatman_radioinitialbroadcast18.vcd"   then self ConceptBlock500 foo:0  10     // If you can hear me, pick up!
		scene "scenes/npcs/boatman_radioinitialbroadcast19.vcd"   then self ConceptBlock500 foo:0  10     // If you're out there and you're armed, pick up!
	}
	rule ConceptBlock500
	{
		criteria ConceptBlock500 BoatPhase1
		response ConceptBlock500
	}

//--------------------------------------------------------------------------------------------------------------
//Inital broadcast from boat couple as survivors approach boathouse (FIRST FIRE ONLY)
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock501" "Concept" "boat_radio_broadcast" required
	response ConceptBlock501
	{
		scene "scenes/npcs/boatman_radioinitialbroadcast02.vcd"   then self ConceptBlock500 foo:0  6      // If there is anyone out there. This is John and Amanda Slater. We are a small fishing vessel anchored off Riverside.
	}
	rule ConceptBlock501
	{
		criteria ConceptBlock501 BoatPhase1
		response ConceptBlock501
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet hits radio button first time
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock514" "Concept" "boat_radio_button1" required
	response ConceptBlock514
	{
		scene "scenes/npcs/boatman_blank.vcd"  then  NamVet ConceptBlock515 foo:0 .05    // [BLANK]
	}
	rule ConceptBlock514
	{
		criteria ConceptBlock514 BoatPhase2 PanicEventNamVet
		ApplyContext "BoatPhase1:1:5000"
		ApplyContextToWorld
		response ConceptBlock514
	}

	criterion "ConceptBlock515" "Concept" "ConceptBlock515" required
	response ConceptBlock515
	{
		scene "scenes/NamVet/revivefrienda07.vcd"   then orator_boat_radio ConceptBlock522 foo:0  -1.136 // How ya doin'?
		scene "scenes/NamVet/worldfarmhousenpc02.vcd"   then orator_boat_radio ConceptBlock522 foo:0  -0.720 // Hello?
	}
	rule ConceptBlock515
	{
		criteria ConceptBlock515 BoatPhase2 isNAMVET
		response ConceptBlock515
	}

//--------------------------------------------------------------------------------------------------------------
//Biker hits radio button first time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock514" "Concept" "boat_radio_button1" required
	response ConceptBlock516
	{
		scene "scenes/npcs/boatman_blank.vcd"  then  Biker ConceptBlock517 foo:0 .05    // [BLANK]
	}
	rule ConceptBlock516
	{
		criteria ConceptBlock514 BoatPhase2 PanicEventBiker
		ApplyContext "BoatPhase1:1:5000"
		ApplyContextToWorld
		response ConceptBlock516
	}

	criterion "ConceptBlock517" "Concept" "ConceptBlock517" required
	response ConceptBlock517
	{
		scene "scenes/Biker/revivefrienda07.vcd"   then orator_boat_radio ConceptBlock522 foo:0  -0.863 // How ya doin'?
		scene "scenes/Biker/worldfarmhousenpc01.vcd"   then orator_boat_radio ConceptBlock522 foo:0  -1.493 // Uh, hello?
	}
	rule ConceptBlock517
	{
		criteria ConceptBlock517 BoatPhase2 isBIKER
		response ConceptBlock517
	}

//--------------------------------------------------------------------------------------------------------------
//TeenGirl hits radio button first time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock514" "Concept" "boat_radio_button1" required
	response ConceptBlock518
	{
		scene "scenes/npcs/boatman_blank.vcd"  then  TeenGirl ConceptBlock519 foo:0 .05    // [BLANK]
	}
	rule ConceptBlock518
	{
		criteria ConceptBlock514 BoatPhase2 PanicEventTeenGirl
		ApplyContext "BoatPhase1:1:5000"
		ApplyContextToWorld
		response ConceptBlock518
	}

	criterion "ConceptBlock519" "Concept" "ConceptBlock519" required
	response ConceptBlock519
	{
		scene "scenes/TeenGirl/scenariojoin12.vcd"   then orator_boat_radio ConceptBlock522 foo:0  -0.636 // Hello!
	}
	rule ConceptBlock519
	{
		criteria ConceptBlock519 BoatPhase2 isTEENGIRL
		response ConceptBlock519
	}

//--------------------------------------------------------------------------------------------------------------
//Manager hits radio button first time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock514" "Concept" "boat_radio_button1" required
	response ConceptBlock520
	{
		scene "scenes/npcs/boatman_blank.vcd"  then  Manager ConceptBlock521 foo:0 .05    // [BLANK]
	}
	rule ConceptBlock520
	{
		criteria ConceptBlock514 BoatPhase2 PanicEventManager
		ApplyContext "BoatPhase1:1:5000"
		ApplyContextToWorld
		response ConceptBlock520
	}

	criterion "ConceptBlock521" "Concept" "ConceptBlock521" required
	response ConceptBlock521
	{
		scene "scenes/Manager/worldfarmhousenpc01.vcd"   then orator_boat_radio ConceptBlock522 foo:0  -0.992 // Hello?
		scene "scenes/Manager/worldfarmhousenpc16.vcd"   then orator_boat_radio ConceptBlock522 foo:0  -0.948 // Hello?
	}
	rule ConceptBlock521
	{
		criteria ConceptBlock521 BoatPhase2 isMANAGER
		response ConceptBlock521
	}

	criterion "ConceptBlock522" "Concept" "ConceptBlock522" required
	response ConceptBlock522
	{
		scene "scenes/npcs/boatman_radiobutton111.vcd"   then  self ConceptBlock523 foo:0 .1     // Hello? Hello!
	}
	rule ConceptBlock522
	{
		criteria ConceptBlock522 BoatPhase2
		response ConceptBlock522
	}

	criterion "ConceptBlock523" "Concept" "ConceptBlock523" required
	response ConceptBlock523
	{
		scene "scenes/npcs/boatman_radiobutton110.vcd"   then  self ConceptBlock525 foo:0 6      // We're heading to the military outpost upriver. We can come get you in ten minutes. Arm yourselves for the trip and tell me when to head out.
	}
	rule ConceptBlock523
	{
		criteria ConceptBlock523 BoatPhase2
		response ConceptBlock523
	}

//--------------------------------------------------------------------------------------------------------------
//Boat 2nd button push nags
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock525" "Concept" "ConceptBlock525" required
	response ConceptBlock525
	{
		scene "scenes/npcs/boatman_radionag01.vcd"   then self ConceptBlock525 foo:0  6      // Tell us when you are ready to be picked up!
		scene "scenes/npcs/boatman_radionag02.vcd"   then self ConceptBlock525 foo:0  6      // Let us know when you're ready to be picked up!
		scene "scenes/npcs/boatman_radionag03.vcd"   then self ConceptBlock525 foo:0  6      // Tell us when you are ready to be picked up!
		scene "scenes/npcs/boatman_radionag04.vcd"   then self ConceptBlock525 foo:0  6      // Let us know when you're ready to be picked up!
		scene "scenes/npcs/boatman_radionag05.vcd"   then self ConceptBlock525 foo:0  6      // Use the radio to let us know when you're ready for pickup!
		scene "scenes/npcs/boatman_radiobutton108.vcd"   then self ConceptBlock525 foo:0  6      // They're gonna swarm when we come in. Stock up and radio back when you're ready.
		scene "scenes/npcs/boatman_blank.vcd"  then self ConceptBlock525 foo:0  6      // [BLANK]
		scene "scenes/npcs/boatman_blank.vcd"  then self ConceptBlock525 foo:0  6      // [BLANK]
		scene "scenes/npcs/boatman_blank.vcd"  then self ConceptBlock525 foo:0  6      // [BLANK]
	}
	rule ConceptBlock525
	{
		criteria ConceptBlock525 BoatPhase2
		response ConceptBlock525
	}

//--------------------------------------------------------------------------------------------------------------
//Biker hits radio button first time [COP GAMBIT]
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock514" "Concept" "boat_radio_button1" required
	response ConceptBlock526
	{
		scene "scenes/npcs/boatman_blank.vcd"  then  Biker ConceptBlock527 foo:0 .05    // [BLANK]
	}
	rule ConceptBlock526
	{
		criteria ConceptBlock514 BoatPhase2 PanicEventBiker ChanceToFire10Percent
		ApplyContext "BoatPhase1:1:5000,FrancisTriedCopGambit:1:500,Talk:1:20"
		ApplyContextToWorld
		response ConceptBlock526
	}

	criterion "ConceptBlock527" "Concept" "ConceptBlock527" required
	response ConceptBlock527
	{
		scene "scenes/Biker/worldsmalltownnpcboatman14.vcd"   then  orator_boat_radio ConceptBlock528 foo:0 -6.401 // Attention boat owner: We are the cops. I command you to pick us up.
	}
	rule ConceptBlock527
	{
		criteria ConceptBlock527 BoatPhase2 isBIKER
		response ConceptBlock527
	}

	criterion "ConceptBlock528" "Concept" "ConceptBlock528" required
	response ConceptBlock528
	{
		scene "scenes/npcs/boatman_radiobutton123.vcd"   then  self ConceptBlock530 foo:0 .05    // Hello? Honey, it's the police!
	}
	rule ConceptBlock528
	{
		criteria ConceptBlock528 BoatPhase2
		response ConceptBlock528
	}

	criterion "ConceptBlock530" "Concept" "ConceptBlock530" required
	response ConceptBlock530
	{
		scene "scenes/npcs/boatman_radiobutton124.vcd"   then  self ConceptBlock531 foo:0 7      // POLICE, RADIO US BACK WHEN YOU ARE READY FOR PICKUP!
	}
	rule ConceptBlock530
	{
		criteria ConceptBlock530 BoatPhase2
		response ConceptBlock530
	}

//--------------------------------------------------------------------------------------------------------------
//Boat 2nd button push nags [COP GAMBIT]
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock531" "Concept" "ConceptBlock531" required
	response ConceptBlock531
	{
		scene "scenes/npcs/boatman_radionag01.vcd"   then self ConceptBlock531 foo:0  10     // Tell us when you are ready to be picked up!
		scene "scenes/npcs/boatman_radionag02.vcd"   then self ConceptBlock531 foo:0  10     // Let us know when you're ready to be picked up!
		scene "scenes/npcs/boatman_radionag03.vcd"   then self ConceptBlock531 foo:0  10     // Tell us when you are ready to be picked up!
		scene "scenes/npcs/boatman_radionag04.vcd"   then self ConceptBlock531 foo:0  10     // Let us know when you're ready to be picked up!
		scene "scenes/npcs/boatman_radionag05.vcd"   then self ConceptBlock531 foo:0  10     // Use the radio to let us know when you're ready for pickup!
		scene "scenes/npcs/boatman_radiobutton108.vcd"   then self ConceptBlock531 foo:0  10     // They're gonna swarm when we come in. Stock up and radio back when you're ready.
		scene "scenes/npcs/boatman_blank.vcd"  then self ConceptBlock531 foo:0  10     // [BLANK]
		scene "scenes/npcs/boatman_blank.vcd"  then self ConceptBlock531 foo:0  10     // [BLANK]
		scene "scenes/npcs/boatman_blank.vcd"  then self ConceptBlock531 foo:0  10     // [BLANK]
		scene "scenes/npcs/boatman_radionag07.vcd"   then self ConceptBlock531 foo:0  10     // Police: Let us know when you're ready to be picked up.
	}
	rule ConceptBlock531
	{
		criteria ConceptBlock531 BoatPhase2
		response ConceptBlock531
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet hits radio button second time
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock532" "Concept" "boat_radio_button2" required
	response ConceptBlock532
	{
		scene "scenes/npcs/boatman_blank.vcd"  then  NamVet ConceptBlock536 foo:0 .05    // [BLANK]
	}
	rule ConceptBlock532
	{
		criteria ConceptBlock532 PanicEventNamVet
		ApplyContext "BoatPhase2:1:5000"
		ApplyContextToWorld
		response ConceptBlock532
	}

//--------------------------------------------------------------------------------------------------------------
//Biker hits radio button second time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock532" "Concept" "boat_radio_button2" required
	response ConceptBlock533
	{
		scene "scenes/npcs/boatman_blank.vcd"  then  Biker ConceptBlock537 foo:0 .05    // [BLANK]
	}
	rule ConceptBlock533
	{
		criteria ConceptBlock532 PanicEventBiker
		ApplyContext "BoatPhase2:1:5000"
		ApplyContextToWorld
		response ConceptBlock533
	}

//--------------------------------------------------------------------------------------------------------------
//TeenGirl hits radio button second time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock532" "Concept" "boat_radio_button2" required
	response ConceptBlock534
	{
		scene "scenes/npcs/boatman_blank.vcd"  then  TeenGirl ConceptBlock538 foo:0 .05    // [BLANK]
	}
	rule ConceptBlock534
	{
		criteria ConceptBlock532 PanicEventTeenGirl
		ApplyContext "BoatPhase2:1:5000"
		ApplyContextToWorld
		response ConceptBlock534
	}

//--------------------------------------------------------------------------------------------------------------
//Manager hits radio button second time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock532" "Concept" "boat_radio_button2" required
	response ConceptBlock535
	{
		scene "scenes/npcs/boatman_blank.vcd"  then  Manager ConceptBlock539 foo:0 .05    // [BLANK]
	}
	rule ConceptBlock535
	{
		criteria ConceptBlock532 PanicEventManager
		ApplyContext "BoatPhase2:1:5000"
		ApplyContextToWorld
		response ConceptBlock535
	}

	criterion "ConceptBlock536" "Concept" "ConceptBlock536" required
	response ConceptBlock536
	{
		scene "scenes/NamVet/worldsmalltownnpcboatman04.vcd"   then  orator_boat_radio ConceptBlock540 foo:0 -2.304 // Go on and head out. We're ready.
		scene "scenes/NamVet/worldsmalltownnpcboatman05.vcd"   then  orator_boat_radio ConceptBlock540 foo:0 -2.368 // Come and get us. We're good to go.
	}
	rule ConceptBlock536
	{
		criteria ConceptBlock536  isNAMVET
		response ConceptBlock536
	}

	criterion "ConceptBlock537" "Concept" "ConceptBlock537" required
	response ConceptBlock537
	{
		scene "scenes/Biker/worldsmalltownnpcboatman03.vcd"   then  orator_boat_radio ConceptBlock540 foo:0 -1.183 // Come get us!
		scene "scenes/Biker/worldfarmhousenpc05.vcd"   then  orator_boat_radio ConceptBlock540 foo:0 -0.950 // We're all set!
		scene "scenes/Biker/worldfarmhousenpc04.vcd"   then  orator_boat_radio ConceptBlock540 foo:0 -0.903 // We're ready!
	}
	rule ConceptBlock537
	{
		criteria ConceptBlock537  isBIKER
		response ConceptBlock537
	}

	criterion "ConceptBlock538" "Concept" "ConceptBlock538" required
	response ConceptBlock538
	{
		scene "scenes/TeenGirl/answerready04.vcd"   then  orator_boat_radio ConceptBlock540 foo:0 -0.875 // Let's go.
	}
	rule ConceptBlock538
	{
		criteria ConceptBlock538  isTEENGIRL
		response ConceptBlock538
	}

	criterion "ConceptBlock539" "Concept" "ConceptBlock539" required
	response ConceptBlock539
	{
		scene "scenes/Manager/worldsmalltownnpcboatman10.vcd"   then  orator_boat_radio ConceptBlock540 foo:0 -1.666 // Go on and head out. We're ready.
	}
	rule ConceptBlock539
	{
		criteria ConceptBlock539  isMANAGER
		response ConceptBlock539
	}

//--------------------------------------------------------------------------------------------------------------
//Boatcouple responds to 2nd button press
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock540" "Concept" "ConceptBlock540" required
	response ConceptBlock540
	{
		scene "scenes/npcs/boatman_radiobutton205.vcd"     // We'll be there in ten minutes.
		scene "scenes/npcs/boatman_radiobutton212.vcd"     // Allright, we're on our way. Make sure you clear the area. I don't want our first act of kindness to be our last.
		scene "scenes/npcs/boatman_radiobutton207.vcd"     // Alright, we're on our way.
	}
	rule ConceptBlock540
	{
		criteria ConceptBlock540 
		response ConceptBlock540
	}

//--------------------------------------------------------------------------------------------------------------
//Anyone hits the radio button 2nd time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock532" "Concept" "boat_radio_button2" required
	response ConceptBlock541
	{
		scene "scenes/npcs/boatman_radiobutton201.vcd"   then  self ConceptBlock542 foo:0 0.05   // Perfect.
	}
	rule ConceptBlock541
	{
		criteria ConceptBlock532 ChanceToFire30Percent ExtraWeight10
		ApplyContext "BoatPhase2:1:5000"
		ApplyContextToWorld
		response ConceptBlock541
	}

	criterion "ConceptBlock542" "Concept" "ConceptBlock542" required
	response ConceptBlock542
	{
		scene "scenes/npcs/boatman_radiointransit01.vcd"     // Should be there in ten minutes!
	}
	rule ConceptBlock542
	{
		criteria ConceptBlock542 
		response ConceptBlock542
	}

//--------------------------------------------------------------------------------------------------------------
//Boat In Transit nag 1
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock547" "Concept" "boat_radio_intransit" required
	response ConceptBlock547
	{
		scene "scenes/npcs/boatman_radiointransit03.vcd"     // Be there in about five minutes!
	}
	rule ConceptBlock547
	{
		criteria ConceptBlock547 BoatIntransit1
		ApplyContext "BoatInTransit:1:5000"
		ApplyContextToWorld
		response ConceptBlock547
	}

//--------------------------------------------------------------------------------------------------------------
//Boat In Transit nag 2
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock547" "Concept" "boat_radio_intransit" required
	response ConceptBlock548
	{
		scene "scenes/npcs/boatman_radiointransit07.vcd"     // We'll be there in three minutes!
	}
	rule ConceptBlock548
	{
		criteria ConceptBlock547 BoatIntransit2
		ApplyContext "BoatInTransit:2:5000"
		ApplyContextToWorld
		response ConceptBlock548
	}

//--------------------------------------------------------------------------------------------------------------
//Boat In Transit nag 3
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock547" "Concept" "boat_radio_intransit" required
	response ConceptBlock549
	{
		scene "scenes/npcs/boatman_radiointransit06.vcd"     // We'll be there in two minutes!
	}
	rule ConceptBlock549
	{
		criteria ConceptBlock547 BoatIntransit3
		ApplyContext "BoatInTransit:3:5000"
		ApplyContextToWorld
		response ConceptBlock549
	}

//--------------------------------------------------------------------------------------------------------------
//Boat In Transit nag 4
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock547" "Concept" "boat_radio_intransit" required
	response ConceptBlock550
	{
		scene "scenes/npcs/boatman_radiointransit08.vcd"     // We can see the shore! We're coming.
	}
	rule ConceptBlock550
	{
		criteria ConceptBlock547 BoatIntransit4
		ApplyContext "BoatInTransit:4:5000"
		ApplyContextToWorld
		response ConceptBlock550
	}

//--------------------------------------------------------------------------------------------------------------
//Boat pulls into dock
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock561" "Concept" "boat_speaker_arrived" required
	response ConceptBlock561
	{
		scene "scenes/npcs/boatman_radioarrived01.vcd"   then orator_boat_radio ConceptBlock563 foo:0  4      // All aboard, folks!
	}
	rule ConceptBlock561
	{
		criteria ConceptBlock561 BoatWaiting
		response ConceptBlock561
	}

//--------------------------------------------------------------------------------------------------------------
//Boat pulls into dock loop
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock563" "Concept" "ConceptBlock563" required
	response ConceptBlock563
	{
		scene "scenes/npcs/boatman_radioarrived01.vcd"   then orator_boat_radio ConceptBlock563 foo:0  4      // All aboard, folks!
		scene "scenes/npcs/boatman_radioarrived02.vcd"   then orator_boat_radio ConceptBlock563 foo:0  4      // Get in! Get in!
		scene "scenes/npcs/boatman_radioarrived03.vcd"   then orator_boat_radio ConceptBlock563 foo:0  4      // We ain't got all day, let's do this already!
		scene "scenes/npcs/boatman_radioarrived06.vcd"   then orator_boat_radio ConceptBlock563 foo:0  4      // Come on, come on! We're not waiting around here all day!
		scene "scenes/npcs/boatman_radioarrived07.vcd"   then orator_boat_radio ConceptBlock563 foo:0  4      // Let's go, we're here, we're here! Come on!
		scene "scenes/npcs/boatman_radioarrived08.vcd"   then orator_boat_radio ConceptBlock563 foo:0  4      // The boat's here! Hello?!? Get in the boat!
	}
	rule ConceptBlock563
	{
		criteria ConceptBlock563 BoatWaiting
		response ConceptBlock563
	}

//--------------------------------------------------------------------------------------------------------------
// CHURCH FINALE
//--------------------------------------------------------------------------------------------------------------


//--------------------------------------------------------------------------------------------------------------
//Initial Churchguy babbling before he notices the survivors.
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock001" "Concept" "churchguy_far" required
	response ConceptBlock001
	{
		scene "scenes/npcs/churchguy_radioinitialbroadcast01.vcd"   then self churchguy_far foo:0  .05    // I trusted you. You said you were immune. You said you were immune.
		scene "scenes/npcs/churchguy_radioinitialbroadcast03.vcd"   then self churchguy_far foo:0  .05    // Better safe than sorry. I can't believe he bit me. Never should have let him in. Can't believe he bit me.
		scene "scenes/npcs/churchguy_radioinitialbroadcast04.vcd"   then self churchguy_far foo:0  .05    // Won't fool me twice. I can't believe he bit me, I can't believe he bit me.
		scene "scenes/npcs/churchguy_radioinitialbroadcast05.vcd"   then self churchguy_far foo:0  .05    // Better safe than sorry. No matter how human they look. Won't be fooled twice.
		scene "scenes/npcs/churchguy_radioinitialbroadcast06.vcd"   then self churchguy_far foo:0  .05    // It's been an hour. Been an hour. Must be immune. That's right, must be immune. No. I have to be immune.
		scene "scenes/npcs/churchguy_radioinitialbroadcast07.vcd"   then self churchguy_far foo:0  .05    // Better safe than sorry. Better safe than sorry. Better safe than sorry. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast02.vcd"   then self churchguy_far foo:0  .05    // I trusted you. You said you were immune. You said you were immune. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast24.vcd"   then self churchguy_far foo:0  .05    // Better safe than sorry. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast08.vcd"   then self churchguy_far foo:0  .05    // Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast09.vcd"   then self churchguy_far foo:0  .05    // I can't believe he bit me. I never should have let him in. I can't believe he bit me.
		scene "scenes/npcs/churchguy_radioinitialbroadcast10.vcd"   then self churchguy_far foo:0  .05    // Won't fool me twice. I can't believe he bit me! Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast11.vcd"   then self churchguy_far foo:0  .05    // Don't get fooled twice. Don't get fooled twice. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast12.vcd"   then self churchguy_far foo:0  .05    // I can't believe he bit me, that's - Don't get fooled twice.
		scene "scenes/npcs/churchguy_radioinitialbroadcast26.vcd"   then self churchguy_far foo:0  .05    // Better safe than sorry. Better safe than sorry. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast27.vcd"   then self churchguy_far foo:0  .05    // Better safe than sorry. Better safe than sorry. Better safe than sorry. [cough]
		scene "scenes/npcs/churchguy_radioinitialbroadcast28.vcd"   then self churchguy_far foo:0  .05    // I can't believe he bit me. I never should have let him in. I can't believe he bit me.
		scene "scenes/npcs/churchguy_radioinitialbroadcast29.vcd"   then self churchguy_far foo:0  .05    // Better safe than sorry.
	}
	rule ConceptBlock001
	{
		criteria ConceptBlock001 ChurchguyPhase1
		ApplyContext "SaidSafeSpotAhead:1:120"
		ApplyContextToWorld
		response ConceptBlock001
	}

//--------------------------------------------------------------------------------------------------------------
// [SEQUENCE START] Churchguy babbling after he notices the survivors.
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock002A" "Concept" "churchguy_close" required
	response ConceptBlock002A
	{
		scene "scenes/npcs/churchguy_radioinitialbroadcast13.vcd"   then self ConceptBlock002B foo:0  .5     // Who's there?
	}
	rule ConceptBlock002A
	{
		criteria ConceptBlock002A ChurchguyPhase2
		ApplyContext "ChurchguyPhase:1:100,SaidSafeSpotAhead:1:120"
		ApplyContextToWorld
		response ConceptBlock002A
	}
	criterion "ConceptBlock002B" "Concept" "ConceptBlock002B" required
	response ConceptBlock002B
	{
		scene "scenes/npcs/churchguy_radioinitialbroadcast14.vcd"   then self ConceptBlock002C foo:0  .5     // Is someone there?
	}
	rule ConceptBlock002B
	{
		criteria ConceptBlock002B ChurchguyPhase2
		response ConceptBlock002B
	}
	criterion "ConceptBlock002C" "Concept" "ConceptBlock002C" required
	response ConceptBlock002C
	{
		scene "scenes/npcs/churchguy_radioinitialbroadcast16.vcd"   then  self ConceptBlock053 foo:0 3      // I've got a bell in here!
	}
	rule ConceptBlock002C
	{
		criteria ConceptBlock002C ChurchguyPhase2
		response ConceptBlock002C
	}
// [SEQUENCE END] Churchguy babbling after he notices the survivors.

	criterion "ConceptBlock004" "Concept" "ConceptBlock004" required
	response ConceptBlock004
	{
		scene "scenes/npcs/churchguy_radiobutton113.vcd"  fire relay_churchbell Trigger 2.9   then self ConceptBlock005 foo:0  .05    // I can make you leave. Don't believe me? [bell]
	}
	rule ConceptBlock004
	{
		criteria ConceptBlock004 IsTouchedDoor
		response ConceptBlock004
	}

	criterion "ConceptBlock005" "Concept" "ConceptBlock005" required
	response ConceptBlock005
	{
		scene "scenes/npcs/churchguy_radiobutton114.vcd"   then self ConceptBlock006 foo:0  .05    // HOW ABOUT NOW?
	}
	rule ConceptBlock005
	{
		criteria ConceptBlock005 
		response ConceptBlock005
	}

	criterion "ConceptBlock006" "Concept" "ConceptBlock006" required
	response ConceptBlock006
	{
		scene "scenes/npcs/churchguy_radiobutton1extended40.vcd"   then self ConceptBlock007 foo:0  .05    // Ding dong! Ding dong!
	}
	rule ConceptBlock006
	{
		criteria ConceptBlock006 
		response ConceptBlock006
	}

	criterion "ConceptBlock007" "Concept" "ConceptBlock007" required
	response ConceptBlock007
	{
		scene "scenes/npcs/churchguy_radiobutton1extended43.vcd"  fire relay_panicevent Trigger 1.6   then any conceptnuttier foo:0  .1     // Dinner's served! Come and get it!
	}
	rule ConceptBlock007
	{
		criteria ConceptBlock007 
		ApplyContext "Talk:0:0"
		ApplyContextToWorld
		response ConceptBlock007
	}

//--------------------------------------------------------------------------------------------------------------
//Biker presses the churchguy button
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock008" "Concept" "churchguy_button" required
	response ConceptBlock008
	{
		scene "scenes/npcs/churchguy_radioinitialbroadcast13.vcd"   then  Biker ConceptBlock009 foo:0 .05    // Who's there?
		scene "scenes/npcs/churchguy_radiobutton110.vcd"   then  Biker ConceptBlock040 foo:0 .05    // Go away! No one gets in!
	}
	rule ConceptBlock008
	{
		criteria ConceptBlock008 PanicEventBiker ChurchguyPhase3
		ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0"
		ApplyContextToWorld
		response ConceptBlock008
	}

	criterion "ConceptBlock009" "Concept" "ConceptBlock009" required
	response ConceptBlock009
	{
		scene "scenes/Biker/worldsmalltownnpcbellman04.vcd"   then  churchguy ConceptBlock011 foo:0 -6.542 // Well, let's see: I'm Francis, and that's Grandpa Bill, and - THERE'S ZOMBIES OUT HERE OPEN THE GODDAMN DOOR.
		scene "scenes/Biker/worldsmalltownnpcbellman02.vcd"   then  churchguy ConceptBlock011 foo:0 -1.965 // Just open the goddamn door.
	}
	rule ConceptBlock009
	{
		criteria ConceptBlock009  isBIKER
		response ConceptBlock009
	}

//--------------------------------------------------------------------------------------------------------------
//Churchguy responds to Francis telling him they're cops
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock010" "Concept" "ConceptBlock010" required
	response ConceptBlock010
	{
		scene "scenes/npcs/churchguy_radiobutton1extended25.vcd"  fire relay_churchbell Trigger 1   then self ConceptBlock006 foo:0  .05    // You don't sound like cops!
	}
	rule ConceptBlock010
	{
		criteria ConceptBlock010 IsTouchedDoor
		response ConceptBlock010
	}

//--------------------------------------------------------------------------------------------------------------
//Churchguy responds to Francis being a smartass
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock011" "Concept" "ConceptBlock011" required
	response ConceptBlock011
	{
		scene "scenes/npcs/churchguy_radiobutton110.vcd"  fire relay_churchbell Trigger 1   then self ConceptBlock006 foo:0  .05    // Go away! No one gets in!
	}
	rule ConceptBlock011
	{
		criteria ConceptBlock011 IsTouchedDoor
		response ConceptBlock011
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet responds to Churchguy ringing the bell
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock012" "Concept" "ConceptNuttier" required
	response ConceptBlock012
	{
		scene "scenes/NamVet/worldsmalltownnpcbellman03.vcd"     // This guy's nuttier than candy bar shit.
		scene "scenes/NamVet/worldsmalltownnpcbellman04.vcd"     // I don't believe this.
	}
	rule ConceptBlock012
	{
		criteria ConceptBlock012 IsNamVet
		response ConceptBlock012
	}

//--------------------------------------------------------------------------------------------------------------
//Biker responds to Churchguy ringing the bell
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock012" "Concept" "ConceptNuttier" required
	response ConceptBlock013
	{
		scene "scenes/Biker/worldsmalltownnpcbellman05.vcd"     // I am going to tear that bell down and shove it up your ass!
		scene "scenes/Biker/worldsmalltown03npc03.vcd"     // If we live through this, I'm gonna frickin' kill that guy.
	}
	rule ConceptBlock013
	{
		criteria ConceptBlock012 IsBiker
		response ConceptBlock013
	}

//--------------------------------------------------------------------------------------------------------------
//Manager presses the churchguy button
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required
	response ConceptBlock014
	{
		scene "scenes/npcs/churchguy_radiobutton101.vcd"   then  Manager ConceptBlock015 foo:0 .05    // No one gets in here until I know you're immune!
		scene "scenes/npcs/churchguy_radiobutton1extended34.vcd"   then  Manager ConceptBlock015 foo:0 .05    // I'm not letting you in until I'm sure you're immune.
		scene "scenes/npcs/churchguy_radiobutton1extended12.vcd"   then  Manager ConceptBlock017 foo:0 .05    // I'm the one who decides who gets through this door.
		scene "scenes/npcs/churchguy_radiobutton110.vcd"   then  Manager ConceptBlock019 foo:0 .05    // Go away! No one gets in!
	}
	rule ConceptBlock014
	{
		criteria ConceptBlock008 PanicEventManager ChurchguyPhase3
		ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0"
		ApplyContextToWorld
		response ConceptBlock014
	}

	criterion "ConceptBlock015" "Concept" "ConceptBlock015" required
	response ConceptBlock015
	{
		scene "scenes/Manager/worldsmalltownnpcbellman01.vcd"   then  churchguy ConceptBlock016 foo:0 -3.936 // Sir, please! We are NOT infected.
	}
	rule ConceptBlock015
	{
		criteria ConceptBlock015  isMANAGER
		response ConceptBlock015
	}

	criterion "ConceptBlock016" "Concept" "ConceptBlock016" required
	response ConceptBlock016
	{
		scene "scenes/npcs/churchguy_radiobutton1extended35.vcd"  fire relay_churchbell Trigger 2.85   then  self ConceptBlock006 foo:0 .3     // Not infected? Not infected? Prove it! [bell]
	}
	rule ConceptBlock016
	{
		criteria ConceptBlock016 IsTouchedDoor
		response ConceptBlock016
	}

	criterion "ConceptBlock017" "Concept" "ConceptBlock017" required
	response ConceptBlock017
	{
		scene "scenes/Manager/genericresponses02.vcd"   then  churchguy ConceptBlock018 foo:0 -0.692 // [Disbelief] What?
	}
	rule ConceptBlock017
	{
		criteria ConceptBlock017  isMANAGER
		response ConceptBlock017
	}

	criterion "ConceptBlock018" "Concept" "ConceptBlock018" required
	response ConceptBlock018
	{
		scene "scenes/npcs/churchguy_radiobutton107.vcd"  fire relay_churchbell Trigger 8.5   then  self ConceptBlock006 foo:0 .05    // My safehouse! Come here! No! Stay out! Slide your guns under the door! No! Go away! Better safe than sorry! Better safe than sorry! Better safe than sorry!
	}
	rule ConceptBlock018
	{
		criteria ConceptBlock018 IsTouchedDoor
		response ConceptBlock018
	}

	criterion "ConceptBlock019" "Concept" "ConceptBlock019" required
	response ConceptBlock019
	{
		scene "scenes/Manager/worldsmalltownnpcbellman08.vcd"   then  churchguy ConceptBlock020 foo:0 -7.143 // Mister, if one of us get killed out here, I am gonna shoot my way in there and beat you to death with my gun!
	}
	rule ConceptBlock019
	{
		criteria ConceptBlock019  isMANAGER
		response ConceptBlock019
	}

	criterion "ConceptBlock020" "Concept" "ConceptBlock020" required
	response ConceptBlock020
	{
		scene "scenes/npcs/churchguy_radiobutton1extended31.vcd"  fire relay_churchbell Trigger 1.6   then  self ConceptBlock006 foo:0 .05    // Trying to intimidate me? [bell] Didn't help.
		scene "scenes/npcs/churchguy_radiobutton1extended07.vcd"  fire relay_churchbell Trigger 1   then  self ConceptBlock005 foo:0 1      // Really?
	}
	rule ConceptBlock020
	{
		criteria ConceptBlock020 IsTouchedDoor
		response ConceptBlock020
	}

//--------------------------------------------------------------------------------------------------------------
//Francis responds to Churchguy ringing the bell after trying Cop thing
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock012" "Concept" "ConceptNuttier" required
	response ConceptBlock021
	{
		scene "scenes/Biker/worldsmalltownnpcbellman13.vcd"     // Man, I don't think the cop thing worked.
	}
	rule ConceptBlock021
	{
		criteria ConceptBlock012 IsBiker FrancisTriedCopGambit
		response ConceptBlock021
	}

//--------------------------------------------------------------------------------------------------------------
//Biker presses the churchguy button (Special Cop Response)
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required
	response ConceptBlock022
	{
		scene "scenes/npcs/churchguy_radiobutton110.vcd"   then  Biker ConceptBlock023 foo:0 .05    // Go away! No one gets in!
	}
	rule ConceptBlock022
	{
		criteria ConceptBlock008 PanicEventBiker ChurchguyPhase3 ChanceToFire10Percent ChanceToFire10Percent
		ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,FrancisTriedCopGambit:1:45,Talk:1:20,TouchedDoor:1:0"
		ApplyContextToWorld
		response ConceptBlock022
	}

	criterion "ConceptBlock023" "Concept" "ConceptBlock023" required
	response ConceptBlock023
	{
		scene "scenes/Biker/worldsmalltownnpcbellman03.vcd"   then  churchguy ConceptBlock010 foo:0 -1.753 // We're cops. Open up.
	}
	rule ConceptBlock023
	{
		criteria ConceptBlock023  isBIKER
		response ConceptBlock023
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet presses the churchguy button
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required
	response ConceptBlock024
	{
		scene "scenes/npcs/churchguy_radiobutton101.vcd"   then  NamVet ConceptBlock025 foo:0 .05    // No one gets in here until I know you're immune!
		scene "scenes/npcs/churchguy_radiobutton1extended34.vcd"   then  NamVet ConceptBlock025 foo:0 .05    // I'm not letting you in until I'm sure you're immune.
		scene "scenes/npcs/churchguy_radiobutton1extended18.vcd"   then  self ConceptBlock027 foo:0 .05    // [loud] NO!
	}
	rule ConceptBlock024
	{
		criteria ConceptBlock008 PanicEventNamVet ChurchguyPhase3
		ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0"
		ApplyContextToWorld
		response ConceptBlock024
	}

	criterion "ConceptBlock025" "Concept" "ConceptBlock025" required
	response ConceptBlock025
	{
		scene "scenes/NamVet/worldsmalltownnpcbellman02.vcd"   then  churchguy ConceptBlock026 foo:0 -3.072 // We're as human as they come, son. I promise you.
		scene "scenes/NamVet/worldsmalltownnpcbellman01.vcd"   then  churchguy ConceptBlock026 foo:0 -6.624 // Son, we're immune, we're tired, and there's infected in the damn woods. Now cut the shit and let us in!
	}
	rule ConceptBlock025
	{
		criteria ConceptBlock025  isNAMVET
		response ConceptBlock025
	}

	criterion "ConceptBlock026" "Concept" "ConceptBlock026" required
	response ConceptBlock026
	{
		scene "scenes/npcs/churchguy_radiobutton1extended35.vcd"  fire relay_churchbell Trigger 2.8   then  self ConceptBlock006 foo:0 .05    // Not infected? Not infected? Prove it! [bell]
		scene "scenes/npcs/churchguy_radiobutton1extended13.vcd"  fire relay_churchbell Trigger 6.1   then  self ConceptBlock006 foo:0 .05    // I - I opened the door before, and I got bit for my trouble. [bell] Better safe than sorry. Better safe than sorry!
		scene "scenes/npcs/churchguy_radiobutton1extended11.vcd"  fire relay_churchbell Trigger 3.2   then  self ConceptBlock006 foo:0 .05    // Only when I know you're human. Get ready for the test. [bell]
		scene "scenes/npcs/churchguy_radiobutton1extended03.vcd"  fire relay_churchbell Trigger 5.3   then  self ConceptBlock006 foo:0 .05    // Nonono! You said that last time! You said that last time. I trusted you last time!
	}
	rule ConceptBlock026
	{
		criteria ConceptBlock026 IsTouchedDoor
		response ConceptBlock026
	}

	criterion "ConceptBlock027" "Concept" "ConceptBlock027" required
	response ConceptBlock027
	{
		scene "scenes/npcs/churchguy_radiobutton1extended20.vcd"   then  Namvet ConceptBlock028 foo:0 .05    // Nobody rides for free! Ding dong!
		scene "scenes/npcs/churchguy_radiobutton1extended19.vcd"   then  Namvet ConceptBlock028 foo:0 .05    // You think you're special with your leather jackets and your fancy blood?
	}
	rule ConceptBlock027
	{
		criteria ConceptBlock027 
		response ConceptBlock027
	}

	criterion "ConceptBlock028" "Concept" "ConceptBlock028" required
	response ConceptBlock028
	{
		scene "scenes/NamVet/worldsmalltownnpcbellman07.vcd"   then  churchguy ConceptBlock029 foo:0 -5.856 // I don't believe this shit. We're arguin' for our lives here with a damn mental moron!
		scene "scenes/NamVet/genericresponses02.vcd"   then  churchguy ConceptBlock030 foo:0 -0.728 // [Disbelief] What?
		scene "scenes/NamVet/reactiondisgusted04.vcd"   then  churchguy ConceptBlock030 foo:0 -1.820 // Oh shit.
	}
	rule ConceptBlock028
	{
		criteria ConceptBlock028  isNAMVET
		response ConceptBlock028
	}

	criterion "ConceptBlock029" "Concept" "ConceptBlock029" required
	response ConceptBlock029
	{
		scene "scenes/npcs/churchguy_radiobutton1extended21.vcd"  fire relay_churchbell Trigger 1.6   then  churchguy ConceptBlock006 foo:0 .05    // I am not a mental moron!
	}
	rule ConceptBlock029
	{
		criteria ConceptBlock029 IsTouchedDoor
		response ConceptBlock029
	}

	criterion "ConceptBlock030" "Concept" "ConceptBlock030" required
	response ConceptBlock030
	{
		scene "scenes/npcs/churchguy_radiobutton105.vcd"  fire relay_churchbell Trigger 5.15   then  churchguy ConceptBlock006 foo:0 .1     // I'm gonna ring this bell. I'm going to ring this bell! And they'll come! And they'll finish the job.
	}
	rule ConceptBlock030
	{
		criteria ConceptBlock030 IsTouchedDoor
		response ConceptBlock030
	}

//--------------------------------------------------------------------------------------------------------------
//TeenGirl presses the churchguy button
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required
	response ConceptBlock031
	{
		scene "scenes/npcs/churchguy_radiobutton109.vcd"   then  TeenGirl ConceptBlock032 foo:0 .05    // No one gets in! [bell]
		scene "scenes/npcs/churchguy_radiobutton110.vcd"   then  TeenGirl ConceptBlock032 foo:0 .05    // Go away! No one gets in!
		scene "scenes/npcs/churchguy_radiobutton1extended18.vcd"   then  self ConceptBlock036 foo:0 .05    // [loud] NO!
		scene "scenes/npcs/churchguy_radiobutton106.vcd"   then  TeenGirl ConceptBlock037 foo:0 .05    // No! My safehouse! I've got the bell! You stay the hell out!
	}
	rule ConceptBlock031
	{
		criteria ConceptBlock008 PanicEventTeenGirl ChurchguyPhase3
		ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0"
		ApplyContextToWorld
		response ConceptBlock031
	}

	criterion "ConceptBlock032" "Concept" "ConceptBlock032" required
	response ConceptBlock032
	{
		scene "scenes/TeenGirl/worldairport05npc02.vcd"   then  churchguy ConceptBlock033 foo:0 -3.563 // You know, we can *make* you open that goddamn door.
		scene "scenes/TeenGirl/worldsmalltown03npc03.vcd"   then  churchguy ConceptBlock034 foo:0 -3.648 // Hey! Jerkass. Why don't you just open the goddamn door?
		scene "scenes/TeenGirl/worldsmalltown03npc05.vcd"   then  churchguy ConceptBlock030 foo:0 -2.816 // You're not gonna just open the door? Really?
	}
	rule ConceptBlock032
	{
		criteria ConceptBlock032  isTEENGIRL
		response ConceptBlock032
	}

	criterion "ConceptBlock033" "Concept" "ConceptBlock033" required
	response ConceptBlock033
	{
		scene "scenes/npcs/churchguy_radiobutton1extended07.vcd"  fire relay_churchbell Trigger 0.68   then  self ConceptBlock005 foo:0 .5     // Really?
		scene "scenes/npcs/churchguy_radiobutton1extended23.vcd"  fire relay_churchbell Trigger 0.89   then  self ConceptBlock005 foo:0 .5     // Can you really? [bell]
		scene "scenes/npcs/churchguy_radiobutton1extended32.vcd"  fire relay_churchbell Trigger 2.5   then  self ConceptBlock006 foo:0 .4     // Well, you'll have to be alive to do that. [bell]
	}
	rule ConceptBlock033
	{
		criteria ConceptBlock033 IsTouchedDoor
		response ConceptBlock033
	}

	criterion "ConceptBlock034" "Concept" "ConceptBlock034" required
	response ConceptBlock034
	{
		scene "scenes/npcs/churchguy_radiobutton1extended10.vcd"  fire relay_churchbell Trigger 4.3   then  self ConceptBlock006 foo:0 .5     // Only when you can prove you're immune. And I know just how to do it. [bell]
		scene "scenes/npcs/churchguy_radiobutton1extended11.vcd"  fire relay_churchbell Trigger 3.2   then  self ConceptBlock006 foo:0 .5     // Only when I know you're human. Get ready for the test. [bell]
	}
	rule ConceptBlock034
	{
		criteria ConceptBlock034 IsTouchedDoor
		response ConceptBlock034
	}

	criterion "ConceptBlock035" "Concept" "ConceptBlock035" required
	response ConceptBlock035
	{
		scene "scenes/TeenGirl/genericresponses02.vcd"   then  churchguy ConceptBlock030 foo:0 -0.426 // [Disbelief] What?
	}
	rule ConceptBlock035
	{
		criteria ConceptBlock035  isTEENGIRL
		response ConceptBlock035
	}

	criterion "ConceptBlock036" "Concept" "ConceptBlock036" required
	response ConceptBlock036
	{
		scene "scenes/npcs/churchguy_radiobutton1extended20.vcd"   then  TeenGirl ConceptBlock035 foo:0 .05    // Nobody rides for free! Ding dong!
		scene "scenes/npcs/churchguy_radiobutton1extended19.vcd"   then  TeenGirl ConceptBlock035 foo:0 .05    // You think you're special with your leather jackets and your fancy blood?
	}
	rule ConceptBlock036
	{
		criteria ConceptBlock036 
		response ConceptBlock036
	}

	criterion "ConceptBlock037" "Concept" "ConceptBlock037" required
	response ConceptBlock037
	{
		scene "scenes/TeenGirl/worldairport05npc07.vcd"   then  churchguy ConceptBlock038 foo:0 -1.056 // What a dick.
	}
	rule ConceptBlock037
	{
		criteria ConceptBlock037  isTEENGIRL
		response ConceptBlock037
	}

	criterion "ConceptBlock038" "Concept" "ConceptBlock038" required
	response ConceptBlock038
	{
		scene "scenes/npcs/churchguy_radioinitialbroadcast22.vcd"   then  self ConceptBlock039 foo:0 .1     // I heard that!
	}
	rule ConceptBlock038
	{
		criteria ConceptBlock038 
		response ConceptBlock038
	}

	criterion "ConceptBlock039" "Concept" "ConceptBlock039" required
	response ConceptBlock039
	{
		scene "scenes/npcs/churchguy_radiobutton1extended28.vcd"  fire relay_churchbell Trigger 1.8   then  self ConceptBlock006 foo:0 .2     // Your word means shit to me! [bell]
	}
	rule ConceptBlock039
	{
		criteria ConceptBlock039 IsTouchedDoor
		response ConceptBlock039
	}

	criterion "ConceptBlock040" "Concept" "ConceptBlock040" required
	response ConceptBlock040
	{
		scene "scenes/Biker/worldairport05npc02.vcd"   then  churchguy ConceptBlock033 foo:0 -4.736 // Listen candy-pants, we can *make* you open that goddamn door.
		scene "scenes/Biker/swear14.vcd"   then  biker ConceptBlock044 foo:0 -1.040 // Ah hell.
	}
	rule ConceptBlock040
	{
		criteria ConceptBlock040  isBIKER
		response ConceptBlock040
	}

	criterion "ConceptBlock041" "Concept" "ConceptBlock041" required
	response ConceptBlock041
	{
		scene "scenes/npcs/churchguy_radioinitialbroadcast22.vcd"   then  self ConceptBlock042 foo:0 .2     // I heard that!
	}
	rule ConceptBlock041
	{
		criteria ConceptBlock041 
		response ConceptBlock041
	}

	criterion "ConceptBlock042" "Concept" "ConceptBlock042" required
	response ConceptBlock042
	{
		scene "scenes/npcs/churchguy_radiobutton1extended12.vcd"   then  self ConceptBlock043 foo:0 .05    // I'm the one who decides who gets through this door.
	}
	rule ConceptBlock042
	{
		criteria ConceptBlock042 
		response ConceptBlock042
	}

	criterion "ConceptBlock043" "Concept" "ConceptBlock043" required
	response ConceptBlock043
	{
		scene "scenes/npcs/churchguy_radiobutton1extended20.vcd"  fire relay_churchbell Trigger 1.1   then  self ConceptBlock007 foo:0 .05    // Nobody rides for free! Ding dong!
	}
	rule ConceptBlock043
	{
		criteria ConceptBlock043 IsTouchedDoor
		response ConceptBlock043
	}

	criterion "ConceptBlock044" "Concept" "ConceptBlock044" required
	response ConceptBlock044
	{
		scene "scenes/Biker/worldairport05npc01.vcd"   then  churchguy ConceptBlock041 foo:0 -3.280 // Everyone but us is either a zombie or an asshole.
	}
	rule ConceptBlock044
	{
		criteria ConceptBlock044  isBIKER
		response ConceptBlock044
	}

	criterion "ConceptBlock049" "Concept" "ConceptBlock049" required
	response ConceptBlock049
	{
		scene "scenes/Biker/genericresponses02.vcd"   then  churchguy ConceptBlock004 foo:0 -0.800 // [Disbelief] What?
	}
	rule ConceptBlock049
	{
		criteria ConceptBlock049  isBIKER
		response ConceptBlock049
	}

	criterion "ConceptBlock050" "Concept" "ConceptBlock050" required
	response ConceptBlock050
	{
		scene "scenes/Manager/genericresponses02.vcd"   then  churchguy ConceptBlock004 foo:0 -0.692 // [Disbelief] What?
	}
	rule ConceptBlock050
	{
		criteria ConceptBlock050  isMANAGER
		response ConceptBlock050
	}

	criterion "ConceptBlock051" "Concept" "ConceptBlock051" required
	response ConceptBlock051
	{
		scene "scenes/NamVet/genericresponses02.vcd"   then  churchguy ConceptBlock004 foo:0 -0.728 // [Disbelief] What?
	}
	rule ConceptBlock051
	{
		criteria ConceptBlock051  isNAMVET
		response ConceptBlock051
	}

	criterion "ConceptBlock052" "Concept" "ConceptBlock052" required
	response ConceptBlock052
	{
		scene "scenes/TeenGirl/genericresponses02.vcd"   then  churchguy ConceptBlock004 foo:0 -0.426 // [Disbelief] What?
	}
	rule ConceptBlock052
	{
		criteria ConceptBlock052  isTEENGIRL
		response ConceptBlock052
	}

//--------------------------------------------------------------------------------------------------------------
//Churchguy random babbling after he hears survivors
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock053" "Concept" "ConceptBlock053" required
	response ConceptBlock053
	{
		scene "scenes/npcs/churchguy_radioinitialbroadcast01.vcd"   then  self ConceptBlock053 foo:0 .05    // I trusted you. You said you were immune. You said you were immune.
		scene "scenes/npcs/churchguy_radioinitialbroadcast03.vcd"   then  self ConceptBlock053 foo:0 .05    // Better safe than sorry. I can't believe he bit me. Never should have let him in. Can't believe he bit me.
		scene "scenes/npcs/churchguy_radioinitialbroadcast04.vcd"   then  self ConceptBlock053 foo:0 .05    // Won't fool me twice. I can't believe he bit me, I can't believe he bit me.
		scene "scenes/npcs/churchguy_radioinitialbroadcast05.vcd"   then  self ConceptBlock053 foo:0 .05    // Better safe than sorry. No matter how human they look. Won't be fooled twice.
		scene "scenes/npcs/churchguy_radioinitialbroadcast06.vcd"   then  self ConceptBlock053 foo:0 .05    // It's been an hour. Been an hour. Must be immune. That's right, must be immune. No. I have to be immune.
		scene "scenes/npcs/churchguy_radioinitialbroadcast07.vcd"   then  self ConceptBlock053 foo:0 .05    // Better safe than sorry. Better safe than sorry. Better safe than sorry. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast02.vcd"   then  self ConceptBlock053 foo:0 .05    // I trusted you. You said you were immune. You said you were immune. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast24.vcd"   then  self ConceptBlock053 foo:0 .05    // Better safe than sorry. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast08.vcd"   then  self ConceptBlock053 foo:0 .05    // Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast09.vcd"   then  self ConceptBlock053 foo:0 .05    // I can't believe he bit me. I never should have let him in. I can't believe he bit me.
		scene "scenes/npcs/churchguy_radioinitialbroadcast10.vcd"   then  self ConceptBlock053 foo:0 .05    // Won't fool me twice. I can't believe he bit me! Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast11.vcd"   then  self ConceptBlock053 foo:0 .05    // Don't get fooled twice. Don't get fooled twice. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast12.vcd"   then  self ConceptBlock053 foo:0 .05    // I can't believe he bit me, that's - Don't get fooled twice.
		scene "scenes/npcs/churchguy_radioinitialbroadcast26.vcd"   then  self ConceptBlock053 foo:0 .05    // Better safe than sorry. Better safe than sorry. Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast27.vcd"   then  self ConceptBlock053 foo:0 .05    // Better safe than sorry. Better safe than sorry. Better safe than sorry. [cough]
		scene "scenes/npcs/churchguy_radioinitialbroadcast28.vcd"   then  self ConceptBlock053 foo:0 .05    // I can't believe he bit me. I never should have let him in. I can't believe he bit me.
		scene "scenes/npcs/churchguy_radioinitialbroadcast29.vcd"   then  self ConceptBlock053 foo:0 .05    // Better safe than sorry.
		scene "scenes/npcs/churchguy_radioinitialbroadcast13.vcd"   then  self ConceptBlock053 foo:0 3      // Who's there?
		scene "scenes/npcs/churchguy_radioinitialbroadcast14.vcd"   then  self ConceptBlock053 foo:0 3      // Is someone there?
		scene "scenes/npcs/churchguy_radioinitialbroadcast18.vcd"   then  self ConceptBlock053 foo:0 3      // What's going on out there!
		scene "scenes/npcs/churchguy_radioinitialbroadcast17.vcd"   then  self ConceptBlock053 foo:0 3      // I'm gonna start ringin' this church bell if you don't say something.
		scene "scenes/npcs/churchguy_radioinitialbroadcast15.vcd"   then  self ConceptBlock053 foo:0 3      // Don't make me use this bell!
		scene "scenes/npcs/churchguy_radioinitialbroadcast20.vcd"   then  self ConceptBlock053 foo:0 3      // I can hear you out there!
	}
	rule ConceptBlock053
	{
		criteria ConceptBlock053 ChurchguyPhase2
		ApplyContext "SaidSafeSpotAhead:1:120"
		ApplyContextToWorld
		response ConceptBlock053
	}

//--------------------------------------------------------------------------------------------------------------
//Biker presses the churchguy button [SPECIAL NAMVET RESPONSE]
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock008" "Concept" "churchguy_button" required
	response ConceptBlock555
	{
		scene "scenes/npcs/churchguy_radiobutton110.vcd"   then  Biker ConceptBlock558 foo:0 0.05   // Go away! No one gets in!
	}
	rule ConceptBlock555
	{
		criteria ConceptBlock008 PanicEventBiker ChurchguyPhase3 ChanceToFire25Percent IsNamVetAlive
		ApplyContext "ChurchguyPhase3:1:100,ChurchguyPhase2:1:100,WarnMegaMob:1:100,SaidSafeSpotAhead:1:120,Talk:1:20,TouchedDoor:1:0"
		ApplyContextToWorld
		response ConceptBlock555
	}

	criterion "ConceptBlock556" "Concept" "ConceptBlock556" required
	response ConceptBlock556
	{
		scene "scenes/NamVet/generic41.vcd"   then  churchguy ConceptBlock557 foo:0 -0.6 // [indignant] Hey!
	}
	rule ConceptBlock556
	{
		criteria ConceptBlock556  isNAMVET
		response ConceptBlock556
	}

	criterion "ConceptBlock557" "Concept" "ConceptBlock557" required
	response ConceptBlock557
	{
		scene "scenes/npcs/churchguy_radiobutton1extended16.vcd"   then  self ConceptBlock559 foo:0 0.05   // Do you think I care how old you are?
	}
	rule ConceptBlock557
	{
		criteria ConceptBlock557 
		response ConceptBlock557
	}

	criterion "ConceptBlock558" "Concept" "ConceptBlock558" required
	response ConceptBlock558
	{
		scene "scenes/Biker/worldairport05npc04.vcd"   then  NamVet ConceptBlock556 foo:0 -3.0 // Have a heart, we gotta a helpless old man with us!
	}
	rule ConceptBlock558
	{
		criteria ConceptBlock558  isBIKER
		response ConceptBlock558
	}

	criterion "ConceptBlock559" "Concept" "ConceptBlock559" required
	response ConceptBlock559
	{
		scene "scenes/npcs/churchguy_radiobutton1extended19.vcd"   then  self ConceptBlock560 foo:0 0.05   // You think you're special with your leather jackets and your fancy blood?
	}
	rule ConceptBlock559
	{
		criteria ConceptBlock559 
		response ConceptBlock559
	}

	criterion "ConceptBlock560" "Concept" "ConceptBlock560" required
	response ConceptBlock560
	{
		scene "scenes/npcs/churchguy_radiobutton1extended18.vcd"   then  self ConceptBlock043 foo:0 0.05   // [loud] NO!
	}
	rule ConceptBlock560
	{
		criteria ConceptBlock560 
		response ConceptBlock560
	}

//--------------------------------------------------------------------------------------------------------------
//Chruchguy turning into a zombie loop
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock573" "Concept" "churchguy_door_unlocked" required
	response ConceptBlock573
	{
		scene "scenes/npcs/churchguy_radiocombatcolor01.vcd"   then self churchguy_door_unlocked foo:0  .05    // I can't believe he bit me. Better safe than - [groan] Better safe than [graon] [choke]
		scene "scenes/npcs/churchguy_radiocombatcolor02.vcd"   then self churchguy_door_unlocked foo:0  .05    // Better safe than - [growl] Better safe than [growl]
		scene "scenes/npcs/churchguy_radiocombatcolor03.vcd"   then self churchguy_door_unlocked foo:0  .05    // Better safe than - [growl]
		scene "scenes/npcs/churchguy_radiocombatcolor04.vcd"   then self churchguy_door_unlocked foo:0  .05    // [choking growl]
		scene "scenes/npcs/churchguy_radiocombatcolor05.vcd"   then self churchguy_door_unlocked foo:0  .05    // Must be immune - [groan] Must be immune [scream]
	}
	rule ConceptBlock573
	{
		criteria ConceptBlock573 ChurchguyTurnLoop
		response ConceptBlock573
	}

//--------------------------------------------------------------------------------------------------------------
//Survivor opens churchguy door
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock574" "Concept" "churchguy_door_opened" required
	response ConceptBlock574
	{
		scene "scenes/npcs/churchguy_zombieyell.vcd"    // 
	}
	rule ConceptBlock574
	{
		criteria ConceptBlock574 
		ApplyContext "ChurchguyTurnLoop:1:7"
		ApplyContextToWorld
		response ConceptBlock574
	}

//--------------------------------------------------------------------------------------------------------------
// ELEV FINALE
//--------------------------------------------------------------------------------------------------------------


//--------------------------------------------------------------------------------------------------------------
//Elevator Door Closes in Hospital
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock600" "Concept" "elevator_closed" required
	response ConceptBlock600
	{
		scene "scenes/npcs/orator_blank.vcd"  then any elevator_conversation foo:0  5      // [BLANK]
	}
	rule ConceptBlock600
	{
		criteria ConceptBlock600 
		ApplyContext "Talk:1:16"
		ApplyContextToWorld
		response ConceptBlock600
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock606
	{
		scene "scenes/NamVet/generic33.vcd"   then  biker ConceptBlock607 foo:0 -5.151 // We been immune so far, but - well, if I start to turn, promise you'll shoot me.
	}
	rule ConceptBlock606
	{
		criteria ConceptBlock606 IsNamVet IsNamVetAlive IsBikerAlive
		response ConceptBlock606
	}

	criterion "ConceptBlock607" "Concept" "ConceptBlock607" required
	response ConceptBlock607
	{
		scene "scenes/Biker/generic13.vcd"   then  namvet ConceptBlock608 foo:0 -3.808 // What if just your beard starts to turn? Can I shoot that?
	}
	rule ConceptBlock607
	{
		criteria ConceptBlock607  isBIKER
		response ConceptBlock607
	}

	criterion "ConceptBlock608" "Concept" "ConceptBlock608" required
	response ConceptBlock608
	{
		scene "scenes/NamVet/generic14.vcd"     // Don't be an ass, Francis.
		scene "scenes/NamVet/generic22.vcd"     // Close your mouth and open your eyes, Francis. You'll aim better.
		scene "scenes/NamVet/generic23.vcd"     // A few years in the service mighta slimmed you down and shut you up, Francis.
		scene "scenes/NamVet/generic24.vcd"     // You know who's gonna survive this mess, Francis? It ain't the fella makin' jokes.
		scene "scenes/NamVet/generic27.vcd"     // Speak up, Francis. Your voice got all muffled from yer head being so far up yer ass.
		scene "scenes/NamVet/genericresponses12.vcd"     // [laughing] You are an idiot.
	}
	rule ConceptBlock608
	{
		criteria ConceptBlock608  isNAMVET
		response ConceptBlock608
	}

//--------------------------------------------------------------------------------------------------------------
//Manager
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock609
	{
		scene "scenes/Manager/zombiegenericshort11.vcd"   then  self ConceptBlock610 foo:0 -1.557 // Ahhh, this ain't so bad.
	}
	rule ConceptBlock609
	{
		criteria ConceptBlock606 IsManager IsManagerAlive IsNamVetAlive
		response ConceptBlock609
	}

	criterion "ConceptBlock610" "Concept" "ConceptBlock610" required
	response ConceptBlock610
	{
		scene "scenes/Manager/zombiegenericshort18.vcd"   then  NamVet ConceptBlock611 foo:0 -2.646 // Humanity's gonna bounce right back, you watch.
	}
	rule ConceptBlock610
	{
		criteria ConceptBlock610  isMANAGER
		response ConceptBlock610
	}

	criterion "ConceptBlock611" "Concept" "ConceptBlock611" required
	response ConceptBlock611
	{
		scene "scenes/NamVet/generic44.vcd"     // We're fightin' a war of attrition with a horde of brainless killing machines. I ain't exactly optimistic about our chances.
	}
	rule ConceptBlock611
	{
		criteria ConceptBlock611  isNAMVET
		response ConceptBlock611
	}

//--------------------------------------------------------------------------------------------------------------
//Biker Short Laugh
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock612" "Concept" "elevatorShortLaugh" required
	response ConceptBlock612
	{
		scene "scenes/Biker/laughter05.vcd"     // <Short laugh>
		scene "scenes/Biker/laughter09.vcd"     // <Short laugh>
		scene "scenes/Biker/reactionpositive01.vcd"     // [laugh]
	}
	rule ConceptBlock612
	{
		criteria ConceptBlock612 IsBiker
		response ConceptBlock612
	}

//--------------------------------------------------------------------------------------------------------------
//Manager Short Laugh
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock612" "Concept" "elevatorShortLaugh" required
	response ConceptBlock613
	{
		scene "scenes/Manager/laughter01.vcd"     // <Short laugh>
	}
	rule ConceptBlock613
	{
		criteria ConceptBlock612 IsManager
		response ConceptBlock613
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet SHort Laugh
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock612" "Concept" "elevatorShortLaugh" required
	response ConceptBlock614
	{
		scene "scenes/NamVet/laughter14.vcd"     // <Short laugh>
		scene "scenes/NamVet/laughter10.vcd"     // <Short laugh>
	}
	rule ConceptBlock614
	{
		criteria ConceptBlock612 IsNamVet
		response ConceptBlock614
	}

//--------------------------------------------------------------------------------------------------------------
//TeenGirl Short Laugh
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock612" "Concept" "elevatorShortLaugh" required
	response ConceptBlock615
	{
		scene "scenes/TeenGirl/positivenoise02.vcd"     // [laugh]
		scene "scenes/TeenGirl/laughter21.vcd"     // <Short laugh>
		scene "scenes/TeenGirl/laughter20.vcd"     // <Short laugh>
	}
	rule ConceptBlock615
	{
		criteria ConceptBlock612 IsTeenGirl
		response ConceptBlock615
	}

//--------------------------------------------------------------------------------------------------------------
//MANAGER BURP
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock616
	{
		scene "scenes/Manager/generic14.vcd"   then all elevatorShortLaugh foo:0  -0.4 // BELCHE - excuse me
	}
	rule ConceptBlock616
	{
		criteria ConceptBlock606 IsManager IsManagerAlive IsNotAlone
		ApplyContext "TalkManager:1:4"
		response ConceptBlock616
	}

//--------------------------------------------------------------------------------------------------------------
//Teengirl Zombie bullshit
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock617
	{
		scene "scenes/TeenGirl/generic26.vcd"     // I can't get over how fast they all are. It's not even fair! I'm calling zombie bullshit on that, you know? [laughing at self] They're not allowed to be so fast.
	}
	rule ConceptBlock617
	{
		criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsNotAlone
		response ConceptBlock617
	}

//--------------------------------------------------------------------------------------------------------------
//Teengirl Zombie bullshit
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock618
	{
		scene "scenes/TeenGirl/generic04.vcd"   then  manager ConceptBlock619 foo:0 -3.568 // You think one day its all just gonna go back to normal?
	}
	rule ConceptBlock618
	{
		criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsManagerAlive
		response ConceptBlock618
	}

	criterion "ConceptBlock619" "Concept" "ConceptBlock619" required
	response ConceptBlock619
	{
		scene "scenes/Manager/zombiegenericshort18.vcd"   then  teengirl ConceptBlock620 foo:0 -2.646 // Humanity's gonna bounce right back, you watch.
	}
	rule ConceptBlock619
	{
		criteria ConceptBlock619  isMANAGER
		response ConceptBlock619
	}

	criterion "ConceptBlock620" "Concept" "ConceptBlock620" required
	response ConceptBlock620
	{
		scene "scenes/TeenGirl/generic15.vcd"     // You're an optimist. I'll give you that, Louis.
	}
	rule ConceptBlock620
	{
		criteria ConceptBlock620  isTEENGIRL
		response ConceptBlock620
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet Great Zombie attack of 57
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock621
	{
		scene "scenes/NamVet/generic49.vcd"   then  teengirl ConceptBlock622 foo:0 -6.6 // You call this a zombie apocalypse? It don't hold a candle to the great zombie attack of 1957. [beat] Nah, I'm horseshittin' ya.
	}
	rule ConceptBlock621
	{
		criteria ConceptBlock606 IsNamVet IsNamVetAlive IsTeenGirlAlive
		response ConceptBlock621
	}

	criterion "ConceptBlock622" "Concept" "ConceptBlock622" required
	response ConceptBlock622
	{
		scene "scenes/TeenGirl/genericresponses02.vcd"     // [Disbelief] What?
	}
	rule ConceptBlock622
	{
		criteria ConceptBlock622  isTEENGIRL
		response ConceptBlock622
	}

//--------------------------------------------------------------------------------------------------------------
//MANAGER rifle range
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock623
	{
		scene "scenes/Manager/generic20.vcd"   then  biker ConceptBlock624 foo:0 -5.7 // Guys at the office used to laugh when I'd hit the rifle range on my lunch break. Ain't so damn funny now, is it?
	}
	rule ConceptBlock623
	{
		criteria ConceptBlock606 IsManager IsManagerAlive IsBikerAlive
		response ConceptBlock623
	}

	criterion "ConceptBlock624" "Concept" "ConceptBlock624" required
	response ConceptBlock624
	{
		scene "scenes/Biker/laughter10.vcd"     // <Snort>
	}
	rule ConceptBlock624
	{
		criteria ConceptBlock624  isBIKER
		response ConceptBlock624
	}

//--------------------------------------------------------------------------------------------------------------
//BIKER VAMPIRES
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock625
	{
		scene "scenes/Biker/vampires01.vcd"   then  manager ConceptBlock626 foo:0 -3.371 // Where the hell did all these vampires come from?
	}
	rule ConceptBlock625
	{
		criteria ConceptBlock606 IsBiker IsBikerAlive IsManagerAlive
		response ConceptBlock625
	}

	criterion "ConceptBlock626" "Concept" "ConceptBlock626" required
	response ConceptBlock626
	{
		scene "scenes/Manager/genericresponses25.vcd"   then  biker ConceptBlock627 foo:0 -2.219 // Tell me you ain't serious.
	}
	rule ConceptBlock626
	{
		criteria ConceptBlock626  isMANAGER
		response ConceptBlock626
	}

	criterion "ConceptBlock627" "Concept" "ConceptBlock627" required
	response ConceptBlock627
	{
		scene "scenes/Biker/generic65.vcd"   then  manager ConceptBlock628 foo:0 -0.614 // What?
	}
	rule ConceptBlock627
	{
		criteria ConceptBlock627  isBIKER
		response ConceptBlock627
	}

	criterion "ConceptBlock628" "Concept" "ConceptBlock628" required
	response ConceptBlock628
	{
		scene "scenes/Manager/generic23.vcd"   then  biker ConceptBlock629 foo:0 -2.239 // They're ZOMBIES, Francis.
	}
	rule ConceptBlock628
	{
		criteria ConceptBlock628  isMANAGER
		response ConceptBlock628
	}

	criterion "ConceptBlock629" "Concept" "ConceptBlock629" required
	response ConceptBlock629
	{
		scene "scenes/Biker/vampires06.vcd"     // Yeah whatever you say, Professor Monster.
	}
	rule ConceptBlock629
	{
		criteria ConceptBlock629  isBIKER
		response ConceptBlock629
	}

//--------------------------------------------------------------------------------------------------------------
//BIKER COPS
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock630
	{
		scene "scenes/Biker/generic70.vcd"   then  manager ConceptBlock631 foo:0 -2.564 // If we meet anyone. Tell 'em we're cops.
	}
	rule ConceptBlock630
	{
		criteria ConceptBlock606 IsBiker IsBikerAlive IsManagerAlive
		response ConceptBlock630
	}

	criterion "ConceptBlock631" "Concept" "ConceptBlock631" required
	response ConceptBlock631
	{
		scene "scenes/Manager/genericresponses02.vcd"   then  biker ConceptBlock632 foo:0 -0.692 // [Disbelief] What?
	}
	rule ConceptBlock631
	{
		criteria ConceptBlock631  isMANAGER
		response ConceptBlock631
	}

	criterion "ConceptBlock632" "Concept" "ConceptBlock632" required
	response ConceptBlock632
	{
		scene "scenes/Biker/generic68.vcd"   then  self ConceptBlock633 foo:0 -3.275 // Most people'll do anything if a cop tells 'em to.
	}
	rule ConceptBlock632
	{
		criteria ConceptBlock632  isBIKER
		response ConceptBlock632
	}

	criterion "ConceptBlock633" "Concept" "ConceptBlock633" required
	response ConceptBlock633
	{
		scene "scenes/Biker/generic71.vcd"     // Trust me.
	}
	rule ConceptBlock633
	{
		criteria ConceptBlock633  isBIKER
		response ConceptBlock633
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet Biker handsome
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock634
	{
		scene "scenes/NamVet/reactionapprehensive01.vcd"   then  biker ConceptBlock635 foo:0 -2.742 // I have a bad feeling about this
	}
	rule ConceptBlock634
	{
		criteria ConceptBlock606 IsNamVet IsNamVetAlive IsBikerAlive
		response ConceptBlock634
	}

	criterion "ConceptBlock635" "Concept" "ConceptBlock635" required
	response ConceptBlock635
	{
		scene "scenes/Biker/playerrevive03.vcd"   then  any elevatorShortLaugh foo:0 -4.863 // Hey, look on the bright side: even if you don't make it, I'll still be really handsome.
	}
	rule ConceptBlock635
	{
		criteria ConceptBlock635  isBIKER
		response ConceptBlock635
	}

//--------------------------------------------------------------------------------------------------------------
//Manager pretty mouth
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock636
	{
		scene "scenes/Manager/generic22.vcd"   then  biker ConceptBlock637 foo:0 -1.809 // How long were you in prison, Francis?
	}
	rule ConceptBlock636
	{
		criteria ConceptBlock606 IsManager IsManagerAlive IsBikerAlive
		response ConceptBlock636
	}

	criterion "ConceptBlock637" "Concept" "ConceptBlock637" required
	response ConceptBlock637
	{
		scene "scenes/Biker/generic09.vcd"   then  any elevatorShortLaugh foo:0 -2.795 // Long enough to know you got a pretty mouth.
	}
	rule ConceptBlock637
	{
		criteria ConceptBlock637  isBIKER
		response ConceptBlock637
	}

//--------------------------------------------------------------------------------------------------------------
//TeenGirl vet peace on earth
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock638
	{
		scene "scenes/TeenGirl/generic04.vcd"   then  namvet ConceptBlock639 foo:0 -3.568 // You think one day its all just gonna go back to normal?
	}
	rule ConceptBlock638
	{
		criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsNamVetAlive
		response ConceptBlock638
	}

	criterion "ConceptBlock639" "Concept" "ConceptBlock639" required
	response ConceptBlock639
	{
		scene "scenes/NamVet/generic29.vcd"   then  manager ConceptBlock640 foo:0 -6.3 // I'll see peace back on earth if I gotta murder every one of these bastards with my bare goddamn hands.
	}
	rule ConceptBlock639
	{
		criteria ConceptBlock639  isNAMVET
		response ConceptBlock639
	}

	criterion "ConceptBlock640" "Concept" "ConceptBlock640" required
	response ConceptBlock640
	{
		scene "scenes/Manager/reactionpositive10.vcd"   then  namvet ConceptBlock641 foo:0 -0.98 // That's what I'm talkin' about
	}
	rule ConceptBlock640
	{
		criteria ConceptBlock640  isMANAGER
		response ConceptBlock640
	}

	criterion "ConceptBlock641" "Concept" "ConceptBlock641" required
	response ConceptBlock641
	{
		scene "scenes/NamVet/generic32.vcd"     // Damn straight.
	}
	rule ConceptBlock641
	{
		criteria ConceptBlock641  isNAMVET
		response ConceptBlock641
	}

//--------------------------------------------------------------------------------------------------------------
//TeenGirl farts
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock642
	{
		scene "scenes/Biker/worldhospital0403.vcd"   then  teengirl ConceptBlock643 foo:0 -3.587 // Which one of you jackasses just beefed?
	}
	rule ConceptBlock642
	{
		criteria ConceptBlock606 IsBiker IsBikerAlive IsTeenGirlAlive
		response ConceptBlock642
	}

	criterion "ConceptBlock643" "Concept" "ConceptBlock643" required
	response ConceptBlock643
	{
		scene "scenes/TeenGirl/sorry13.vcd"     // Oops, sorry
	}
	rule ConceptBlock643
	{
		criteria ConceptBlock643  isTEENGIRL
		response ConceptBlock643
	}

//--------------------------------------------------------------------------------------------------------------
//Death gonna pry me off the earth
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock644
	{
		scene "scenes/Biker/generic30.vcd"   then  manager ConceptBlock645 foo:0 -2.304 // Hey Louis, you look like shit.
	}
	rule ConceptBlock644
	{
		criteria ConceptBlock606 IsBiker IsBikerAlive IsManagerAlive
		response ConceptBlock644
	}

	criterion "ConceptBlock645" "Concept" "ConceptBlock645" required
	response ConceptBlock645
	{
		scene "scenes/Manager/zombiegenericlong02.vcd"   then  namvet ConceptBlock641 foo:0 -3.533 // I ain't dyin', man. Death gonna have to pry me off the Earth.
		scene "scenes/Manager/zombiegenericlong03.vcd"   then  any elevatorshortlaugh foo:0 -5.787 // If I go down, go on without me. Actually, wait, no  Save my ass.
		scene "scenes/Manager/zombiegenericlong14.vcd"   then  any elevatorshortlaugh foo:0 -4.456 // I ain't got time to bleed. Oh hell, I *AM* bleedin'!
		scene "scenes/Manager/goingtodielight16.vcd"   then  any elevatorshortlaugh foo:0 -6.690 // I don't wanna die. I know nobody wants to die, but I'm like, fifty times that.
	}
	rule ConceptBlock645
	{
		criteria ConceptBlock645  isMANAGER
		response ConceptBlock645
	}

//--------------------------------------------------------------------------------------------------------------
//teengirl Game over man!
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock646
	{
		scene "scenes/NamVet/generic34.vcd"   then  teengirl ConceptBlock647 foo:0 -8.25 // Even bein' in a war doesn't prepare you for this. They never stop. They come at you and come at you and they *never* goddamn *stop*.
	}
	rule ConceptBlock646
	{
		criteria ConceptBlock606 IsNamVet IsNamVetAlive IsTeenGirlAlive
		response ConceptBlock646
	}

	criterion "ConceptBlock647" "Concept" "ConceptBlock647" required
	response ConceptBlock647
	{
		scene "scenes/TeenGirl/genericresponses37.vcd"   then  namvet ConceptBlock648 foo:0 -2.34 // Game over man! Game over!
	}
	rule ConceptBlock647
	{
		criteria ConceptBlock647  isTEENGIRL
		response ConceptBlock647
	}

	criterion "ConceptBlock648" "Concept" "ConceptBlock648" required
	response ConceptBlock648
	{
		scene "scenes/NamVet/uncertain01.vcd"   then  teengirl ConceptBlock649 foo:0 -0.7 // What the hell was that?
	}
	rule ConceptBlock648
	{
		criteria ConceptBlock648  isNAMVET
		response ConceptBlock648
	}

	criterion "ConceptBlock649" "Concept" "ConceptBlock649" required
	response ConceptBlock649
	{
		scene "scenes/TeenGirl/laughter20.vcd"   then  manager ConceptBlock650 foo:0 -0.15 // <Short laugh>
	}
	rule ConceptBlock649
	{
		criteria ConceptBlock649  isTEENGIRL
		response ConceptBlock649
	}

	criterion "ConceptBlock650" "Concept" "ConceptBlock650" required
	response ConceptBlock650
	{
		scene "scenes/Manager/laughter01.vcd"     // <Short laugh>
	}
	rule ConceptBlock650
	{
		criteria ConceptBlock650  isMANAGER
		response ConceptBlock650
	}

//--------------------------------------------------------------------------------------------------------------
//Humming
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock651
	{
		scene "scenes/Biker/nervoushumming01.vcd"   then  namvet ConceptBlock653 foo:0 -5.4 // [Not-So-Nervous Humming]
	}
	rule ConceptBlock651
	{
		criteria ConceptBlock606 IsBiker IsBikerAlive IsNamVetAlive
		response ConceptBlock651
	}

	criterion "ConceptBlock652" "Concept" "ConceptBlock652" required
	response ConceptBlock652
	{
		scene "scenes/Manager/nervouswhislte01.vcd"   then  teengirl ConceptBlock654 foo:0 0.6 // [Nervous Whistle]
	}
	rule ConceptBlock652
	{
		criteria ConceptBlock652  isMANAGER
		response ConceptBlock652
	}

	criterion "ConceptBlock653" "Concept" "ConceptBlock653" required
	response ConceptBlock653
	{
		scene "scenes/NamVet/nervoushumming01.vcd"   then  manager ConceptBlock652 foo:0 -3.2 // [Nervous Humming]
	}
	rule ConceptBlock653
	{
		criteria ConceptBlock653  isNAMVET
		response ConceptBlock653
	}

	criterion "ConceptBlock654" "Concept" "ConceptBlock654" required
	response ConceptBlock654
	{
		scene "scenes/TeenGirl/worldhospital0401.vcd"     // So um... yeah.
	}
	rule ConceptBlock654
	{
		criteria ConceptBlock654  isTEENGIRL
		response ConceptBlock654
	}

//--------------------------------------------------------------------------------------------------------------
//WE ARE UNSTOPPABLE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock655
	{
		scene "scenes/TeenGirl/generic03.vcd"   then  manager ConceptBlock656 foo:0 -2.983 // Things like this never end well
	}
	rule ConceptBlock655
	{
		criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsManagerAlive
		response ConceptBlock655
	}

	criterion "ConceptBlock656" "Concept" "ConceptBlock656" required
	response ConceptBlock656
	{
		scene "scenes/Manager/zombiegenericshort10.vcd"   then  teengirl ConceptBlock657 foo:0 -2.571 // Come on, cheer up! We're almost through!
	}
	rule ConceptBlock656
	{
		criteria ConceptBlock656  isMANAGER
		response ConceptBlock656
	}

	criterion "ConceptBlock657" "Concept" "ConceptBlock657" required
	response ConceptBlock657
	{
		scene "scenes/TeenGirl/namelouis10.vcd"   then  manager ConceptBlock658 foo:0 -1.218 // Louis (quiet)
	}
	rule ConceptBlock657
	{
		criteria ConceptBlock657  isTEENGIRL
		response ConceptBlock657
	}

	criterion "ConceptBlock658" "Concept" "ConceptBlock658" required
	response ConceptBlock658
	{
		scene "scenes/Manager/hurrah11.vcd"   then  manager ConceptBlock659 foo:0 -1.708 // We are unstoppable.
	}
	rule ConceptBlock658
	{
		criteria ConceptBlock658  isMANAGER
		response ConceptBlock658
	}

	criterion "ConceptBlock659" "Concept" "ConceptBlock659" required
	response ConceptBlock659
	{
		scene "scenes/Manager/hurrah12.vcd"   then  teengirl ConceptBlock662 foo:0 -2.989 // That's right, we should call ourselves the unstoppables
	}
	rule ConceptBlock659
	{
		criteria ConceptBlock659  isMANAGER
		response ConceptBlock659
	}

	criterion "ConceptBlock660" "Concept" "ConceptBlock660" required
	response ConceptBlock660
	{
		scene "scenes/Manager/hurrah10.vcd"   then  TeenGirl ConceptBlock661 foo:0 -3.9 // Nothing can stop us, do you hear me? Nothing can stop us!
	}
	rule ConceptBlock660
	{
		criteria ConceptBlock660  isMANAGER
		response ConceptBlock660
	}

	criterion "ConceptBlock661" "Concept" "ConceptBlock661" required
	response ConceptBlock661
	{
		scene "scenes/TeenGirl/laughter11.vcd"   then  namvet ConceptBlock663 foo:0 -0.4 // <Hearty Laugh>
	}
	rule ConceptBlock661
	{
		criteria ConceptBlock661  isTEENGIRL
		response ConceptBlock661
	}

	criterion "ConceptBlock662" "Concept" "ConceptBlock662" required
	response ConceptBlock662
	{
		scene "scenes/TeenGirl/positivenoise02.vcd"   then  manager ConceptBlock660 foo:0 -0.01 // [laugh]
	}
	rule ConceptBlock662
	{
		criteria ConceptBlock662  isTEENGIRL
		response ConceptBlock662
	}

	criterion "ConceptBlock663" "Concept" "ConceptBlock663" required
	response ConceptBlock663
	{
		scene "scenes/NamVet/violenceawe06.vcd"     // <laugh>Whoa-ho-ho.
	}
	rule ConceptBlock663
	{
		criteria ConceptBlock663  isNAMVET
		response ConceptBlock663
	}

//--------------------------------------------------------------------------------------------------------------
//CUB SCOUTS
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock664
	{
		scene "scenes/Manager/zombiegenericlong11.vcd"   then any elevatorShortLaugh foo:0  -5.43 // Any of you guys in the Cub Scouts? Surprisingly ineffective at preparin' you for some shit like this.
	}
	rule ConceptBlock664
	{
		criteria ConceptBlock606 IsManager IsManagerAlive IsNotAlone
		response ConceptBlock664
	}

//--------------------------------------------------------------------------------------------------------------
//Bridge is ready to cross in smalltown02 mini-finale
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock665" "Concept" "BridgeReadyToCross" required
	response ConceptBlock665
	{
		scene "scenes/npcs/orator_blank.vcd"  then any BridgeCrossAlert foo:0  0.05   // [BLANK]
	}
	rule ConceptBlock665
	{
		criteria ConceptBlock665 
		response ConceptBlock665
	}

//--------------------------------------------------------------------------------------------------------------
//Actual response to Bridge is ready to cross in smalltown02 mini-finale
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock666" "Concept" "BridgeCrossAlert" required
	response ConceptBlock666
	{
		scene "scenes/TeenGirl/pathclear02.vcd"   then  any bridgegogogo foo:0 0.5 // We're good to go! Come on!
	}
	rule ConceptBlock666
	{
		criteria ConceptBlock666  isTEENGIRL
		response ConceptBlock666
	}

//--------------------------------------------------------------------------------------------------------------
//Actual response to Bridge is ready to cross in smalltown02 mini-finale
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock666" "Concept" "BridgeCrossAlert" required
	response ConceptBlock667
	{
		scene "scenes/Biker/pathclear02.vcd"   then  any bridgegogogo foo:0 0.5 // We're good to go! Come on!
	}
	rule ConceptBlock667
	{
		criteria ConceptBlock666  isBIKER
		response ConceptBlock667
	}

//--------------------------------------------------------------------------------------------------------------
//Actual response to Bridge is ready to cross in smalltown02 mini-finale
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock666" "Concept" "BridgeCrossAlert" required
	response ConceptBlock668
	{
		scene "scenes/NamVet/worldfarmhouse0414.vcd"   then  any bridgegogogo foo:0 0.5 // Cross the bridge! Go go go!
	}
	rule ConceptBlock668
	{
		criteria ConceptBlock666  isNAMVET
		response ConceptBlock668
	}

	criterion "ConceptBlock669" "Concept" "Bridgegogogo" required
	response ConceptBlock669
	{
		scene "scenes/Manager/emphaticgo04.vcd"     // GO!
	}
	rule ConceptBlock669
	{
		criteria ConceptBlock669  isMANAGER
		response ConceptBlock669
	}

	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock669" "Concept" "Bridgegogogo" required
	response ConceptBlock670
	{
		scene "scenes/Biker/emphaticgo03.vcd"     // Go go go!
	}
	rule ConceptBlock670
	{
		criteria ConceptBlock669  isBIKER
		response ConceptBlock670
	}

	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock669" "Concept" "Bridgegogogo" required
	response ConceptBlock671
	{
		scene "scenes/NamVet/emphaticgo01.vcd"     // go go go
		scene "scenes/NamVet/emphaticrun04.vcd"     // HAUL ASS!
	}
	rule ConceptBlock671
	{
		criteria ConceptBlock669  isNAMVET
		response ConceptBlock671
	}

//--------------------------------------------------------------------------------------------------------------
//Bridge is ready to cross in Farm03 mini-finale
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock665" "Concept" "BridgeReadyToCross" required
	response ConceptBlock672
	{
		scene "scenes/npcs/orator_blank.vcd"  then any BridgeCrossAlertFarm03 foo:0  0.05   // [BLANK]
	}
	rule ConceptBlock672
	{
		criteria ConceptBlock665 IsFarm03
		ApplyContext "Farm03BridgeDown:1:0"
		ApplyContextToWorld
		response ConceptBlock672
	}

//--------------------------------------------------------------------------------------------------------------
//Actual response to Bridge is ready to cross in smalltown02 mini-finale
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock673" "Concept" "BridgeCrossAlertFarm03" required
	response ConceptBlock673
	{
		scene "scenes/TeenGirl/pathclear02.vcd"   then  any bridgegogogo foo:0 0.5 // We're good to go! Come on!
	}
	rule ConceptBlock673
	{
		criteria ConceptBlock673  isTEENGIRL
		response ConceptBlock673
	}

//--------------------------------------------------------------------------------------------------------------
//Actual response to Bridge is ready to cross in smalltown02 mini-finale
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock673" "Concept" "BridgeCrossAlertFarm03" required
	response ConceptBlock674
	{
		scene "scenes/Biker/pathclear02.vcd"   then  any bridgegogogo foo:0 0.5 // We're good to go! Come on!
		scene "scenes/Biker/worldfarmhouse0313.vcd"   then  any bridgegogogo foo:0 0.5 // We can get up there now!
	}
	rule ConceptBlock674
	{
		criteria ConceptBlock673  isBIKER
		response ConceptBlock674
	}

//--------------------------------------------------------------------------------------------------------------
//TrainCarUnhooked Biker
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock675" "Concept" "TrainUnhooked" required
	response ConceptBlock675
	{
		scene "scenes/npcs/orator_blank.vcd"  then biker TrainUnhookedBiker foo:0  0.05   // [BLANK]
	}
	rule ConceptBlock675
	{
		criteria ConceptBlock675 IsFarm03 PanicEventBiker
		ApplyContext "Farm03Unhooked:1:0,SaidFarm03_path06:1:0"
		ApplyContextToWorld
		response ConceptBlock675
	}

//--------------------------------------------------------------------------------------------------------------
//TrainCarUnhooked Biker
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock676" "Concept" "TrainUnhookedBiker" required
	response ConceptBlock676
	{
		scene "scenes/Biker/worldfarmhouse0312.vcd"     // Watch out for the train!
	}
	rule ConceptBlock676
	{
		criteria ConceptBlock676 IsBiker
		response ConceptBlock676
	}

//--------------------------------------------------------------------------------------------------------------
//TrainCarUnhooked NamVet
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock675" "Concept" "TrainUnhooked" required
	response ConceptBlock677
	{
		scene "scenes/npcs/orator_blank.vcd"  then NamVet TrainUnhookedNamVet foo:0  0.05   // [BLANK]
	}
	rule ConceptBlock677
	{
		criteria ConceptBlock675 IsFarm03 PanicEventNamVet
		ApplyContext "Farm03Unhooked:1:0,SaidFarm03_path06:1:0"
		ApplyContextToWorld
		response ConceptBlock677
	}

//--------------------------------------------------------------------------------------------------------------
//TrainCarUnhooked NamVet
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock678" "Concept" "TrainUnhookedNamVet" required
	response ConceptBlock678
	{
		scene "scenes/NamVet/worldfarmhouse0311.vcd"     // All Aboard!
	}
	rule ConceptBlock678
	{
		criteria ConceptBlock678 IsNamVet
		response ConceptBlock678
	}

//--------------------------------------------------------------------------------------------------------------
//TrainCarUnhooked TeenGirl
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock675" "Concept" "TrainUnhooked" required
	response ConceptBlock679
	{
		scene "scenes/npcs/orator_blank.vcd"  then TeenGirl TrainUnhookedTeenGirl foo:0  0.05   // [BLANK]
	}
	rule ConceptBlock679
	{
		criteria ConceptBlock675 IsFarm03 PanicEventTeenGirl
		ApplyContext "Farm03Unhooked:1:0,SaidFarm03_path06:1:0"
		ApplyContextToWorld
		response ConceptBlock679
	}

//--------------------------------------------------------------------------------------------------------------
//TrainCarUnhooked TeenGirl
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock680" "Concept" "TrainUnhookedTeenGirl" required
	response ConceptBlock680
	{
		scene "scenes/TeenGirl/nicejob51.vcd"     // Okay.
	}
	rule ConceptBlock680
	{
		criteria ConceptBlock680 IsTeenGirl
		response ConceptBlock680
	}

//--------------------------------------------------------------------------------------------------------------
//TrainCarUnhooked Manager
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock675" "Concept" "TrainUnhooked" required
	response ConceptBlock681
	{
		scene "scenes/npcs/orator_blank.vcd"  then Manager TrainUnhookedManager foo:0  0.05   // [BLANK]
	}
	rule ConceptBlock681
	{
		criteria ConceptBlock675 IsFarm03 PanicEventManager
		ApplyContext "Farm03Unhooked:1:0,SaidFarm03_path06:1:0"
		ApplyContextToWorld
		response ConceptBlock681
	}

//--------------------------------------------------------------------------------------------------------------
//TrainCarUnhooked Manager
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock682" "Concept" "TrainUnhookedManager" required
	response ConceptBlock682
	{
		scene "scenes/Manager/lookout05.vcd"     // Heads up!
	}
	rule ConceptBlock682
	{
		criteria ConceptBlock682 IsManager
		response ConceptBlock682
	}

//--------------------------------------------------------------------------------------------------------------
//Plane Crash in Airport05_Runway
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock685" "Concept" "PlaneCrash" required
	response ConceptBlock685
	{
		scene "scenes/npcs/orator_blank.vcd"  then all PlaneCrashResponse foo:0  0.05   // [BLANK]
	}
	rule ConceptBlock685
	{
		criteria ConceptBlock685 
		response ConceptBlock685
	}

//--------------------------------------------------------------------------------------------------------------
//Plane Crash in Airport05_Runway Biker response
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock686" "Concept" "PlaneCrashResponse" required
	response ConceptBlock686
	{
		scene "scenes/Biker/violenceawe02.vcd"   predelay ".5,2"    // Jee-zus...
		scene "scenes/Biker/violenceawe03.vcd"   predelay ".5,2"    // Holy crap.
		scene "scenes/Biker/violenceawe04.vcd"   predelay ".5,2"    // Whoa.
		scene "scenes/Biker/violenceawe05.vcd"   predelay ".5,2"    // Holy shit...
		scene "scenes/Biker/violenceawe06.vcd"   predelay ".5,2"    // Did you see that?
	}
	rule ConceptBlock686
	{
		criteria ConceptBlock686  isBIKER
		response ConceptBlock686
	}

//--------------------------------------------------------------------------------------------------------------
//Plane Crash in Airport05_Runway NamVet response
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock686" "Concept" "PlaneCrashResponse" required
	response ConceptBlock687
	{
		scene "scenes/NamVet/violenceawe01.vcd"   predelay ".5,2"    // Jee-zus...
		scene "scenes/NamVet/violenceawe04.vcd"   predelay ".5,2"    // Holy shit...
		scene "scenes/NamVet/violenceawe07.vcd"   predelay ".5,2"    // Holy Mother of God...
	}
	rule ConceptBlock687
	{
		criteria ConceptBlock686  isNAMVET
		response ConceptBlock687
	}

//--------------------------------------------------------------------------------------------------------------
//Plane Crash in Airport05_Runway Manager response
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock686" "Concept" "PlaneCrashResponse" required
	response ConceptBlock688
	{
		scene "scenes/Manager/violenceawe01.vcd"   predelay ".5,2"    // Whoa!
		scene "scenes/Manager/violenceawe02.vcd"   predelay ".5,2"    // Jee-zus...
		scene "scenes/Manager/violenceawe05.vcd"   predelay ".5,2"    // Holy shit...
		scene "scenes/Manager/violenceawe10.vcd"   predelay ".5,2"    // Holy shit...
		scene "scenes/Manager/violenceawe08.vcd"   predelay ".5,2"    // Jee-zus...
	}
	rule ConceptBlock688
	{
		criteria ConceptBlock686  isMANAGER
		response ConceptBlock688
	}

//--------------------------------------------------------------------------------------------------------------
//Plane Crash in Airport05_Runway TeenGirl response
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock686" "Concept" "PlaneCrashResponse" required
	response ConceptBlock689
	{
		scene "scenes/TeenGirl/violenceawe02.vcd"   predelay ".5,2"    // Jee-zus...
		scene "scenes/TeenGirl/violenceawe03.vcd"   predelay ".5,2"    // Holy crap.
		scene "scenes/TeenGirl/violenceawe01.vcd"   predelay ".5,2"    // Wha-hoa!
		scene "scenes/TeenGirl/violenceawe05.vcd"   predelay ".5,2"    // Holy shit...
		scene "scenes/TeenGirl/violenceawe06.vcd"   predelay ".5,2"    // Did you see that?
		scene "scenes/TeenGirl/violenceawe11.vcd"   predelay ".5,2"    // Whoa.
		scene "scenes/TeenGirl/violenceawe12.vcd"   predelay ".5,2"    // Jee-zus...
		scene "scenes/TeenGirl/violenceawe13.vcd"   predelay ".5,2"    // Holy crap.
		scene "scenes/TeenGirl/violenceawe15.vcd"   predelay ".5,2"    // Holy shit...
		scene "scenes/TeenGirl/violenceawe16.vcd"   predelay ".5,2"    // Did you see that?
	}
	rule ConceptBlock689
	{
		criteria ConceptBlock686  isTEENGIRL
		response ConceptBlock689
	}

//--------------------------------------------------------------------------------------------------------------
//BIKER Not giving in to vampires
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock695
	{
		scene "scenes/Biker/goingtodielight11.vcd"   then  namvet ConceptBlock696 foo:0 -3.7 // I ain't gonna let these goddamn vampires beat me.
	}
	rule ConceptBlock695
	{
		criteria ConceptBlock606 IsBiker IsBikerAlive IsNamVetAlive
		response ConceptBlock695
	}

	criterion "ConceptBlock696" "Concept" "ConceptBlock696" required
	response ConceptBlock696
	{
		scene "scenes/NamVet/generic39.vcd"   then  biker ConceptBlock697 foo:0 -1.3 // They're zombies, Francis.
	}
	rule ConceptBlock696
	{
		criteria ConceptBlock696  isNAMVET
		response ConceptBlock696
	}

	criterion "ConceptBlock697" "Concept" "ConceptBlock697" required
	response ConceptBlock697
	{
		scene "scenes/Biker/vampires10.vcd"     // *What*ever.
	}
	rule ConceptBlock697
	{
		criteria ConceptBlock697  isBIKER
		response ConceptBlock697
	}

//--------------------------------------------------------------------------------------------------------------
//BIKER Not giving in to vampires
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock698
	{
		scene "scenes/Biker/doubledeathresponse01.vcd"   then  any ResponseWeCanStill foo:0 -3.984 // Two left. Allright. We can still do this.
		scene "scenes/Biker/doubledeathresponse02.vcd"   then  any ResponseTwoLeftShit foo:0 -2.182 // Just two of us left. Shit.
		scene "scenes/Biker/doubledeathresponse03.vcd"   then  any ResponseTougherFriends foo:0 -2.551 // You and me gotta find some tougher friends.
	}
	rule ConceptBlock698
	{
		criteria ConceptBlock606 IsBiker IsBikerAlive IsWithOne IsWithOne
		response ConceptBlock698
	}

	criterion "ConceptBlock699" "Concept" "ResponseTougherFriends" required
	response ConceptBlock699
	{
		scene "scenes/Manager/genericresponses16.vcd"     // Hell yes.
		scene "scenes/Manager/genericresponses32.vcd"     // You're damn right.
		scene "scenes/Manager/yes01.vcd"     // Allright.
		scene "scenes/Manager/yes02.vcd"     // Yeah.
	}
	rule ConceptBlock699
	{
		criteria ConceptBlock699 IsManager IsManagerALive
		response ConceptBlock699
	}

	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock699" "Concept" "ResponseTougherFriends" required
	response ConceptBlock700
	{
		scene "scenes/NamVet/genericresponses06.vcd"     // I'll say.
		scene "scenes/NamVet/yes03.vcd"     // Yeah.
	}
	rule ConceptBlock700
	{
		criteria ConceptBlock699 IsNamVet IsNamVetAlive
		response ConceptBlock700
	}

	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock699" "Concept" "ResponseTougherFriends" required
	response ConceptBlock701
	{
		scene "scenes/TeenGirl/yes17.vcd"     // Yep
	}
	rule ConceptBlock701
	{
		criteria ConceptBlock699 IsTeenGirl IsTeenGirlAlive
		response ConceptBlock701
	}

	criterion "ConceptBlock702" "Concept" "ResponseTwoLeftShit" required
	response ConceptBlock702
	{
		scene "scenes/Manager/swears05.vcd"     // Shit.
	}
	rule ConceptBlock702
	{
		criteria ConceptBlock702 IsManager IsManagerALive
		response ConceptBlock702
	}

	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock702" "Concept" "ResponseTwoLeftShit" required
	response ConceptBlock703
	{
		scene "scenes/NamVet/reactiondisgusted04.vcd"     // Oh shit.
	}
	rule ConceptBlock703
	{
		criteria ConceptBlock702 IsNamVet IsNamVetAlive
		response ConceptBlock703
	}

	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock702" "Concept" "ResponseTwoLeftShit" required
	response ConceptBlock704
	{
		scene "scenes/TeenGirl/swear14.vcd"     // Shit.
	}
	rule ConceptBlock704
	{
		criteria ConceptBlock702 IsTeenGirl IsTeenGirlAlive
		response ConceptBlock704
	}

	criterion "ConceptBlock705" "Concept" "ResponseWeCanStill" required
	response ConceptBlock705
	{
		scene "scenes/Manager/genericresponses40.vcd"     // Hell yeah.
		scene "scenes/Manager/genericresponses16.vcd"     // Hell yes.
		scene "scenes/Manager/genericresponses32.vcd"     // You're damn right.
	}
	rule ConceptBlock705
	{
		criteria ConceptBlock705 IsManager IsManagerALive
		response ConceptBlock705
	}

	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock705" "Concept" "ResponseWeCanStill" required
	response ConceptBlock706
	{
		scene "scenes/TeenGirl/taunt21.vcd"     // YESSS!
		scene "scenes/TeenGirl/reactionnegativespecial11.vcd"     // Great.
		scene "scenes/TeenGirl/yes17.vcd"     // Yep
	}
	rule ConceptBlock706
	{
		criteria ConceptBlock705 IsTeenGirl IsTeenGirlAlive
		response ConceptBlock706
	}

	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock705" "Concept" "ResponseWeCanStill" required
	response ConceptBlock707
	{
		scene "scenes/NamVet/generic32.vcd"     // Damn straight.
		scene "scenes/NamVet/youarewelcome10.vcd"     // Yeah, yeah, yeah.
		scene "scenes/NamVet/youarewelcome14.vcd"     // Yeah, okay, it don't mean we're married now
	}
	rule ConceptBlock707
	{
		criteria ConceptBlock705 IsNamVet IsNamVetAlive
		response ConceptBlock707
	}

//--------------------------------------------------------------------------------------------------------------
//BIKER I don't hate vests
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock708
	{
		scene "scenes/Biker/worldhospital0409.vcd"   then  self ConceptBlock709 foo:0 2.0 // I hate elevators.
	}
	rule ConceptBlock708
	{
		criteria ConceptBlock606 IsBiker IsBikerAlive IsNamVetAlive
		response ConceptBlock708
	}

	criterion "ConceptBlock709" "Concept" "ConceptBlock709" required
	response ConceptBlock709
	{
		scene "scenes/Biker/worldhospital0501.vcd"   then  self ConceptBlock710 foo:0 2.0 // I hate helicopters.
	}
	rule ConceptBlock709
	{
		criteria ConceptBlock709  isBIKER
		response ConceptBlock709
	}

	criterion "ConceptBlock710" "Concept" "ConceptBlock710" required
	response ConceptBlock710
	{
		scene "scenes/Biker/worldhospital0404.vcd"   then  NamVet ConceptBlock711 foo:0 -4.64 // I hate hospitals.  And doctors and lawyers and cops...
	}
	rule ConceptBlock710
	{
		criteria ConceptBlock710  isBIKER
		response ConceptBlock710
	}

	criterion "ConceptBlock711" "Concept" "ConceptBlock711" required
	response ConceptBlock711
	{
		scene "scenes/NamVet/generic03.vcd"   then  Biker ConceptBlock712 foo:0 -2.721 // Francis, is there anything you don't hate?
	}
	rule ConceptBlock711
	{
		criteria ConceptBlock711  isNAMVET
		response ConceptBlock711
	}

	criterion "ConceptBlock712" "Concept" "ConceptBlock712" required
	response ConceptBlock712
	{
		scene "scenes/Biker/worldsmalltown0513.vcd"     // You know what I don't hate? I don't hate vests.
	}
	rule ConceptBlock712
	{
		criteria ConceptBlock712  isBIKER
		response ConceptBlock712
	}

//--------------------------------------------------------------------------------------------------------------
//BIKER Singing
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock713
	{
		scene "scenes/Biker/nervoushumming01.vcd"     // [Not-So-Nervous Humming]
	}
	rule ConceptBlock713
	{
		criteria ConceptBlock606 IsBiker IsBikerAlive IsAlone
		response ConceptBlock713
	}

//--------------------------------------------------------------------------------------------------------------
//NAMVET humming
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock714
	{
		scene "scenes/NamVet/nervoushumming01.vcd"   then  self ConceptBlock715 foo:0 -10.484 // [Nervous Humming]
	}
	rule ConceptBlock714
	{
		criteria ConceptBlock606 IsNamVet IsNamVetAlive IsAlone
		response ConceptBlock714
	}

	criterion "ConceptBlock715" "Concept" "ConceptBlock715" required
	response ConceptBlock715
	{
		scene "scenes/NamVet/reactionpositive05.vcd"     // [chuckles and giggles]
	}
	rule ConceptBlock715
	{
		criteria ConceptBlock715  isNAMVET
		response ConceptBlock715
	}

//--------------------------------------------------------------------------------------------------------------
//NAMVET humming
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock716
	{
		scene "scenes/Manager/nervouswhislte01.vcd"   then  self ConceptBlock717 foo:0 3.0 // [Nervous Whistle]
	}
	rule ConceptBlock716
	{
		criteria ConceptBlock606 IsManager IsManagerAlive IsAlone
		response ConceptBlock716
	}

	criterion "ConceptBlock717" "Concept" "ConceptBlock717" required
	response ConceptBlock717
	{
		scene "scenes/Manager/hurrah16.vcd"     // I am bad, yes I am bad, YES I AM! WOO!
	}
	rule ConceptBlock717
	{
		criteria ConceptBlock717  isMANAGER
		response ConceptBlock717
	}

	criterion "ConceptBlock718" "Concept" "ConceptBlock718" required
	response ConceptBlock718
	{
	}
	rule ConceptBlock718
	{
		criteria ConceptBlock718 
		response ConceptBlock718
	}

//--------------------------------------------------------------------------------------------------------------
//NAMVET humming
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock719
	{
		scene "scenes/TeenGirl/nervouswhislte05.vcd"     // [Nervous Whistle]
	}
	rule ConceptBlock719
	{
		criteria ConceptBlock606 IsTeenGirl IsTeenGirlAlive IsAlone
		response ConceptBlock719
	}

//--------------------------------------------------------------------------------------------------------------
//MANAGER Francis to read
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock606" "Concept" "elevator_conversation" required
	response ConceptBlock720
	{
		scene "scenes/Manager/zombiegenericlong15.vcd"   then  biker ConceptBlock721 foo:0 -8.2 // When things go back to normal, Zoe, Bill-I'm giving you both jobs. Francis, I'm gonna teach your ass how to read.
	}
	rule ConceptBlock720
	{
		criteria ConceptBlock606 IsManager IsManagerAlive IsAllAlive
		response ConceptBlock720
	}

	criterion "ConceptBlock721" "Concept" "ConceptBlock721" required
	response ConceptBlock721
	{
		scene "scenes/Biker/genericresponses12.vcd"     // [laughing] Go to hell.
	}
	rule ConceptBlock721
	{
		criteria ConceptBlock721  isBIKER
		response ConceptBlock721
	}

//--------------------------------------------------------------------------------------------------------------
// FARM FINALE
//--------------------------------------------------------------------------------------------------------------


//--------------------------------------------------------------------------------------------------------------
//Farm radio attract loop
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock575" "Concept" "farm_radio_broadcast" required
	response ConceptBlock575
	{
		scene "scenes/npcs/soldier_radioinitialbroadcast06.vcd"   then self farm_radio_broadcast foo:0  7      // This is an emergency broadcast from the US Military. Please respond.
		scene "scenes/npcs/soldier_radioinitialbroadcast01.vcd"   then self farm_radio_broadcast foo:0  7      // This is an emergency broadcast from the American Safety Zone. Please respond.
	}
	rule ConceptBlock575
	{
		criteria ConceptBlock575 FarmPhase1
		response ConceptBlock575
	}

//--------------------------------------------------------------------------------------------------------------
//Biker Presses farm radio button
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock576" "Concept" "farm_radio_button1" required
	response ConceptBlock576
	{
		scene "scenes/npcs/soldier_blank.vcd"  then biker ConceptBlock577 foo:0  .05    // [BLANK]
	}
	rule ConceptBlock576
	{
		criteria ConceptBlock576 FarmPhase2 PanicEventBiker
		ApplyContext "FarmPhase1:1:5000"
		ApplyContextToWorld
		response ConceptBlock576
	}

	criterion "ConceptBlock577" "Concept" "ConceptBlock577" required
	response ConceptBlock577
	{
		scene "scenes/Biker/worldfarmhousenpc01.vcd"   then  orator_farm_radio ConceptBlock582 foo:0 -1.493 // Uh, hello?
	}
	rule ConceptBlock577
	{
		criteria ConceptBlock577  isBIKER
		response ConceptBlock577
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet Presses farm radio button
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock576" "Concept" "farm_radio_button1" required
	response ConceptBlock578
	{
		scene "scenes/npcs/soldier_blank.vcd"  then NamVet ConceptBlock579 foo:0  .05    // [BLANK]
	}
	rule ConceptBlock578
	{
		criteria ConceptBlock576 FarmPhase2 PanicEventNamVet
		ApplyContext "FarmPhase1:1:5000"
		ApplyContextToWorld
		response ConceptBlock578
	}

	criterion "ConceptBlock579" "Concept" "ConceptBlock579" required
	response ConceptBlock579
	{
		scene "scenes/NamVet/worldfarmhousenpc02.vcd"   then  orator_farm_radio ConceptBlock582 foo:0 -0.720 // Hello?
	}
	rule ConceptBlock579
	{
		criteria ConceptBlock579  isNAMVET
		response ConceptBlock579
	}

//--------------------------------------------------------------------------------------------------------------
//Manager Presses farm radio button
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock576" "Concept" "farm_radio_button1" required
	response ConceptBlock580
	{
		scene "scenes/npcs/soldier_blank.vcd"  then Manager ConceptBlock581 foo:0  .05    // [BLANK]
	}
	rule ConceptBlock580
	{
		criteria ConceptBlock576 FarmPhase2 PanicEventManager
		ApplyContext "FarmPhase1:1:5000"
		ApplyContextToWorld
		response ConceptBlock580
	}

	criterion "ConceptBlock581" "Concept" "ConceptBlock581" required
	response ConceptBlock581
	{
		scene "scenes/Manager/worldfarmhousenpc01.vcd"   then  orator_farm_radio ConceptBlock582 foo:0 -0.992 // Hello?
	}
	rule ConceptBlock581
	{
		criteria ConceptBlock581  isMANAGER
		response ConceptBlock581
	}

	criterion "ConceptBlock582" "Concept" "ConceptBlock582" required
	response ConceptBlock582
	{
		scene "scenes/npcs/soldier_radiobutton101.vcd"   then  self ConceptBlock583 foo:0 .5     // Holy shit. Captain, someone actually responded!
		scene "scenes/npcs/soldier_radiobutton108.vcd"   then  self ConceptBlock583 foo:0 .5     // I do not believe it. Captain, somebody's survived out there!
		scene "scenes/npcs/soldier_radiobutton109.vcd"   then  self ConceptBlock583 foo:0 .5     // Jesus Christ. Captain, we got somebody alive out there!
	}
	rule ConceptBlock582
	{
		criteria ConceptBlock582 
		response ConceptBlock582
	}

	criterion "ConceptBlock583" "Concept" "ConceptBlock583" required
	response ConceptBlock583
	{
		scene "scenes/npcs/soldier_radiobutton113.vcd"   then self ConceptBlock586 foo:0  15     // We read you loud and clear, survivors! We are prepping an extraction team. Prepare yourselves and radio back when you're ready.
	}
	rule ConceptBlock583
	{
		criteria ConceptBlock583 
		response ConceptBlock583
	}

//--------------------------------------------------------------------------------------------------------------
//TeenGirl Presses farm radio button
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock576" "Concept" "farm_radio_button1" required
	response ConceptBlock584
	{
		scene "scenes/npcs/soldier_blank.vcd"  then TeenGirl ConceptBlock585 foo:0  .05    // [BLANK]
	}
	rule ConceptBlock584
	{
		criteria ConceptBlock576 FarmPhase2 PanicEventTeenGirl
		ApplyContext "FarmPhase1:1:5000"
		ApplyContextToWorld
		response ConceptBlock584
	}

	criterion "ConceptBlock585" "Concept" "ConceptBlock585" required
	response ConceptBlock585
	{
		scene "scenes/TeenGirl/scenariojoin12.vcd"   then  orator_farm_radio ConceptBlock582 foo:0 -0.636 // Hello!
	}
	rule ConceptBlock585
	{
		criteria ConceptBlock585  isTEENGIRL
		response ConceptBlock585
	}

//--------------------------------------------------------------------------------------------------------------
//Post-Button1 buttno 2 nag loop
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock586" "Concept" "ConceptBlock586" required
	response ConceptBlock586
	{
		scene "scenes/npcs/soldier_radionag01.vcd"   then self ConceptBlock586 foo:0  10     // Please advise when ready!
		scene "scenes/npcs/soldier_radionag02.vcd"   then self ConceptBlock586 foo:0  10     // Please advise when ready.
		scene "scenes/npcs/soldier_radiobutton202.vcd"   then self ConceptBlock586 foo:0  10     // We are prepped and good to go. Advise when ready!
	}
	rule ConceptBlock586
	{
		criteria ConceptBlock586 FarmPhase2
		response ConceptBlock586
	}

//--------------------------------------------------------------------------------------------------------------
//Biker Presses farm radio button second time
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock587" "Concept" "farm_radio_button2" required
	response ConceptBlock587
	{
		scene "scenes/npcs/soldier_blank.vcd"  then biker ConceptBlock588 foo:0  .05    // [BLANK]
	}
	rule ConceptBlock587
	{
		criteria ConceptBlock587 PanicEventBiker
		ApplyContext "FarmPhase2:1:5000,SaidRadioTriggered:1:500"
		ApplyContextToWorld
		response ConceptBlock587
	}

	criterion "ConceptBlock588" "Concept" "ConceptBlock588" required
	response ConceptBlock588
	{
		scene "scenes/Biker/worldfarmhousenpc04.vcd"   then orator_farm_radio ConceptBlock589 foo:0  -0.903 // We're ready!
		scene "scenes/Biker/worldfarmhousenpc05.vcd"   then orator_farm_radio ConceptBlock589 foo:0  -0.950 // We're all set!
		scene "scenes/Biker/worldfarmhousenpc06.vcd"   then orator_farm_radio ConceptBlock589 foo:0  -1.013 // Come get us!
		scene "scenes/Biker/worldfarmhousenpc03.vcd"   then orator_farm_radio ConceptBlock589 foo:0  -1.408 // Rodger dodger.
	}
	rule ConceptBlock588
	{
		criteria ConceptBlock588  isBIKER
		ApplyContext "FarmPhase2:1:5000"
		ApplyContextToWorld
		response ConceptBlock588
	}

	criterion "ConceptBlock589" "Concept" "ConceptBlock589" required
	response ConceptBlock589
	{
		scene "scenes/npcs/soldier_radiobutton201.vcd"     // Read you loud and clear! Get ready, we're on our way!
		scene "scenes/npcs/soldier_radiobutton206.vcd"     // Roger that, survivors. We are on our way.
		scene "scenes/npcs/soldier_radiobutton207.vcd"     // Roger, survivors, we are go. ETA in ten minutes.
		scene "scenes/npcs/soldier_radiobutton208.vcd"     // That is a go, survivors. Be advised it will take us ten minutes to reach you.
		scene "scenes/npcs/soldier_radiobutton209.vcd"     // Copy that, survivors. It'll take us a good ten minutes to reach you. Dig in and hold on, you got me?
		scene "scenes/npcs/soldier_radiobutton210.vcd"     // Copy that, survivors. We're coming for you! Hang on!
	}
	rule ConceptBlock589
	{
		criteria ConceptBlock589 
		response ConceptBlock589
	}

//--------------------------------------------------------------------------------------------------------------
//Anyone presses farm radio button second time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock587" "Concept" "farm_radio_button2" required
	response ConceptBlock590
	{
		scene "scenes/npcs/soldier_radiobutton201.vcd"     // Read you loud and clear! Get ready, we're on our way!
		scene "scenes/npcs/soldier_radiobutton205.vcd"     // We read you just fine. We're on our way.
		scene "scenes/npcs/soldier_radiobutton206.vcd"     // Roger that, survivors. We are on our way.
		scene "scenes/npcs/soldier_radiobutton207.vcd"     // Roger, survivors, we are go. ETA in ten minutes.
		scene "scenes/npcs/soldier_radiobutton208.vcd"     // That is a go, survivors. Be advised it will take us ten minutes to reach you.
		scene "scenes/npcs/soldier_radiobutton209.vcd"     // Copy that, survivors. It'll take us a good ten minutes to reach you. Dig in and hold on, you got me?
		scene "scenes/npcs/soldier_radiobutton210.vcd"     // Copy that, survivors. We're coming for you! Hang on!
	}
	rule ConceptBlock590
	{
		criteria ConceptBlock587 
		ApplyContext "FarmPhase2:1:5000"
		ApplyContextToWorld
		response ConceptBlock590
	}

//--------------------------------------------------------------------------------------------------------------
//NamVet Presses farm radio button second time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock587" "Concept" "farm_radio_button2" required
	response ConceptBlock591
	{
		scene "scenes/npcs/soldier_blank.vcd"  then NamVet ConceptBlock592 foo:0  .05    // [BLANK]
	}
	rule ConceptBlock591
	{
		criteria ConceptBlock587 PanicEventNamVet
		ApplyContext "FarmPhase2:1:5000,SaidRadioTriggered:1:500"
		ApplyContextToWorld
		response ConceptBlock591
	}

	criterion "ConceptBlock592" "Concept" "ConceptBlock592" required
	response ConceptBlock592
	{
		scene "scenes/NamVet/worldfarmhousenpc05.vcd"   then orator_farm_radio ConceptBlock589 foo:0  -1.440 // We're ready, soldier.
		scene "scenes/NamVet/worldfarmhousenpc07.vcd"   then orator_farm_radio ConceptBlock589 foo:0  -1.680 // We're good to go, son.
	}
	rule ConceptBlock592
	{
		criteria ConceptBlock592  isNAMVET
		response ConceptBlock592
	}

//--------------------------------------------------------------------------------------------------------------
//Manager Presses farm radio button second time
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock587" "Concept" "farm_radio_button2" required
	response ConceptBlock593
	{
		scene "scenes/npcs/soldier_blank.vcd"  then Manager ConceptBlock594 foo:0  .05    // [BLANK]
	}
	rule ConceptBlock593
	{
		criteria ConceptBlock587 PanicEventManager
		ApplyContext "FarmPhase2:1:5000,SaidRadioTriggered:1:500"
		ApplyContextToWorld
		response ConceptBlock593
	}

	criterion "ConceptBlock594" "Concept" "ConceptBlock594" required
	response ConceptBlock594
	{
		scene "scenes/Manager/worldfarmhousenpc05.vcd"   then orator_farm_radio ConceptBlock589 foo:0  -2.997 // We're set to go, sir! Any time you're ready.
		scene "scenes/Manager/worldfarmhousenpc07.vcd"   then orator_farm_radio ConceptBlock589 foo:0  -2.178 // Man, we're good to go whenever you are.
	}
	rule ConceptBlock594
	{
		criteria ConceptBlock594  isMANAGER
		response ConceptBlock594
	}

//--------------------------------------------------------------------------------------------------------------
//Biker Presses farm radio button [COP GAMBIT]
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock576" "Concept" "farm_radio_button1" required
	response ConceptBlock595
	{
		scene "scenes/npcs/soldier_blank.vcd"  then biker ConceptBlock596 foo:0  .05    // [BLANK]
	}
	rule ConceptBlock595
	{
		criteria ConceptBlock576 FarmPhase2 PanicEventBiker ChanceToFire10Percent
		ApplyContext "FarmPhase1:1:5000"
		ApplyContextToWorld
		response ConceptBlock595
	}

	criterion "ConceptBlock596" "Concept" "ConceptBlock596" required
	response ConceptBlock596
	{
		scene "scenes/Biker/worldfarmhousenpc02.vcd"   then orator_farm_radio ConceptBlock597 foo:0  -5.902 // Attention Army: This is the cops.
	}
	rule ConceptBlock596
	{
		criteria ConceptBlock596  isBIKER
		response ConceptBlock596
	}

	criterion "ConceptBlock597" "Concept" "ConceptBlock597" required
	response ConceptBlock597
	{
		scene "scenes/npcs/soldier_radiobutton110.vcd"   then self ConceptBlock598 foo:0  .8     // Jesus Christ. Captain, we got survivors. They say they're cops!
	}
	rule ConceptBlock597
	{
		criteria ConceptBlock597 
		response ConceptBlock597
	}

	criterion "ConceptBlock598" "Concept" "ConceptBlock598" required
	response ConceptBlock598
	{
		scene "scenes/npcs/soldier_radiobutton105.vcd"   then self ConceptBlock586 foo:0  15     // We'll come get you! Convoy's gonna stir up the infected, though. Prepare yourselves and advise when ready, over.
	}
	rule ConceptBlock598
	{
		criteria ConceptBlock598 
		response ConceptBlock598
	}

//--------------------------------------------------------------------------------------------------------------
// PLANE FINALE
//--------------------------------------------------------------------------------------------------------------


//--------------------------------------------------------------------------------------------------------------
//Plane initiate attract loop
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock564" "Concept" "plane_radio_broadcast" required
	response ConceptBlock564
	{
		scene "scenes/npcs/planepilot_radioinitialbroadcast06.vcd"   then self ConceptBlock565 foo:0  12     // Hey! You there! Y'all wanna get me fueled up?
	}
	rule ConceptBlock564
	{
		criteria ConceptBlock564 PlaneLoop1
		response ConceptBlock564
	}

//--------------------------------------------------------------------------------------------------------------
//Plane attract loop
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock565" "Concept" "ConceptBlock565" required
	response ConceptBlock565
	{
		scene "scenes/npcs/planepilot_radioinitialbroadcast06.vcd"   then self ConceptBlock565 foo:0  12     // Hey! You there! Y'all wanna get me fueled up?
		scene "scenes/npcs/planepilot_radioinitialbroadcast07.vcd"   then self ConceptBlock565 foo:0  12     // Hey there! Don't suppose y'all wanna gas me up?
		scene "scenes/npcs/planepilot_radioinitialbroadcast09.vcd"   then self ConceptBlock565 foo:0  12     // Hey! You there! Gas me up, I'll getcha outta here!
		scene "scenes/npcs/planepilot_radioinitialbroadcast10.vcd"   then self ConceptBlock565 foo:0  12     // I get fuelled up, I can git goin here! Come on, you folks with me?
		scene "scenes/npcs/planepilot_radioinitialbroadcast18.vcd"   then self ConceptBlock565 foo:0  12     // You! Yes you! Come talk to me on the radio!
	}
	rule ConceptBlock565
	{
		criteria ConceptBlock565 PlaneLoop1
		response ConceptBlock565
	}

//--------------------------------------------------------------------------------------------------------------
//Survivor presses radio button
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock566" "Concept" "plane_radio_button1" required
	response ConceptBlock566
	{
		scene "scenes/npcs/planepilot_radiobutton105.vcd"   then  self ConceptBlock567 foo:0 .2     // Alright! Gas me up, and we can fly out of here!
	}
	rule ConceptBlock566
	{
		criteria ConceptBlock566 PlaneLoop2
		ApplyContext "PlaneLoop1:1:1000"
		ApplyContextToWorld
		response ConceptBlock566
	}

	criterion "ConceptBlock567" "Concept" "ConceptBlock567" required
	response ConceptBlock567
	{
		scene "scenes/npcs/planepilot_radiobutton104.vcd"   then  self ConceptBlock568 foo:0 15     // The pump's gonna make a real racket. So you make sure you're ready for a fight before you start 'er up.
	}
	rule ConceptBlock567
	{
		criteria ConceptBlock567 PlaneLoop2
		response ConceptBlock567
	}

//--------------------------------------------------------------------------------------------------------------
//Button press 2 nag
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock568" "Concept" "ConceptBlock568" required
	response ConceptBlock568
	{
		scene "scenes/npcs/planepilot_radionag04.vcd"   then self ConceptBlock568 foo:0  20     // Hit the fuel button and let's get outta here!
	}
	rule ConceptBlock568
	{
		criteria ConceptBlock568 PlaneLoop2
		response ConceptBlock568
	}

//--------------------------------------------------------------------------------------------------------------
//Survivor starts gas pump
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock569" "Concept" "plane_radio_button2" required
	response ConceptBlock569
	{
		scene "scenes/npcs/planepilot_radiobutton203.vcd"   then  self ConceptBlock570 foo:0 .05    // That did it! I can hear the truck pumpin'!
	}
	rule ConceptBlock569
	{
		criteria ConceptBlock569 
		ApplyContext "PlaneLoop2:1:1000"
		ApplyContextToWorld
		response ConceptBlock569
	}

	criterion "ConceptBlock570" "Concept" "ConceptBlock570" required
	response ConceptBlock570
	{
		scene "scenes/npcs/planepilot_radiobutton205.vcd"     // Hold 'em off for me while I fuel up!
	}
	rule ConceptBlock570
	{
		criteria ConceptBlock570 
		response ConceptBlock570
	}

//--------------------------------------------------------------------------------------------------------------
//Plane's fueled and ready to fly!
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock571" "Concept" "plane_radio_ready" required
	response ConceptBlock571
	{
		scene "scenes/npcs/planepilot_radioarrived01.vcd"     // Alright, we're fueled up! Get in!
	}
	rule ConceptBlock571
	{
		criteria ConceptBlock571 
		response ConceptBlock571
	}

//--------------------------------------------------------------------------------------------------------------
//Plane's fueled and ready to fly!
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock572" "Concept" "ConceptBlock572" required
	response ConceptBlock572
	{
		scene "scenes/npcs/planepilot_radioarrived10.vcd"   then  self ConceptBlock572 foo:0 4      // What're you waitin' for, your row to be called? Get in!
	}
	rule ConceptBlock572
	{
		criteria ConceptBlock572 PlaneLoop3
		response ConceptBlock572
	}

//--------------------------------------------------------------------------------------------------------------
//Plane In Transit nag 1
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required
	response ConceptBlock690
	{
		scene "scenes/npcs/planepilot_radiointransit01.vcd"     // Gas tank's a quarter full! Sorry, guys, still a ways yet!
	}
	rule ConceptBlock690
	{
		criteria ConceptBlock690 PlaneIntransit1
		ApplyContext "PlaneInTransit:1:0"
		ApplyContextToWorld
		response ConceptBlock690
	}

//--------------------------------------------------------------------------------------------------------------
//Plane In Transit nag 2
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required
	response ConceptBlock691
	{
		scene "scenes/npcs/planepilot_radiointransit02.vcd"     // Fuel gauge at halfway, folks! Hang in there!
	}
	rule ConceptBlock691
	{
		criteria ConceptBlock690 PlaneIntransit2
		ApplyContext "PlaneInTransit:2:0"
		ApplyContextToWorld
		response ConceptBlock691
	}

//--------------------------------------------------------------------------------------------------------------
//Plane In Transit nag 3
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required
	response ConceptBlock692
	{
		scene "scenes/npcs/planepilot_radiointransit03.vcd"     // Fuel gauge at three-quarters, people! Almost there!
	}
	rule ConceptBlock692
	{
		criteria ConceptBlock690 PlaneIntransit3
		ApplyContext "PlaneInTransit:3:0"
		ApplyContextToWorld
		response ConceptBlock692
	}

//--------------------------------------------------------------------------------------------------------------
//Plane In Transit nag 4
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required
	response ConceptBlock693
	{
		scene "scenes/npcs/planepilot_radiocombatcolor28.vcd"     // More comin'. Look alive.
		scene "scenes/npcs/planepilot_radiocombatcolor29.vcd"     // Look out! More on the way!
		scene "scenes/npcs/planepilot_radiocombatcolor08.vcd"     // You're doing great!
	}
	rule ConceptBlock693
	{
		criteria ConceptBlock690 PlaneIntransit4
		ApplyContext "PlaneInTransit:4:0"
		ApplyContextToWorld
		response ConceptBlock693
	}

//--------------------------------------------------------------------------------------------------------------
//Plane In Transit nag 5
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock690" "Concept" "plane_radio_intransit" required
	response ConceptBlock694
	{
		scene "scenes/npcs/planepilot_radiointransit04.vcd"     // Fuel gauge near the top! We are just about good to go!
		scene "scenes/npcs/planepilot_radiointransit05.vcd"     // Gas tank's almost full! We are just about good to go!
	}
	rule ConceptBlock694
	{
		criteria ConceptBlock690 PlaneIntransit5
		ApplyContext "PlaneInTransit:5:0"
		ApplyContextToWorld
		response ConceptBlock694
	}

//--------------------------------------------------------------------------------------------------------------
// ZREV FINALE
//--------------------------------------------------------------------------------------------------------------


//--------------------------------------------------------------------------------------------------------------
//Biker*ConceptPlayerReviveFriend
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptPlayerReviveFriend" "Concept" "*ConceptPlayerReviveFriend" required
	response ConceptBlock950
	{
		scene "scenes/Biker/revivefrienda01.vcd"   then  subject GettingRevived foo:0 -0.977 // You okay?
		scene "scenes/Biker/revivefrienda02.vcd"   then  subject GettingRevived foo:0 -0.864 // How d'ya feel?
		scene "scenes/Biker/revivefrienda03.vcd"   then  subject GettingRevived foo:0 -0.849 // Can you make it?
		scene "scenes/Biker/revivefrienda04.vcd"   then  subject GettingRevived foo:0 -1.056 // You gonna make it?
		scene "scenes/Biker/revivefrienda05.vcd"   then  subject GettingRevived foo:0 -0.992 // How bad are you?
		scene "scenes/Biker/revivefrienda07.vcd"   then  subject GettingRevived foo:0 -0.863 // How ya doin'?
	}
	rule ConceptBlock950
	{
		criteria ConceptPlayerReviveFriend IsNotCoughing Isbiker IsTalk IsTalkbiker ChanceToFire80Percent
		ApplyContext "ReviveTalk:1:5,Talkbiker:1:4"
		response ConceptBlock950
	}

//--------------------------------------------------------------------------------------------------------------
//Manager*ConceptPlayerReviveFriend
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptPlayerReviveFriend" "Concept" "*ConceptPlayerReviveFriend" required
	response ConceptBlock951
	{
		scene "scenes/Manager/revivefrienda01.vcd"   then  subject GettingRevived foo:0 -0.863 // You okay?
		scene "scenes/Manager/revivefrienda02.vcd"   then  subject GettingRevived foo:0 -0.848 // How d'ya feel?
		scene "scenes/Manager/revivefrienda03.vcd"   then  subject GettingRevived foo:0 -0.957 // Can you make it?
		scene "scenes/Manager/revivefrienda04.vcd"   then  subject GettingRevived foo:0 -0.896 // You gonna make it?
		scene "scenes/Manager/revivefrienda05.vcd"   then  subject GettingRevived foo:0 -1.184 // How bad are you?
		scene "scenes/Manager/revivefrienda07.vcd"   then  subject GettingRevived foo:0 -0.832 // How ya doin'?
	}
	rule ConceptBlock951
	{
		criteria ConceptPlayerReviveFriend IsNotCoughing Ismanager IsTalk IsTalkmanager ChanceToFire80Percent
		ApplyContext "ReviveTalk:1:5,Talkmanager:1:4"
		response ConceptBlock951
	}

//--------------------------------------------------------------------------------------------------------------
//Namvet*ConceptPlayerReviveFriend
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptPlayerReviveFriend" "Concept" "*ConceptPlayerReviveFriend" required
	response ConceptBlock952
	{
		scene "scenes/NamVet/revivefrienda01.vcd"   then  subject GettingRevived foo:0 -1.216 // You okay?
		scene "scenes/NamVet/revivefrienda02.vcd"   then  subject GettingRevived foo:0 -0.976 // How ya feelin'?
		scene "scenes/NamVet/revivefrienda03.vcd"   then  subject GettingRevived foo:0 -0.944 // Can you make it?
		scene "scenes/NamVet/revivefrienda04.vcd"   then  subject GettingRevived foo:0 -0.993 // You gonna make it?
		scene "scenes/NamVet/revivefrienda05.vcd"   then  subject GettingRevived foo:0 -1.167 // How bad are you?
		scene "scenes/NamVet/revivefrienda07.vcd"   then  subject GettingRevived foo:0 -1.136 // How ya doin'?
		scene "scenes/NamVet/revivefrienda08.vcd"   then  subject GettingRevived foo:0 -1.232 // Can you walk?
	}
	rule ConceptBlock952
	{
		criteria ConceptPlayerReviveFriend IsNotCoughing Isnamvet IsTalk IsTalknamvet ChanceToFire80Percent
		ApplyContext "ReviveTalk:1:5,Talknamvet:1:4"
		response ConceptBlock952
	}

//--------------------------------------------------------------------------------------------------------------
//Teengirl*ConceptPlayerReviveFriend
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptPlayerReviveFriend" "Concept" "*ConceptPlayerReviveFriend" required
	response ConceptBlock953
	{
		scene "scenes/TeenGirl/revivefrienda01.vcd"   then  subject GettingRevived foo:0 -0.981 // You okay?
		scene "scenes/TeenGirl/revivefrienda02.vcd"   then  subject GettingRevived foo:0 -0.960 // You okay?
		scene "scenes/TeenGirl/revivefrienda03.vcd"   then  subject GettingRevived foo:0 -1.035 // How do you feel?
		scene "scenes/TeenGirl/revivefrienda04.vcd"   then  subject GettingRevived foo:0 -1.128 // Can you make it?
		scene "scenes/TeenGirl/revivefrienda05.vcd"   then  subject GettingRevived foo:0 -1.035 // You gonna make it?
		scene "scenes/TeenGirl/revivefrienda06.vcd"   then  subject GettingRevived foo:0 -1.239 // How bad are you?
		scene "scenes/TeenGirl/revivefrienda08.vcd"   then  subject GettingRevived foo:0 -0.879 // How ya doin'?
	}
	rule ConceptBlock953
	{
		criteria ConceptPlayerReviveFriend IsNotCoughing Isteengirl IsTalk IsTalkteengirl ChanceToFire80Percent
		ApplyContext "ReviveTalk:1:5,Talkteengirl:1:4"
		response ConceptBlock953
	}

//--------------------------------------------------------------------------------------------------------------
//BikerGettingRevived
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock954" "Concept" "GettingRevived" required
	response ConceptBlock954
	{
		scene "scenes/Biker/gettingrevived01.vcd"   then  subject ReviveBgo foo:0 -1.964 // I'm okay.
		scene "scenes/Biker/gettingrevived02.vcd"   then  subject ReviveBgo foo:0 -1.887 // No, no, I'm allright.
		scene "scenes/Biker/gettingrevived03.vcd"   then  subject ReviveBfine foo:0 -1.066 // [groan]
		scene "scenes/Biker/gettingrevived04.vcd"   then  subject ReviveBfine foo:0 -2.269 // Hell if I know.
		scene "scenes/Biker/gettingrevived05.vcd"   then  subject ReviveBgo foo:0 -3.925 // Ah, hey, is this my blood?
		scene "scenes/Biker/gettingrevived07.vcd"   then  subject ReviveBgo foo:0 -0.909 // I'll make it.
		scene "scenes/Biker/gettingrevived08.vcd"   then  subject ReviveBgo foo:0 -1.634 // I'll live, I'll live.
		scene "scenes/Biker/gettingrevived09.vcd"   then  subject ReviveBfine foo:0 -3.072 // Uh, how's my face?
		scene "scenes/Biker/gettingrevived10.vcd"   then  subject ReviveBfine foo:0 -2.372 // I've been better.
		scene "scenes/Biker/gettingrevived14.vcd"     // Good thing I'm indestructible.
		scene "scenes/Biker/gettingrevived15.vcd"     // You... should see the other hundred guys.
	}
	rule ConceptBlock954
	{
		criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt Isbiker IsTalk IsTalkbiker
		ApplyContext "IsComplain:1:20,ReviveTalk:1:5,Talkbiker:1:4"
		response ConceptBlock954
	}

//--------------------------------------------------------------------------------------------------------------
//ManagerGettingRevived
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock954" "Concept" "GettingRevived" required
	response ConceptBlock955
	{
		scene "scenes/Manager/gettingrevived01.vcd"   then  subject ReviveBgo foo:0 -1.022 // I'm okay.
		scene "scenes/Manager/gettingrevived02.vcd"   then  subject ReviveBgo foo:0 -1.280 // I'm allright.
		scene "scenes/Manager/gettingrevived04.vcd"   then  subject ReviveBgo foo:0 -1.287 // I don't even know.
		scene "scenes/Manager/gettingrevived05.vcd"   then  subject ReviveBfine foo:0 -2.278 // Aw hell, I'm bleedin'.
		scene "scenes/Manager/gettingrevived07.vcd"   then  subject ReviveBgo foo:0 -1.046 // I'll make it.
		scene "scenes/Manager/gettingrevived08.vcd"   then  subject ReviveBgo foo:0 -1.581 // I'll live.
		scene "scenes/Manager/gettingrevived09.vcd"   then  subject ReviveBgo foo:0 -1.846 // I can shake it off.
		scene "scenes/Manager/gettingrevived10.vcd"   then  subject ReviveBgo foo:0 -1.086 // Just help me up.
		scene "scenes/Manager/gettingrevived11.vcd"   then  subject ReviveBgo foo:0 -1.376 // I ain't done yet.
	}
	rule ConceptBlock955
	{
		criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt Ismanager IsTalk IsTalkmanager
		ApplyContext "IsComplain:1:20,ReviveTalk:1:5,Talkmanager:1:4"
		response ConceptBlock955
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetGettingRevived
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock954" "Concept" "GettingRevived" required
	response ConceptBlock956
	{
		scene "scenes/NamVet/gettingrevived01.vcd"   then  subject ReviveBgo foo:0 -1.600 // I'm okay.
		scene "scenes/NamVet/gettingrevived02.vcd"   then  subject ReviveBgo foo:0 -1.685 // I'm allright.
		scene "scenes/NamVet/gettingrevived04.vcd"   then  subject ReviveBfine foo:0 -1.451 // Hell if I know.
		scene "scenes/NamVet/gettingrevived05.vcd"   then  subject ReviveBgo foo:0 -2.417 // Most of this blood ain't mine.
		scene "scenes/NamVet/gettingrevived07.vcd"   then  subject ReviveBgo foo:0 -1.856 // I'll make it.
		scene "scenes/NamVet/gettingrevived08.vcd"   then  subject ReviveBgo foo:0 -1.216 // I'll live.
		scene "scenes/NamVet/gettingrevived09.vcd"   then  subject ReviveBgo foo:0 -1.663 // Hell, I'll live.
		scene "scenes/NamVet/gettingrevived10.vcd"   then  subject ReviveBgo foo:0 -1.408 // I've had worse.
		scene "scenes/NamVet/gettingrevived13.vcd"   then  subject ReviveBfine foo:0 -2.204 // Well, I ain't *good*.
	}
	rule ConceptBlock956
	{
		criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt Isnamvet IsTalk IsTalknamvet
		ApplyContext "IsComplain:1:20,ReviveTalk:1:5,Talknamvet:1:4"
		response ConceptBlock956
	}

//--------------------------------------------------------------------------------------------------------------
//TeengirlGettingRevived
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock954" "Concept" "GettingRevived" required
	response ConceptBlock957
	{
		scene "scenes/TeenGirl/gettingrevived01.vcd"   then  subject ReviveBgo foo:0 -0.672 // I'm okay.
		scene "scenes/TeenGirl/gettingrevived02.vcd"   then  subject ReviveBgo foo:0 -1.230 // I'm fine.
		scene "scenes/TeenGirl/gettingrevived03.vcd"   then  subject ReviveBfine foo:0 -1.465 // Oh shit.
		scene "scenes/TeenGirl/gettingrevived04.vcd"   then  subject ReviveBfine foo:0 -1.400 // I don't know.
		scene "scenes/TeenGirl/gettingrevived07.vcd"   then  subject ReviveBgo foo:0 -1.761 // I'll make it.
		scene "scenes/TeenGirl/gettingrevived08.vcd"   then  subject ReviveBfine foo:0 -2.362 // How do I look?
		scene "scenes/TeenGirl/gettingrevived09.vcd"   then  subject ReviveBfine foo:0 -1.435 // Is it bad?
		scene "scenes/TeenGirl/gettingrevived10.vcd"   then  subject ReviveBfine foo:0 -1.008 // How bad is it?
	}
	rule ConceptBlock957
	{
		criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt Isteengirl IsTalk IsTalkteengirl
		ApplyContext "IsComplain:1:20,ReviveTalk:1:5,Talkteengirl:1:4"
		response ConceptBlock957
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetGettingRevived - SPECIAL: NamVetWhoAreYou
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock954" "Concept" "GettingRevived" required
	response ConceptBlock958
	{
		scene "scenes/NamVet/gettingrevived11.vcd"   then  subject NamVetWhoAreYou foo:0 -1.643 // [confused from hit on head] Who are you?
	}
	rule ConceptBlock958
	{
		criteria ConceptBlock954 IsNotCoughing IsNotReviveInterrupt IsNamVet IsTalk IsTalkNamVet ChanceToFire2Percent
		ApplyContext "ReviveTalk:1:5,TalkNamVet:1:4"
		response ConceptBlock958
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetNamVetWhoAreYou - SPECIAL: NamVetWhoAreYou Response
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock959" "Concept" "NamVetWhoAreYou" required
	response ConceptBlock959
	{
		scene "scenes/Biker/genericresponses18.vcd"     // [Bill doesn't recognize him] It's Francis!
		scene "scenes/Biker/genericresponses19.vcd"     // [Bill doesn't recognize him] Come on, man, it's Francis!
	}
	rule ConceptBlock959
	{
		criteria ConceptBlock959 IsNotCoughing IsBiker IsTalk
		response ConceptBlock959
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetNamVetWhoAreYou - SPECIAL: NamVetWhoAreYou Response
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock959" "Concept" "NamVetWhoAreYou" required
	response ConceptBlock960
	{
		scene "scenes/Manager/genericresponses18.vcd"     // [Bill doesn't recognize him] Come on, Bill, it's Louis!
	}
	rule ConceptBlock960
	{
		criteria ConceptBlock959 IsNotCoughing IsManager IsTalk
		response ConceptBlock960
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetNamVetWhoAreYou - SPECIAL: NamVetWhoAreYou Response
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock959" "Concept" "NamVetWhoAreYou" required
	response ConceptBlock961
	{
		scene "scenes/TeenGirl/genericresponses21.vcd"     // [Bill doesn't recognize her] Bill, it's Zoey!
	}
	rule ConceptBlock961
	{
		criteria ConceptBlock959 IsNotCoughing IsTeenGirl IsTalk
		response ConceptBlock961
	}

//--------------------------------------------------------------------------------------------------------------
//BikerReviveBgo
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock962
	{
		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/revivefriendb09.vcd"     // Come on up.
		scene "scenes/Biker/revivefriendb10.vcd"     // Let's move!
	}
	rule ConceptBlock962
	{
		criteria ConceptBlock962 IsNotReviveInterrupt isBIKER
		ApplyContext "ReviveTalk:1:5,Talkbiker:1:3"
		response ConceptBlock962
	}

//--------------------------------------------------------------------------------------------------------------
//BikerReviveBgo                      SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock963
	{
		scene "scenes/Biker/revivefriendb12.vcd"     // Let's get to it, Louis.
	}
	rule ConceptBlock963
	{
		criteria ConceptBlock962 IsNotReviveInterrupt FromIsManager ChanceToFire10Percent isBIKER
		response ConceptBlock963
	}

//--------------------------------------------------------------------------------------------------------------
//BikerReviveBgo                      SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock964
	{
		scene "scenes/Biker/revivefriendb13.vcd"     // Back to the fight, Billy.
	}
	rule ConceptBlock964
	{
		criteria ConceptBlock962 IsNotReviveInterrupt FromIsNamVet ChanceToFire10Percent isBIKER
		response ConceptBlock964
	}

//--------------------------------------------------------------------------------------------------------------
//BikerReviveBfine
//--------------------------------------------------------------------------------------------------------------
	criterion "ConceptBlock965" "Concept" "ReviveBfine" required
	response ConceptBlock965
	{
		scene "scenes/Biker/revivefriendb07.vcd"     // Hell, you're fine.
		scene "scenes/Biker/revivefriendb08.vcd"     // It don't look bad.
		scene "scenes/Biker/revivefriendb11.vcd"     // You're fine.
	}
	rule ConceptBlock965
	{
		criteria ConceptBlock965 IsNotReviveInterrupt isBIKER
		ApplyContext "ReviveTalk:1:5,Talkbiker:1:3"
		response ConceptBlock965
	}

//--------------------------------------------------------------------------------------------------------------
//BikerReviveBfine                    SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required
	response ConceptBlock966
	{
		scene "scenes/Biker/revivefriendb14.vcd"     // You're fine, Zoey.
	}
	rule ConceptBlock966
	{
		criteria ConceptBlock965 IsNotReviveInterrupt FromIsTeenGirl ChanceToFire10Percent isBIKER
		response ConceptBlock966
	}

//--------------------------------------------------------------------------------------------------------------
//ManagerReviveBgo
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock967
	{
		scene "scenes/Manager/revivefriendb01.vcd"     // Up and at 'em.
		scene "scenes/Manager/revivefriendb02.vcd"     // Come on up!
		scene "scenes/Manager/revivefriendb03.vcd"     // Up ya go.
		scene "scenes/Manager/revivefriendb05.vcd"     // I got ya.
		scene "scenes/Manager/revivefriendb06.vcd"     // Up we go.
		scene "scenes/Manager/revivefriendb09.vcd"     // Come on up.
		scene "scenes/Manager/revivefriendb10.vcd"     // Let's move!
	}
	rule ConceptBlock967
	{
		criteria ConceptBlock962 IsNotReviveInterrupt isMANAGER
		ApplyContext "ReviveTalk:1:5,Talkmanager:1:3"
		response ConceptBlock967
	}

//--------------------------------------------------------------------------------------------------------------
//ManagerReviveBgo                      SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock968
	{
		scene "scenes/Manager/revivefriendb12.vcd"     // Come on, Francis.
	}
	rule ConceptBlock968
	{
		criteria ConceptBlock962 IsNotReviveInterrupt FromIsBiker ChanceToFire10Percent isMANAGER
		response ConceptBlock968
	}

//--------------------------------------------------------------------------------------------------------------
//ManagerReviveBgo                      SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock969
	{
		scene "scenes/Manager/revivefriendb13.vcd"     // Come on, Bill.
	}
	rule ConceptBlock969
	{
		criteria ConceptBlock962 IsNotReviveInterrupt FromIsNamVet ChanceToFire10Percent isMANAGER
		response ConceptBlock969
	}

//--------------------------------------------------------------------------------------------------------------
//ManagerReviveBfine
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required
	response ConceptBlock970
	{
		scene "scenes/Manager/revivefriendb04.vcd"     // You'll be okay.
		scene "scenes/Manager/revivefriendb07.vcd"     // You're fine.
		scene "scenes/Manager/revivefriendb08.vcd"     // It doesn't look bad.
		scene "scenes/Manager/revivefriendb11.vcd"     // You'll be fine.
	}
	rule ConceptBlock970
	{
		criteria ConceptBlock965 IsNotReviveInterrupt isMANAGER
		ApplyContext "ReviveTalk:1:5,Talkmanager:1:3"
		response ConceptBlock970
	}

//--------------------------------------------------------------------------------------------------------------
//ManagerReviveBfine                    SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required
	response ConceptBlock971
	{
		scene "scenes/Manager/revivefriendb14.vcd"     // You'll be fine, girl.
	}
	rule ConceptBlock971
	{
		criteria ConceptBlock965 IsNotReviveInterrupt FromIsTeenGirl ChanceToFire10Percent isMANAGER
		response ConceptBlock971
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetReviveBgo
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock972
	{
		scene "scenes/NamVet/revivefriendb01.vcd"     // Up and at 'em.
		scene "scenes/NamVet/revivefriendb02.vcd"     // Come on up!
		scene "scenes/NamVet/revivefriendb05.vcd"     // I got ya.
		scene "scenes/NamVet/revivefriendb06.vcd"     // Up we go.
		scene "scenes/NamVet/revivefriendb09.vcd"     // Come on up.
		scene "scenes/NamVet/revivefriendb10.vcd"     // Let's move!
	}
	rule ConceptBlock972
	{
		criteria ConceptBlock962 IsNotReviveInterrupt isNAMVET
		ApplyContext "ReviveTalk:1:5,Talknamvet:1:3"
		response ConceptBlock972
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetReviveBgo                      SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock973
	{
		scene "scenes/NamVet/revivefriendb03.vcd"     // Up ya go, son.
	}
	rule ConceptBlock973
	{
		criteria ConceptBlock962 IsNotReviveInterrupt FromIsManager ChanceToFire10Percent isNAMVET
		response ConceptBlock973
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetReviveBgo                      SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock974
	{
		scene "scenes/NamVet/revivefriendb12.vcd"     // Back on yer feet, Louis.
	}
	rule ConceptBlock974
	{
		criteria ConceptBlock962 IsNotReviveInterrupt FromIsManager ChanceToFire10Percent isNAMVET
		response ConceptBlock974
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetReviveBgo                      SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock975
	{
		scene "scenes/NamVet/revivefriendb13.vcd"     // Looks like yer big mouth still works.
	}
	rule ConceptBlock975
	{
		criteria ConceptBlock962 IsNotReviveInterrupt FromIsBiker ChanceToFire5Percent isNAMVET
		response ConceptBlock975
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetReviveBfine
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required
	response ConceptBlock976
	{
		scene "scenes/NamVet/revivefriendb04.vcd"     // You'll be okay.
		scene "scenes/NamVet/revivefriendb07.vcd"     // Hell, you're fine.
		scene "scenes/NamVet/revivefriendb11.vcd"     // You're fine.
		scene "scenes/NamVet/revivefriendb15.vcd"     // You'll be fine.
	}
	rule ConceptBlock976
	{
		criteria ConceptBlock965 IsNotReviveInterrupt isNAMVET
		ApplyContext "ReviveTalk:1:5,Talknamvet:1:3"
		response ConceptBlock976
	}

//--------------------------------------------------------------------------------------------------------------
//NamvetReviveBfine                    SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required
	response ConceptBlock977
	{
		scene "scenes/NamVet/revivefriendb14.vcd"     // You're okay, Zoey.
	}
	rule ConceptBlock977
	{
		criteria ConceptBlock965 IsNotReviveInterrupt FromIsTeenGirl ChanceToFire10Percent isNAMVET
		response ConceptBlock977
	}

//--------------------------------------------------------------------------------------------------------------
//TeengirlReviveBgo
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock962" "Concept" "ReviveBgo" required
	response ConceptBlock978
	{
		scene "scenes/TeenGirl/revivefriendb01.vcd"     // Up and at 'em.
		scene "scenes/TeenGirl/revivefriendb02.vcd"     // Up and at 'em.
		scene "scenes/TeenGirl/revivefriendb03.vcd"     // Come on get up.
		scene "scenes/TeenGirl/revivefriendb04.vcd"     // Up ya go.
		scene "scenes/TeenGirl/revivefriendb06.vcd"     // I got ya.
		scene "scenes/TeenGirl/revivefriendb07.vcd"     // Up we go.
		scene "scenes/TeenGirl/revivefriendb11.vcd"     // Come on up!
		scene "scenes/TeenGirl/revivefriendb12.vcd"     // Let's move!
	}
	rule ConceptBlock978
	{
		criteria ConceptBlock962 IsNotReviveInterrupt isTEENGIRL
		ApplyContext "ReviveTalk:1:5,Talkteengirl:1:3"
		response ConceptBlock978
	}

//--------------------------------------------------------------------------------------------------------------
//TeengirlReviveBfine
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required
	response ConceptBlock979
	{
		scene "scenes/TeenGirl/revivefriendb05.vcd"     // You'll be okay.
		scene "scenes/TeenGirl/revivefriendb08.vcd"     // You're fine.
		scene "scenes/TeenGirl/revivefriendb09.vcd"     // It doesn't look bad.
	}
	rule ConceptBlock979
	{
		criteria ConceptBlock965 IsNotReviveInterrupt isTEENGIRL
		ApplyContext "ReviveTalk:1:5,Talkteengirl:1:3"
		response ConceptBlock979
	}

//--------------------------------------------------------------------------------------------------------------
//TeengirlReviveBfine                    SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required
	response ConceptBlock980
	{
		scene "scenes/TeenGirl/revivefriendb14.vcd"     // You're okay, Louis.
	}
	rule ConceptBlock980
	{
		criteria ConceptBlock965 IsNotReviveInterrupt FromIsManager ChanceToFire10Percent isTEENGIRL
		response ConceptBlock980
	}

//--------------------------------------------------------------------------------------------------------------
//TeengirlReviveBfine                    SPECIAL CASE
//--------------------------------------------------------------------------------------------------------------
	// USES PREVIOUSLY DEFINED CONCEPT: criterion "ConceptBlock965" "Concept" "ReviveBfine" required
	response ConceptBlock981
	{
		scene "scenes/TeenGirl/revivefriendb15.vcd"     // It's okay, Bill.
	}
	rule ConceptBlock981
	{
		criteria ConceptBlock965 IsNotReviveInterrupt FromIsNamVet ChanceToFire10Percent isTEENGIRL
		response ConceptBlock981
	}
