//--------------------------------------------------------------------------------------------------------------
// NamVet Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "NamVetNotPickedUpItem" "NamVetPickedUpItem" "!=1" "required" weight 0
Criterion "IsNamVetFriendlyFire" "worldNamVetFriendlyFire" "1" "required" weight 0
Criterion "IsNotNamVetFriendlyFire" "worldNamVetFriendlyFire" "!=1" "required" weight 0
Criterion "IsNotNamVetFriendlyFireFrancis" "worldNamVetFriendlyFireFrancis" "!=1" "required" weight 0
Criterion "IsNotAskedForCoverNamVet" "NamVetAskForCover" "!=1" "required" weight 0
Criterion "IsNotSaidBattleStationsNamVet" "worldSaidBattleStationsNamVet" "!=1" "required" weight 0



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

Response PlayerNiceShotNamVet
{
	scene "scenes/NamVet/NiceShot01.vcd"  //Nice shot!
	scene "scenes/NamVet/NiceShot02.vcd" odds 1 //damn, kid, that was a good shot.
	scene "scenes/NamVet/NiceShot03.vcd" odds 2 //godDAMN that was a nice shot.
	scene "scenes/NamVet/NiceShot04.vcd"  //Nice shot!
	scene "scenes/NamVet/NiceShot05.vcd" odds 2 //damn, kid, that was a good shot.
	scene "scenes/NamVet/NiceShot06.vcd" odds 1 //godDAMN that was a nice shot.
	scene "scenes/NamVet/NiceShot07.vcd"  //Good shot, kid.
	scene "scenes/NamVet/NiceShot07.vcd"  //Good shot, kid.
	scene "scenes/NamVet/NiceShot08.vcd"  //Good shot!
	scene "scenes/NamVet/NiceShot08.vcd"  //Good shot!
	scene "scenes/NamVet/NiceShot09.vcd" odds 1 //Damn, now that was a shot!
	scene "scenes/NamVet/NiceShot09.vcd"  //Damn, now that was a shot!
	scene "scenes/NamVet/NiceShot13.vcd"  //Nice shooting
	scene "scenes/NamVet/NiceShot14.vcd"  //Nice
}
Rule PlayerNiceShotNamVet
{
	criteria ConceptPlayerNiceShot IsNotCoughing IsNamVet IssuerClose  IsTalk IsTalkNamVet ChanceToFire30Percent
	Response PlayerNiceShotNamVet
}

Response PlayerRemarkFarm05_path09BNamVet
{
	scene "scenes/NamVet/WorldFarmHouse0502.vcd"  then any Farm05_Path09C foo:0 0.05 //The honest to God military!
	scene "scenes/NamVet/blank.vcd"  then any Farm05_Path09C foo:0 0.05 //
	scene "scenes/NamVet/blank.vcd"  then any Farm05_Path09C foo:0 0.05 //
}
Rule PlayerRemarkFarm05_path09BNamVet
{
	criteria ConceptRemark IsNamVet IsFarm05_path09 IsNotSaidFarm05_Path09 IsSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	Response PlayerRemarkFarm05_path09BNamVet
}

Response PlayerRemarkFarm05_path09CNamVet
{
	scene "scenes/NamVet/WorldFarmHouse0502.vcd"  //The honest to God military!
}
Rule PlayerRemarkFarm05_path09CNamVet
{
	criteria ConceptFarm05_Path09C IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	Response PlayerRemarkFarm05_path09CNamVet
}

Response ReviveMeINterruptedNamVet
{
	scene "scenes/NamVet/ReactionStartled01.vcd"  //Whoah!
	scene "scenes/NamVet/Swears08.vcd"  //Dammit.
}
Rule ReviveMeINterruptedNamVet
{
	criteria ConceptReviveMeInterrupted IsNamVet
	ApplyContext "ReviveInterrupt:1:2"
	applycontexttoworld
	Response ReviveMeINterruptedNamVet
}

Response SurvivorMournFrancisNamVet
{
	scene "scenes/NamVet/GriefBiker01.vcd"  //Ah, not Francis
	scene "scenes/NamVet/GriefBiker02.vcd"  //Christ, I'm gonna miss that son of a bitch.
	scene "scenes/NamVet/GriefBiker03.vcd"  //I am going to miss that man and his gun
}
Rule SurvivorMournFrancisNamVet
{
	criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsNamVet IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkNamVet IsNotIncapacitated
	Response SurvivorMournFrancisNamVet
}

Response SurvivorMournLouisNamVet
{
	scene "scenes/NamVet/GriefManager01.vcd"  //Ah, Louis.
	scene "scenes/NamVet/GriefManager02.vcd"  //Louis didn't make it. Ah, Christ.
}
Rule SurvivorMournLouisNamVet
{
	criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsNamVet IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkNamVet IsNotIncapacitated
	Response SurvivorMournLouisNamVet
}

Response SurvivorMournZoeyNamVet
{
	scene "scenes/NamVet/GriefFemaleGeneric01.vcd"  //She's dead!
	scene "scenes/NamVet/GriefFemaleGeneric02.vcd"  //Ah Christ, she's dead!
	scene "scenes/NamVet/GriefFemaleGeneric04.vcd"  //Goddamit, she didn't make it.
	scene "scenes/NamVet/GriefTeengirl01.vcd"  //Ah not Zoey
	scene "scenes/NamVet/GriefTeengirl02.vcd"  //Ah jesus. What a waste.
	scene "scenes/NamVet/GriefTeengirl03.vcd"  //One of those sick sons of bitches just sealed all a' their death warrants.
}
Rule SurvivorMournZoeyNamVet
{
	criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsNamVet IsDeadTeenGirl IsNotSaidSomeoneDied IsTalk IsTalkNamVet IsNotIncapacitated
	Response SurvivorMournZoeyNamVet
}


//--------------------------------------------------------------------------------------------------------------
// At Top
//--------------------------------------------------------------------------------------------------------------
Response PlayerRemarkFarm01_path09NamVet
{
	scene "scenes/NamVet/SafeSpotAhead07.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
	scene "scenes/NamVet/SafeSpotAhead08.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house!
}
Rule PlayerRemarkFarm01_path09NamVet
{
	criteria ConceptRemark IsNamVet IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1500
	ApplyContext "SaidFarm01_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path09NamVet
}

Response PlayerRemarkSmalltown03_path14NamVet
{
	scene "scenes/NamVet/SafeSpotAhead07.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
}
Rule PlayerRemarkSmalltown03_path14NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path14 IsNotSaidSmalltown03_path14 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown03_path14:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path14NamVet
}


//--------------------------------------------------------------------------------------------------------------
// AutoResponder
//--------------------------------------------------------------------------------------------------------------
Response ThanksGotItemNamVet
{
	scene "scenes/NamVet/Thanks02.vcd"  //appreciate that.
	scene "scenes/NamVet/Thanks03.vcd" odds 5 //Eh, you're a good kid.
	scene "scenes/NamVet/Thanks04.vcd"  //Thanks.
	scene "scenes/NamVet/Thanks09.vcd"  //'ppreciate it.
}
Rule ThanksGotItemNamVet
{
	criteria IsAwardConcept IsSharingSubject IsNotCoughing  SubjectIsNamVet IsTalk IsTalkNamVet
	Response ThanksGotItemNamVet
}


//--------------------------------------------------------------------------------------------------------------
// AwardSpeech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksNamVet
{
	scene "scenes/NamVet/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks.
	scene "scenes/NamVet/Thanks05.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thank you.
	scene "scenes/NamVet/Thanks06.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks a lot.
	scene "scenes/NamVet/Thanks07.vcd" predelay ".2,.5" //I owe ya one.
	scene "scenes/NamVet/Thanks08.vcd" predelay ".2,.5" //That's one I owe you.
	scene "scenes/NamVet/Thanks11.vcd" predelay ".2,.5" //That wasn't necessary, but thanks.
}
Rule HealThanksNamVet
{
	criteria ConceptHealedByFriend IsNotCoughing  IsNamVet IsTalk IsTalkNamVet SubjectIsNotNamVet
	ApplyContext "TalkNamVet:1:2"
	Response HealThanksNamVet
}

Response ReviveThanksNamVet
{
	scene "scenes/NamVet/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks.
	scene "scenes/NamVet/Thanks05.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thank you.
	scene "scenes/NamVet/Thanks06.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks a lot.
	scene "scenes/NamVet/Thanks07.vcd" predelay ".2,.5" //I owe ya one.
	scene "scenes/NamVet/Thanks08.vcd" predelay ".2,.5" //That's one I owe you.
	scene "scenes/NamVet/Thanks11.vcd" predelay ".2,.5" //That wasn't necessary, but thanks.
}
Rule ReviveThanksNamVet
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsNamVet
	ApplyContext "TalkNamVet:1:2"
	Response ReviveThanksNamVet
}

Response ReviveThanksLouisNamVet
{
	scene "scenes/NamVet/ToTheRescueThanks02.vcd" predelay ".2,.5" //Thanks for that.
}
Rule ReviveThanksLouisNamVet
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsNamVet SubjectIsManager ChanceToFire30Percent
	ApplyContext "TalkNamVet:1:2"
	Response ReviveThanksLouisNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Bots
//--------------------------------------------------------------------------------------------------------------
Response AutoYouAreWelcomeNamVet
{
	scene "scenes/NamVet/YouAreWelcome01.vcd"  //Sure thing.
	scene "scenes/NamVet/YouAreWelcome02.vcd"  //Well, you're welcome.
	scene "scenes/NamVet/YouAreWelcome04.vcd"  //Hey, no problem
	scene "scenes/NamVet/YouAreWelcome05.vcd"  //No problem.
	scene "scenes/NamVet/YouAreWelcome08.vcd"  //Sure thing, kid.
	scene "scenes/NamVet/YouAreWelcome10.vcd"  //Yeah, yeah, yeah.
	scene "scenes/NamVet/YouAreWelcome11.vcd"  //Don't get too used to it.
	scene "scenes/NamVet/YouAreWelcome12.vcd"  //Don't mention it.
	scene "scenes/NamVet/YouAreWelcome14.vcd" odds 5 //Yeah, okay, it don't mean we're married now
	scene "scenes/NamVet/YouAreWelcome15.vcd" odds 5 //Don't expect a hug
}
Rule AutoYouAreWelcomeNamVet
{
	criteria ConceptYouWelcome IsNotCoughing  IsNamVet IsTalk IsTalkNamVet  TimeSinceGroupInCombat05 IsNotSpeaking
	Response AutoYouAreWelcomeNamVet
}

Response BotAttentionBattleNamVet
{
	scene "scenes/NamVet/AskReady02.vcd"  //Ready?
	scene "scenes/NamVet/AskReady03.vcd" odds 5 //Ready for this?
}
Rule BotAttentionBattleNamVet
{
	criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing  IsNamVet IsNotBotAttention IsTalk IsTalkNamVet IsNotIncapacitated IsInBattlefield TimeSinceGroupInCombat20
	ApplyContext "SaidBotAttention:1:30"
	applycontexttoworld
	Response BotAttentionBattleNamVet
}

Response BotHurrahAlsoNamVet
{
	scene "scenes/NamVet/Hurrah20.vcd"  //You people are gettin' good.
	scene "scenes/NamVet/ReactionPositive05.vcd"  //[chuckles and giggles]
	scene "scenes/NamVet/ReactionPositive10.vcd"  //Out standing
}
Rule BotHurrahAlsoNamVet
{
	criteria ConceptHurrahAlso IsNotCoughing  IsNamVet IsTalk IsTalkNamVet IsNotSaidHurrahAlso IsBotIsAvailable
	ApplyContext "SaidHurrahAlso:1:5"
	applycontexttoworld
	Response BotHurrahAlsoNamVet
}

Response BotNoteHumanAttentionNamVet
{
	scene "scenes/NamVet/AskReady05.vcd"  //Ready for this?
	scene "scenes/NamVet/ImWithYou01.vcd"  //I got your six.
	scene "scenes/NamVet/ImWithYou03.vcd"  //I'm with ya.
	scene "scenes/NamVet/LeadOn01.vcd"  //You go ahead, I'll follow you
	scene "scenes/NamVet/PlayerTransitionClose02.vcd"  //This shit's gettin' old.
}
Rule BotNoteHumanAttentionNamVet
{
	criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing  IsNamVet IsNotBotAttention IsTalk IsTalkNamVet IsNotIncapacitated IsInSafeSpot
	ApplyContext "SaidBotAttention:1:30"
	applycontexttoworld
	Response BotNoteHumanAttentionNamVet
}

Response BotPlayer.YourWelcomeNamVet
{
	scene "scenes/NamVet/YouAreWelcome01.vcd" predelay "1,3.5" //Sure thing.
	scene "scenes/NamVet/YouAreWelcome02.vcd" predelay "1,3.5" //Well, you're welcome.
	scene "scenes/NamVet/YouAreWelcome04.vcd" predelay "1,3.5" //Hey, no problem
	scene "scenes/NamVet/YouAreWelcome05.vcd" predelay "1,3.5" //No problem.
	scene "scenes/NamVet/YouAreWelcome08.vcd" predelay "1,3.5" //Sure thing, kid.
	scene "scenes/NamVet/YouAreWelcome10.vcd" predelay "1,3.5" //Yeah, yeah, yeah.
	scene "scenes/NamVet/YouAreWelcome11.vcd" predelay "1,3.5" //Don't get too used to it.
	scene "scenes/NamVet/YouAreWelcome12.vcd" predelay "1,3.5" //Don't mention it.
	scene "scenes/NamVet/YouAreWelcome14.vcd" predelay "1,3.5"odds 5 //Yeah, okay, it don't mean we're married now
	scene "scenes/NamVet/YouAreWelcome15.vcd" predelay "1,3.5"odds 5 //Don't expect a hug
}
Rule BotPlayer.YourWelcomeNamVet
{
	criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response BotPlayer.YourWelcomeNamVet
}

Response BotReassureComingNamVet
{
	scene "scenes/NamVet/Yes02.vcd" predelay "1,3.5" //Roger that.
	scene "scenes/NamVet/Yes03.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/NamVet/Yes04.vcd" predelay "1,3.5" //Okay.
	scene "scenes/NamVet/Yes05.vcd" predelay "1,3.5" //Yes.
	scene "scenes/NamVet/Yes06.vcd" predelay "1,3.5" //Affirmative.
}
Rule BotReassureComingNamVet
{
	criteria ConceptSurvivorBotReassureComing IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response BotReassureComingNamVet
}

Response BotReassureNearbyNamVet
{
	scene "scenes/NamVet/ImWithYou01.vcd" predelay "1,3.5" //I got your six.
	scene "scenes/NamVet/ImWithYou02.vcd" predelay "1,3.5" //Right behind you.
	scene "scenes/NamVet/ImWithYou03.vcd" predelay "1,3.5" //I'm with ya.
	scene "scenes/NamVet/ImWithYou04.vcd" predelay "1,3.5" //I got your back.
	scene "scenes/NamVet/ImWithYou05.vcd" predelay "1,3.5" //I'm right behind you.
	scene "scenes/NamVet/ImWithYou06.vcd" predelay "1,3.5" //Right behind you.
}
Rule BotReassureNearbyNamVet
{
	criteria ConceptSurvivorBotReassureNearby IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response BotReassureNearbyNamVet
}

Response BotYesReadyNamVet
{
	scene "scenes/NamVet/Yes02.vcd" predelay "1,3.5" //Roger that.
	scene "scenes/NamVet/Yes03.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/NamVet/Yes04.vcd" predelay "1,3.5" //Okay.
	scene "scenes/NamVet/Yes05.vcd" predelay "1,3.5" //Yes.
	scene "scenes/NamVet/Yes06.vcd" predelay "1,3.5" //Affirmative.
}
Rule BotYesReadyNamVet
{
	criteria ConceptSurvivorBotYesReady IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response BotYesReadyNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Call For Rescue
//--------------------------------------------------------------------------------------------------------------
Response PlayerCallForRescueNamVet
{
	speak "Player.NamVet_CallForRescue01" noscene  //Anybody out there?
	speak "Player.NamVet_CallForRescue01" noscene  //Anybody out there?
	speak "Player.NamVet_CallForRescue02" noscene  //Come on people, let me out!
	speak "Player.NamVet_CallForRescue05" noscene  //Can anyone hear me?
	speak "Player.NamVet_CallForRescue06" noscene  //Let me out!
	speak "Player.NamVet_CallForRescue07" noscene  //Hey! Can anybody hear me?
	speak "Player.NamVet_CallForRescue08" noscene  //Get over here and let me out!
	speak "Player.NamVet_CallForRescue09" noscene  //God dammit, I'm trapped in here!
	speak "Player.NamVet_CallForRescue10" noscene  //I can't see a damn thing in here.  Let me out!
	speak "Player.NamVet_CallForRescue11" noscene  //This is such horseshit. Is anybody even out there?
	speak "Player.NamVet_CallForRescue12" noscene  //I know you can hear me, goddammit. Let me the hell out!
	speak "Player.NamVet_LostCall01" noscene  //Hello?
	speak "Player.NamVet_LostCall06" noscene  //Hello?
	speak "Player.NamVet_LostCall08" noscene  //Anybody out there?
	speak "Player.NamVet_LostCall09" noscene  //Is anyone out there?
}
Rule PlayerCallForRescueNamVet
{
	criteria ConceptCallForRescue IsNamVet IsTalk IsTalkNamVet
	Response PlayerCallForRescueNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Farm Intro
//--------------------------------------------------------------------------------------------------------------
Response IntroFarm3NamVet
{
	scene "scenes/NamVet/WorldFarmHouseIntro02.vcd"  then any IntroFarm4 foo:0 0.05 //We just need to find the train tracks and then follow 'em.
}
Rule IntroFarm3NamVet
{
	criteria ConceptIntroFarm3 IsNamVet
	ApplyContext "talk:1:6"
	applycontexttoworld
	Response IntroFarm3NamVet
}

Response IntroFarm4NamVet
{
	scene "scenes/NamVet/GenericResponses09.vcd"  //Allright, then, let's do it.
}
Rule IntroFarm4NamVet
{
	criteria ConceptIntroFarm4 IsNamVet
	ApplyContext "talk:1:4"
	applycontexttoworld
	Response IntroFarm4NamVet
}


//--------------------------------------------------------------------------------------------------------------
// FaultSpeech
//--------------------------------------------------------------------------------------------------------------
Response SurvivorBoomerBlunderNamVet
{
	scene "scenes/NamVet/Sorry02.vcd" predelay "1,2" //I am sorry.
	scene "scenes/NamVet/Sorry07.vcd" predelay "1,2" //Sorry about that.
}
Rule SurvivorBoomerBlunderNamVet
{
	criteria IsFaultConcept IsFaultBoomerBlunder IsNotCoughing IsNamVet IsHealthy IsTalk IsTalkNamVet
	Response SurvivorBoomerBlunderNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Finale Speech
//--------------------------------------------------------------------------------------------------------------
Response SurvivorFinaleTriggeredBoatNamVet
{
	scene "scenes/NamVet/RadioUsedBoat01.vcd" predelay ".5,1" //Rescue boat's on its way. Now we gotta hold out.
	scene "scenes/NamVet/RadioUsedGeneric05.vcd" predelay ".5,1" //Listen up: rescue's on the way. We gotta hold out til they get here.
}
Rule SurvivorFinaleTriggeredBoatNamVet
{
	criteria ConceptFinaleTriggered IsTriggeredByNamVet ismap_l4d_smalltown05_houseboat IsNotSaidRadioTriggered IsTalk IsTalkNamVet IsNamVet IsNotIncapacitated
	ApplyContext "SaidRadioTriggered:1:30"
	applycontexttoworld
	Response SurvivorFinaleTriggeredBoatNamVet
}

Response SurvivorFinaleTriggeredFarmNamVet
{
	scene "scenes/NamVet/RadioUsedGeneric01.vcd" predelay ".5,1" //Allright, people, help is on the way. Let's dig in.
	scene "scenes/NamVet/RadioUsedGeneric02.vcd" predelay ".5,1" //Okay, people, listen up: Help is on its way. We're almost out of this.
	scene "scenes/NamVet/RadioUsedTruck01.vcd" predelay ".5,1" //Listen up, there's a truck coming for us, so let's make sure we're alive to meet it.
}
Rule SurvivorFinaleTriggeredFarmNamVet
{
	criteria ConceptFinaleTriggered IsTriggeredByNamVet ismap_l4d_farm05_cornfield IsNotSaidRadioTriggered IsTalk IsTalkNamVet IsNamVet IsNotIncapacitated
	ApplyContext "SaidRadioTriggered:1:30"
	applycontexttoworld
	Response SurvivorFinaleTriggeredFarmNamVet
}

Response SurvivorFinaleTriggeredRooftopNamVet
{
	scene "scenes/NamVet/RadioUsedChopper01.vcd" predelay ".5,1" //I called the chopper
}
Rule SurvivorFinaleTriggeredRooftopNamVet
{
	criteria ConceptFinaleTriggered IsTriggeredByNamVet ismap_l4d_hospital05_rooftop IsNotSaidRadioTriggered IsTalk IsTalkNamVet IsNamVet IsNotIncapacitated
	ApplyContext "SaidRadioTriggered:1:30"
	applycontexttoworld
	Response SurvivorFinaleTriggeredRooftopNamVet
}

Response SurvivorFinalVehicleBoatNamVet
{
	scene "scenes/NamVet/ArriveBoat01.vcd"  then any EmphaticArriveRun foo:0 0 //Run to the boat!
	scene "scenes/NamVet/ArriveBoat02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the Boat!
	scene "scenes/NamVet/ArriveBoat03.vcd"  then any EmphaticArriveRun foo:0 0 //To the boat! MOVE!
	scene "scenes/NamVet/ArriveBoat04.vcd"  then any EmphaticArriveRun foo:0 0 //Haul ass to that boat! RUN!
}
Rule SurvivorFinalVehicleBoatNamVet
{
	criteria ConceptGetToVehicle IsNamVet ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:3"
	applycontexttoworld
	Response SurvivorFinalVehicleBoatNamVet
}

Response SurvivorFinalVehicleFarmNamVet
{
	scene "scenes/NamVet/ArriveTruck01.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the truck! MOVE!
	scene "scenes/NamVet/ArriveTruck02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the truck!
	scene "scenes/NamVet/ArriveTruck03.vcd"  then any EmphaticArriveRun foo:0 0 //Get to that truck on the double! GO! GO! GO!
	scene "scenes/NamVet/ArriveTruck04.vcd"  then any EmphaticArriveRun foo:0 0 //The truck's waitin'. RUN!
}
Rule SurvivorFinalVehicleFarmNamVet
{
	criteria ConceptGetToVehicle IsNamVet ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleFarmNamVet
}

Response SurvivorFinalVehicleFarmSpottedNamVet
{
	scene "scenes/NamVet/ArriveTruckInitial01.vcd"  then any EmphaticArriveRunFarm foo:0 0 //The truck's here! Let's go!
	scene "scenes/NamVet/ArriveTruckInitial02.vcd"  then any EmphaticArriveRunFarm foo:0 0 //The truck has arrived! Let's move out, people!
}
Rule SurvivorFinalVehicleFarmSpottedNamVet
{
	criteria ConceptFinalVehicleSpotted IsNamVet ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleFarmSpottedNamVet
}

Response SurvivorFinalVehicleRooftopNamVet
{
	scene "scenes/NamVet/ArriveChopper01.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the chopper! GO!
	scene "scenes/NamVet/ArriveChopper02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the chopper!
	scene "scenes/NamVet/ArriveChopper03.vcd"  then any EmphaticArriveRun foo:0 0 //To the chopper. Come on, MOVE IT, MOVE IT, MOVE IT!
	scene "scenes/NamVet/ArriveChopper04.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the LZ!
}
Rule SurvivorFinalVehicleRooftopNamVet
{
	criteria ConceptGetToVehicle IsNamVet ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:5"
	applycontexttoworld
	Response SurvivorFinalVehicleRooftopNamVet
}

Response SurvivorFinalVehicleRunwayNamVet
{
	scene "scenes/NamVet/ArrivePlane01.vcd"  then any EmphaticArriveRun foo:0 0 //Everyone on the plane! PRONTO!
	scene "scenes/NamVet/ArrivePlane02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the plane!
	scene "scenes/NamVet/ArrivePlane02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the plane!
	scene "scenes/NamVet/ArrivePlane03.vcd"  then any EmphaticArriveRun foo:0 0 //Into the plane. Hustle it, people!
	scene "scenes/NamVet/ArrivePlane03.vcd"  then any EmphaticArriveRun foo:0 0 //Into the plane. Hustle it, people!
}
Rule SurvivorFinalVehicleRunwayNamVet
{
	criteria ConceptGetToVehicle IsNamVet isrunway IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleRunwayNamVet
}

Response SurvivorFinalVehicleSpottedBoatNamVet
{
	scene "scenes/NamVet/ArriveBoatInitial01.vcd"  then any EmphaticArriveRun foo:0 0 //That's the boat! Time to bug out!
	scene "scenes/NamVet/ArriveBoatInitial02.vcd"  then any EmphaticArriveRun foo:0 0 //Allright, the boat's here! Let's go!
}
Rule SurvivorFinalVehicleSpottedBoatNamVet
{
	criteria ConceptFinalVehicleSpotted IsNamVet ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleSpottedBoatNamVet
}

Response SurvivorFinalVehicleSpottedRooftopNamVet
{
	scene "scenes/NamVet/ArriveChopperInitial01.vcd"  then any EmphaticArriveRun foo:0 0 //Our chopper's here! Let's get the hell out of dodge.
	scene "scenes/NamVet/ArriveChopperInitial02.vcd"  then any EmphaticArriveRun foo:0 0 //The bird's here! Let's go!
}
Rule SurvivorFinalVehicleSpottedRooftopNamVet
{
	criteria ConceptFinalVehicleSpotted IsNamVet ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleSpottedRooftopNamVet
}

Response SurvivorFinalVehicleSpottedRunwayNamVet
{
	scene "scenes/NamVet/ArrivePlane02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the plane!
	scene "scenes/NamVet/ArrivePlane03.vcd"  then any EmphaticArriveRun foo:0 0 //Into the plane. Hustle it, people!
}
Rule SurvivorFinalVehicleSpottedRunwayNamVet
{
	criteria ConceptFinalVehicleSpotted IsNamVet ismap_urban05a_finale_runway IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleSpottedRunwayNamVet
}


//--------------------------------------------------------------------------------------------------------------
// General Responses
//--------------------------------------------------------------------------------------------------------------
Response ResponseLoudDispleasureSwearNamVet
{
	scene "scenes/NamVet/Swears03.vcd" predelay "0.1,0.7" //Son of a bitch.
	scene "scenes/NamVet/Swears04.vcd" predelay "0.1,0.7" //Bull-frickin-horseshit.
	scene "scenes/NamVet/Swears09.vcd" predelay "0.1,0.7" //God DAMMIT.
	scene "scenes/NamVet/Swears12.vcd" predelay "0.1,0.7" //Ah shit.
}
Rule ResponseLoudDispleasureSwearNamVet
{
	criteria ConceptPanicEvent IsNamVet IsNotCoughing IsTalk IsTalkNamVet ChanceToFire60Percent
	Response ResponseLoudDispleasureSwearNamVet
}

Response ResponseSoftDispleasureSwearNamVet
{
	scene "scenes/NamVet/ReactionApprehensive01.vcd"  //I have a bad feeling about this
	scene "scenes/NamVet/ReactionApprehensive04.vcd"  //I do not like this one bit.
	scene "scenes/NamVet/ReactionNegative01.vcd"  //Uh oh
	scene "scenes/NamVet/ReactionNegative02.vcd"  //Christ
	scene "scenes/NamVet/ReactionNegative03.vcd"  //Gee-zus
	scene "scenes/NamVet/Swears03.vcd"  //Son of a bitch.
	scene "scenes/NamVet/Swears07.vcd"  //Ah hell.
	scene "scenes/NamVet/Swears08.vcd"  //Dammit.
	scene "scenes/NamVet/Swears16.vcd"  //Ah shit.
	scene "scenes/NamVet/Swears19.vcd"  //What a crock a' shit...
}
Rule ResponseSoftDispleasureSwearNamVet
{
	criteria ConceptResponseSoftDispleasureSwear IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IssuerMediumClose
	Response ResponseSoftDispleasureSwearNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Item Spotted
//--------------------------------------------------------------------------------------------------------------
Response SurvivorAskForHealthNamVet
{
	scene "scenes/NamVet/blank.vcd"  then Subject AskForHealth foo:0 0 //
}
Rule SurvivorAskForHealthNamVet
{
	criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto  IsSubjectNear400 NoHasPainPills  NoHasFirstAidKit IsNotHealthyHalf NotInCombat IsNotSaidAskForHealth
	ApplyContext "SaidAskForHealth:1:10"
	applycontexttoworld
	Response SurvivorAskForHealthNamVet
}

Response SurvivorAskFrancisForHealthNamVet
{
	scene "scenes/NamVet/PlayerSuggestHealthSpecific01.vcd"  //Francis, buddy, you gonna use that health kit?
}
Rule SurvivorAskFrancisForHealthNamVet
{
	criteria ConceptAskForHealth2  IsNamVet SubjectIsBiker IsSubjectNear400
	Response SurvivorAskFrancisForHealthNamVet
}

Response SurvivorAskLouisForHealthNamVet
{
	scene "scenes/NamVet/PlayerSuggestHealthSpecific03.vcd"  //Louis, mind givin' an old man your health kit?
}
Rule SurvivorAskLouisForHealthNamVet
{
	criteria ConceptAskForHealth2  IsNamVet SubjectIsManager IsSubjectNear400
	Response SurvivorAskLouisForHealthNamVet
}

Response SurvivorAskZoeyForHealthNamVet
{
	scene "scenes/NamVet/PlayerSuggestHealthSpecific02.vcd"  //Zoey, can you spare me a health kit?
}
Rule SurvivorAskZoeyForHealthNamVet
{
	criteria ConceptAskForHealth2  IsNamVet SubjectIsTeenGirl IsSubjectNear400
	Response SurvivorAskZoeyForHealthNamVet
}

Response SurvivorFrancisHealthHereNamVet
{
	scene "scenes/NamVet/blank.vcd"  then From AskForHealth2 foo:0 0 //
}
Rule SurvivorFrancisHealthHereNamVet
{
	criteria ConceptAskForHealth IsNotCoughing IsNamVet IsTalk IsTalkNamVet YesHasFirstAidKit IsHealthyHalf
	Response SurvivorFrancisHealthHereNamVet
}

Response SurvivorSpottedAmmoNamVet
{
	scene "scenes/NamVet/SpotAmmo01.vcd"  //Ammo here!
}
Rule SurvivorSpottedAmmoNamVet
{
	criteria ConceptPlayerSpotAmmo IsNotCoughing  IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedAmmoNamVet
}

Response SurvivorSpottedFrancisCloseNamVet
{
	scene "scenes/NamVet/NameFrancis03.vcd"  //Francis (quiet)
}
Rule SurvivorSpottedFrancisCloseNamVet
{
	criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto  SubjectIsBiker IsBikerNear400
	Response SurvivorSpottedFrancisCloseNamVet
}

Response SurvivorSpottedFrancisClose2NamVet
{
	scene "scenes/NamVet/NameFrancis03.vcd"  //Francis (quiet)
}
Rule SurvivorSpottedFrancisClose2NamVet
{
	criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto  SubjectIsBiker IsBikerNear400
	Response SurvivorSpottedFrancisClose2NamVet
}

Response SurvivorSpottedFrancisFarNamVet
{
	scene "scenes/NamVet/NameFrancis01.vcd"  //Francis! (loud)
}
Rule SurvivorSpottedFrancisFarNamVet
{
	criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsBiker IsBikerFar400
	Response SurvivorSpottedFrancisFarNamVet
}

Response SurvivorSpottedGrenadeNamVet
{
	scene "scenes/NamVet/SpotGrenades04.vcd"  //Pipebomb over here!
	scene "scenes/NamVet/SpotGrenades05.vcd"  //Pipebomb!
}
Rule SurvivorSpottedGrenadeNamVet
{
	criteria ConceptPlayerSpotGrenade IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedGrenadeNamVet
}

Response SurvivorSpottedGrenadeAutoNamVet
{
	scene "scenes/NamVet/SpotGrenades04.vcd"  //Pipebomb over here!
	scene "scenes/NamVet/SpotGrenades05.vcd"  //Pipebomb!
}
Rule SurvivorSpottedGrenadeAutoNamVet
{
	criteria ConceptPlayerSpotGrenade IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot
	ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedGrenadeAutoNamVet
}

Response SurvivorSpottedGrenadeAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedGrenadeAutoNamVet2
{
	criteria ConceptPlayerSpotGrenade IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot
	ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedGrenadeAutoNamVet2
}

Response SurvivorSpottedHealthNamVet
{
	scene "scenes/NamVet/SpotFirstAid01.vcd"  //First Aid Kit here!
	scene "scenes/NamVet/SpotFirstAid02.vcd"  //First Aid here!
	scene "scenes/NamVet/SpotFirstAid03.vcd"  //First aid kit!
	scene "scenes/NamVet/SpotFirstAid04.vcd"  //First aid kit over here!
	scene "scenes/NamVet/SpotFirstAid05.vcd"  //Health pack here!
}
Rule SurvivorSpottedHealthNamVet
{
	criteria ConceptPlayerSpotFirstAid IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedHealthNamVet
}

Response SurvivorSpottedHealthAutoNamVet
{
	scene "scenes/NamVet/SpotFirstAid01.vcd"  //First Aid Kit here!
	scene "scenes/NamVet/SpotFirstAid02.vcd"  //First Aid here!
	scene "scenes/NamVet/SpotFirstAid03.vcd"  //First aid kit!
	scene "scenes/NamVet/SpotFirstAid04.vcd"  //First aid kit over here!
	scene "scenes/NamVet/SpotFirstAid05.vcd"  //Health pack here!
}
Rule SurvivorSpottedHealthAutoNamVet
{
	criteria ConceptPlayerSpotFirstAid IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot
	ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedHealthAutoNamVet
}

Response SurvivorSpottedHealthAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedHealthAutoNamVet2
{
	criteria ConceptPlayerSpotFirstAid IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto  IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot
	ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedHealthAutoNamVet2
}

Response SurvivorSpottedLouisCloseNamVet
{
	scene "scenes/NamVet/NameLouis03.vcd"  //Louis (quiet)
}
Rule SurvivorSpottedLouisCloseNamVet
{
	criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto  SubjectIsManager IsManagerNear400
	Response SurvivorSpottedLouisCloseNamVet
}

Response SurvivorSpottedLouisClose2NamVet
{
	scene "scenes/NamVet/NameLouis03.vcd"  //Louis (quiet)
}
Rule SurvivorSpottedLouisClose2NamVet
{
	criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto  SubjectIsManager IsManagerNear400
	Response SurvivorSpottedLouisClose2NamVet
}

Response SurvivorSpottedLouisFarNamVet
{
	scene "scenes/NamVet/NameLouis01.vcd"  //Louis! (loud)
}
Rule SurvivorSpottedLouisFarNamVet
{
	criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsManager IsManagerFar400
	Response SurvivorSpottedLouisFarNamVet
}

Response SurvivorSpottedMolotovNamVet
{
	scene "scenes/NamVet/SpotGrenades02.vcd"  //Molotov over here!
	scene "scenes/NamVet/SpotGrenades03.vcd"  //Molotov!
}
Rule SurvivorSpottedMolotovNamVet
{
	criteria ConceptPlayerSpotMolotov IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedMolotovNamVet
}

Response SurvivorSpottedMolotovAutoNamVet
{
	scene "scenes/NamVet/SpotGrenades02.vcd"  //Molotov over here!
	scene "scenes/NamVet/SpotGrenades03.vcd"  //Molotov!
}
Rule SurvivorSpottedMolotovAutoNamVet
{
	criteria ConceptPlayerSpotMolotov IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot
	ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedMolotovAutoNamVet
}

Response SurvivorSpottedMolotovAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedMolotovAutoNamVet2
{
	criteria ConceptPlayerSpotMolotov IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto  IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot
	ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedMolotovAutoNamVet2
}

Response SurvivorSpottedPillsNamVet
{
	scene "scenes/NamVet/SpotPills01.vcd"  //Pills here!
}
Rule SurvivorSpottedPillsNamVet
{
	criteria ConceptPlayerSpotPills IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedPillsNamVet
}

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

Response SurvivorSpottedPillsAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedPillsAutoNamVet2
{
	criteria ConceptPlayerSpotPills IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot
	ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedPillsAutoNamVet2
}

Response SurvivorSpottedWorldCloseNamVet
{
	scene "scenes/NamVet/LookHere02.vcd"  //Look at this.
	scene "scenes/NamVet/LookHere03.vcd"  //Look over here.
	scene "scenes/NamVet/LookHere04.vcd"  //You're gonna want to see this.
}
Rule SurvivorSpottedWorldCloseNamVet
{
	criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	Response SurvivorSpottedWorldCloseNamVet
}

Response SurvivorSpottedZoeyCloseNamVet
{
	scene "scenes/NamVet/NameZoey03.vcd"  //Zoey (quiet)
}
Rule SurvivorSpottedZoeyCloseNamVet
{
	criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto  SubjectIsTeenGirl IsTeenGirlNear400
	Response SurvivorSpottedZoeyCloseNamVet
}

Response SurvivorSpottedZoeyClose2NamVet
{
	scene "scenes/NamVet/NameZoey03.vcd"  //Zoey (quiet)
}
Rule SurvivorSpottedZoeyClose2NamVet
{
	criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto  SubjectIsTeenGirl IsTeenGirlNear400
	Response SurvivorSpottedZoeyClose2NamVet
}

Response SurvivorSpottedZoeyFarNamVet
{
	scene "scenes/NamVet/NameZoey01.vcd"  //Zoey! (loud)
}
Rule SurvivorSpottedZoeyFarNamVet
{
	criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto SubjectIsTeenGirl  IsTeenGirlFar400
	Response SurvivorSpottedZoeyFarNamVet
}

Rule SurvivorSpottedAmmoAutoNamVet
{
	criteria ConceptPlayerSpotAmmo IsNotCoughing  IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot
	ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedAmmoNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Item Spotted Creshendo
//--------------------------------------------------------------------------------------------------------------
Response SurvivorMovingToBattleStationNamVet
{
	scene "scenes/NamVet/AnswerReady01.vcd"  //Ready.
	scene "scenes/NamVet/AnswerReady02.vcd"  //Good to go.
	scene "scenes/NamVet/AnswerReady03.vcd"  //I'm ready.
	scene "scenes/NamVet/AnswerReady04.vcd"  //I said I'm ready!
}
Rule SurvivorMovingToBattleStationNamVet
{
	criteria ConceptBotMovingToBattleStation IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSaidCreshendoStartNear IsNotSaidBattleStationsNamVet
	ApplyContext "SaidBattleStationsNamVet:1:30"
	applycontexttoworld
	Response SurvivorMovingToBattleStationNamVet
}

Response SurvivorSpottedCreshendoNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule SurvivorSpottedCreshendoNamVet
{
	criteria ConceptPlayerLookHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotSaidCreshendoStartNear
	ApplyContext "SaidCreshendoStartNear:1:10"
	applycontexttoworld
	Response SurvivorSpottedCreshendoNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Monster Spotted
//--------------------------------------------------------------------------------------------------------------
Response SurvivorSpottedBoomerNamVet
{
	scene "scenes/NamVet/WarnBoomer01.vcd"  //BOOMER!
	scene "scenes/NamVet/WarnBoomer02.vcd"  //BOOMER!
	scene "scenes/NamVet/WarnBoomer03.vcd"  //BOOMER!
}
Rule SurvivorSpottedBoomerNamVet
{
	criteria ConceptPlayerWarnBoomer IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedBoomerNamVet
}

Response SurvivorSpottedHunterNamVet
{
	scene "scenes/NamVet/WarnHunter01.vcd"  //HUNTER!
	scene "scenes/NamVet/WarnHunter02.vcd"  //HUNTER!
	scene "scenes/NamVet/WarnHunter03.vcd"  //HUNTER!
}
Rule SurvivorSpottedHunterNamVet
{
	criteria ConceptPlayerWarnHunter IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedHunterNamVet
}

Response SurvivorSpottedInfectedNamVet
{
	scene "scenes/NamVet/Incoming01.vcd"  //Here they come!
	scene "scenes/NamVet/Incoming03.vcd"  //INCOMING!
	scene "scenes/NamVet/Incoming04.vcd" odds 1 //Bookoo crazies inbound!
	scene "scenes/NamVet/Incoming05.vcd"  //HERE THEY COME!
	scene "scenes/NamVet/Incoming07.vcd"  //INCOMING!
}
Rule SurvivorSpottedInfectedNamVet
{
	criteria ConceptPlayerIncoming IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorSpottedInfectedNamVet
}

Response SurvivorSpottedSmokerNamVet
{
	scene "scenes/NamVet/WarnSmoker01.vcd"  //SMOKER!
	scene "scenes/NamVet/WarnSmoker02.vcd"  //SMOKER!
	scene "scenes/NamVet/WarnSmoker03.vcd"  //SMOKER!
	scene "scenes/NamVet/WarnSmoker04.vcd"  //SMOKER!
}
Rule SurvivorSpottedSmokerNamVet
{
	criteria ConceptPlayerWarnSmoker IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedSmokerNamVet
}

Response SurvivorSpottedTankNamVet
{
	scene "scenes/NamVet/WarnTank01.vcd"  //TANK!
	scene "scenes/NamVet/WarnTank02.vcd"  //TANK!
	scene "scenes/NamVet/WarnTank03.vcd"  //TANK!
}
Rule SurvivorSpottedTankNamVet
{
	criteria ConceptPlayerWarnTank IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedTankNamVet
}

Response SurvivorSpottedWitchNamVet
{
	scene "scenes/NamVet/WarnWitch01.vcd"  //WITCH!
	scene "scenes/NamVet/WarnWitch02.vcd"  //WITCH!
	scene "scenes/NamVet/WarnWitch03.vcd"  //WITCH!
	scene "scenes/NamVet/WarnWitch04.vcd"  //WITCH!
}
Rule SurvivorSpottedWitchNamVet
{
	criteria ConceptPlayerWarnWitch IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedWitchNamVet
}

Rule SurvivorAlsoSpottedBoomerNamVet
{
	criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedBoomerNamVet
}

Rule SurvivorAlsoSpottedHunterNamVet
{
	criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedHunterNamVet
}

Rule SurvivorAlsoSpottedSmokerNamVet
{
	criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedSmokerNamVet
}

Rule SurvivorAlsoSpottedTankNamVet
{
	criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedTankNamVet
}

Rule SurvivorAlsoSpottedWitchNamVet
{
	criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedWitchNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Not Rosetta - Responses
//--------------------------------------------------------------------------------------------------------------
Response EmphaticArriveRunNamVet
{
	scene "scenes/NamVet/EmphaticRun01.vcd"  //RUN!
	scene "scenes/NamVet/EmphaticRun02.vcd"  //RUN!
	scene "scenes/NamVet/EmphaticRun03.vcd"  //BUG OUT!
	scene "scenes/NamVet/EmphaticRun04.vcd"  //HAUL ASS!
}
Rule EmphaticArriveRunNamVet
{
	criteria ConceptEmphaticArriveRun IsNotCoughing IsNamVet IsTalkNamVet
	Response EmphaticArriveRunNamVet
}

Response FriendlyFireFrancisNamVet
{
	scene "scenes/NamVet/namvet_FriendlyFireFrancis01.vcd"  //Francis, check your fire!
	scene "scenes/NamVet/namvet_FriendlyFireFrancis02.vcd"  //What the hell are you doin' Francis?
	scene "scenes/NamVet/namvet_FriendlyFireFrancis03.vcd"  //Francis! [through gritted teeth]
}
Rule FriendlyFireFrancisNamVet
{
	criteria IsFaultConcept IsFaultFriendlyFire IsNotCoughing IsBiker SubjectIsNamVet IsNotNamVetFriendlyFire IsNotNamVetFriendlyFireFrancis IsTalk IsTalkNamVet
	ApplyContext "NamVetFriendlyFire:1:3:NamVetFriendlyFireFrancis:1:30"
	applycontexttoworld
	Response FriendlyFireFrancisNamVet
}

Response PlayerAlertGiveItemNamVet
{
	scene "scenes/NamVet/AlertGiveItem01.vcd"  //Here, take this
	scene "scenes/NamVet/AlertGiveItem02.vcd"  //Here, I've got something for you
	scene "scenes/NamVet/AlertGiveItem03.vcd"  //Take this.
	scene "scenes/NamVet/AlertGiveItem04.vcd"  //Hold up, I got something for you.
	scene "scenes/NamVet/AlertGiveItem05.vcd"  //You're gonna need this.
	scene "scenes/NamVet/AlertGiveItem06.vcd"  //Here, I saved this for you.
	scene "scenes/NamVet/AlertGiveItem07.vcd"  //Here.
}
Rule PlayerAlertGiveItemNamVet
{
	criteria ConceptPlayerAlertGiveItem IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerAlertGiveItemNamVet
}

Response PlayerFriendlyFireNamVet
{
	scene "scenes/NamVet/FriendlyFire01.vcd"  //Ahh! That hurt!
	scene "scenes/NamVet/FriendlyFire02.vcd"  //Ah! Knock it off!
	scene "scenes/NamVet/FriendlyFire03.vcd" odds 2 //Do I look like a target?
	scene "scenes/NamVet/FriendlyFire04.vcd" odds 2 //You know, I would appreciate it IF YOU'D STOP SHOOTING ME!
	scene "scenes/NamVet/FriendlyFire05.vcd"  //Watch where you're shooting!
	scene "scenes/NamVet/FriendlyFire06.vcd"  //Goddamn it, watch your fire!
	scene "scenes/NamVet/FriendlyFire07.vcd" odds 5 //Jesus H Christ, I'm on your side.
	scene "scenes/NamVet/FriendlyFire08.vcd"  //Watch where you're shooting!
	scene "scenes/NamVet/FriendlyFire10.vcd"  //Watch where you point that thing!
	scene "scenes/NamVet/FriendlyFire11.vcd"  //Watch where you're shooting!
	scene "scenes/NamVet/FriendlyFire12.vcd"  //Do not shoot me!
	scene "scenes/NamVet/FriendlyFire13.vcd" odds 5 //Goddamit, watch where you're shooting!
	scene "scenes/NamVet/FriendlyFire14.vcd"  //Check your fire!
	scene "scenes/NamVet/FriendlyFire15.vcd"  //Secure that weapon!
	scene "scenes/NamVet/FriendlyFire16.vcd"  //Hold your fire!
	scene "scenes/NamVet/FriendlyFire17.vcd" odds 5 //Who's side are you on, kid?
}
Rule PlayerFriendlyFireNamVet
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsTalk IsTalkNamVet
	ApplyContext "NamVetFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireNamVet
}

Response PlayerFriendlyFire2NamVet
{
	scene "scenes/NamVet/TeamKillAccident01.vcd"  //Be careful!
	scene "scenes/NamVet/TeamKillAccident02.vcd"  //Have you lost your mind?
	scene "scenes/NamVet/TeamKillAccident03.vcd"  //What did you do you just do?
	scene "scenes/NamVet/TeamKillAccident04.vcd"  //Watch it, Watch it!
}
Rule PlayerFriendlyFire2NamVet
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsNamVetFriendlyFire IsTalk IsTalkNamVet
	ApplyContext "NamVetFriendlyFire:1:3"
	applycontexttoworld
	Response PlayerFriendlyFire2NamVet
}

Response PlayerFriendlyFireFromFrancisNamVet
{
	scene "scenes/NamVet/FriendlyFireFrancis01.vcd"  //Jesus H Christ, Francis!
	scene "scenes/NamVet/NamVet_FriendlyFireFrancis01.vcd"  //Francis, check your fire!
	scene "scenes/NamVet/NamVet_FriendlyFireFrancis02.vcd" odds 2 //What the hell are you doin' Francis?
	scene "scenes/NamVet/NamVet_FriendlyFireFrancis03.vcd"  //Francis! [through gritted teeth]
	scene "scenes/NamVet/NameFrancis02.vcd"  //Fraaaaancis! (loud)
}
Rule PlayerFriendlyFireFromFrancisNamVet
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsTalk IsTalkNamVet SubjectIsBiker ChanceToFire30Percent
	ApplyContext "NamVetFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireFromFrancisNamVet
}

Response PlayerFriendlyFireFromLouisNamVet
{
	scene "scenes/NamVet/NamVet_FriendlyFireLouis01.vcd" odds 5 //Goddamnit Louis, stop shooting me!
	scene "scenes/NamVet/NamVet_FriendlyFireLouis02.vcd"  //Knock it off, Louis!
	scene "scenes/NamVet/NamVet_FriendlyFireLouis03.vcd"  //Louis! [through gritted teeth]
}
Rule PlayerFriendlyFireFromLouisNamVet
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsTalk IsTalkNamVet SubjectIsManager ChanceToFire30Percent
	ApplyContext "NamVetFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireFromLouisNamVet
}

Response PlayerFriendlyFireFromZoeyNamVet
{
	scene "scenes/NamVet/NamVet_FriendlyFireZoey04.vcd"  //Zoey! [through gritted teeth]
	scene "scenes/NamVet/NameZoey01.vcd"  //Zoey! (loud)
	scene "scenes/NamVet/NameZoey02.vcd"  //Zooooooey! (loud)
}
Rule PlayerFriendlyFireFromZoeyNamVet
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsDamageTypeBullet IsTalk IsTalkNamVet SubjectIsTeenGirl ChanceToFire30Percent
	ApplyContext "NamVetFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireFromZoeyNamVet
}

Response PlayerFriendlyFireNoBulletNamVet
{
	scene "scenes/NamVet/FriendlyFire01.vcd"  //Ahh! That hurt!
	scene "scenes/NamVet/FriendlyFire02.vcd"  //Ah! Knock it off!
	scene "scenes/NamVet/FriendlyFire07.vcd"  //Jesus H Christ, I'm on your side.
	scene "scenes/NamVet/FriendlyFire17.vcd"  //Who's side are you on, kid?
}
Rule PlayerFriendlyFireNoBulletNamVet
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsNamVet IsNotNamVetFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkNamVet
	ApplyContext "NamVetFriendlyFire:1:10"
	Response PlayerFriendlyFireNoBulletNamVet
}

Response PlayerToTheRescueNamVet
{
	scene "scenes/NamVet/ToTheRescue01.vcd" predelay "0.75,1.5" //Hold on I'm on my way!
	scene "scenes/NamVet/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm coming!
	scene "scenes/NamVet/ToTheRescue03.vcd" predelay "0.75,1.5" //Don't get your panties in a bunch, I'm comin'!
}
Rule PlayerToTheRescueNamVet
{
	criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsNamVet IsTalk IsTalkNamVet NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600
	ApplyContext "SaidRescueComing:1:20"
	applycontexttoworld
	Response PlayerToTheRescueNamVet
}

Response SurvivorTauntResponseNamVet
{
	scene "scenes/NamVet/ReactionPositive02.vcd"  //Heh hehhh
	scene "scenes/NamVet/ReactionPositive05.vcd"  //[chuckles and giggles]
	scene "scenes/NamVet/ReactionPositive06.vcd"  //[chuckles and giggles]
	scene "scenes/NamVet/ReactionPositive07.vcd"  //[chuckles and giggles]
	scene "scenes/NamVet/Taunt01.vcd"  //[loud, evil laugh]
	scene "scenes/NamVet/Taunt02.vcd"  //[loud, evil laugh]
}
Rule SurvivorTauntResponseNamVet
{
	criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorTauntResponseNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Not Rosetta - ZResponses
//--------------------------------------------------------------------------------------------------------------
Rule EmphaticArriveRunFarmNamVet
{
	criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsNamVet IsTalkNamVet
	Response EmphaticArriveRunNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Player File
//--------------------------------------------------------------------------------------------------------------
Response PlayerChokeResponseNamVet
{
	scene "scenes/NamVet/Choke01.vcd"  //Choking
	scene "scenes/NamVet/Choke02.vcd"  //Choking
	scene "scenes/NamVet/Choke03.vcd"  //Choking
	scene "scenes/NamVet/Choke04.vcd"  //Choking
	scene "scenes/NamVet/Choke05.vcd"  //Choking
	scene "scenes/NamVet/Choke06.vcd"  //Choking
	scene "scenes/NamVet/Choke07.vcd"  //Choking
	scene "scenes/NamVet/Choke08.vcd"  //Choking
	scene "scenes/NamVet/Choke09.vcd"  //Choking
	scene "scenes/NamVet/Choke10.vcd"  //[Choking]
	scene "scenes/NamVet/Choke11.vcd"  //[Choking]
	scene "scenes/NamVet/Choke12.vcd"  //[Choking]
	scene "scenes/NamVet/Help03.vcd"  //Help!
	scene "scenes/NamVet/Help05.vcd"  //Help!
	scene "scenes/NamVet/Help10.vcd"  //Help!
	scene "scenes/NamVet/Help12.vcd"  //Help.
}
Rule PlayerChokeResponseNamVet
{
	criteria ConceptPlayerChoke IsSurvivor IsNamVet IsTalk IsTalkNamVet
	Response PlayerChokeResponseNamVet
}

Response PlayerTonguePullStartResponseNamVet
{
	scene "scenes/NamVet/GrabbedBySmoker01a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/NamVet/GrabbedBySmoker01b.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/NamVet/GrabbedBySmoker02a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/NamVet/GrabbedBySmoker02b.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/NamVet/GrabbedBySmoker03.vcd"  //no, NO!
}
Rule PlayerTonguePullStartResponseNamVet
{
	criteria ConceptPlayerTonguePullStart IsSurvivor IsNamVet IsTalk IsTalkNamVet
	Response PlayerTonguePullStartResponseNamVet
}

Response SurvivorCriticalHurtNamVet
{
	scene "scenes/NamVet/HurtCritical01.vcd"  //[pain noise - loud major pain]
	scene "scenes/NamVet/HurtCritical02.vcd"  //[pain noise - loud major pain]
	scene "scenes/NamVet/HurtCritical03.vcd"  //[pain noise - loud major pain]
	scene "scenes/NamVet/HurtCritical04.vcd"  //[pain noise - loud major pain]
	scene "scenes/NamVet/HurtCritical05.vcd"  //[pain noise - loud major pain]
	scene "scenes/NamVet/HurtCritical06.vcd"  //[pain noise - loud major pain]
	scene "scenes/NamVet/HurtCritical07.vcd"  //[pain noise - loud major pain]
	scene "scenes/NamVet/HurtCritical08.vcd"  //[pain noise - loud major pain]
	scene "scenes/NamVet/HurtCritical09.vcd"  //[pain noise - loud major pain]
}
Rule SurvivorCriticalHurtNamVet
{
	criteria IsSurvivor InPain IsCriticalPain IsNamVet IsTalk IsTalkNamVet
	Response SurvivorCriticalHurtNamVet
}

Response SurvivorIncapacitatedHurtNamVet
{
	scene "scenes/NamVet/IncapacitatedInjury01.vcd"  //[AHHHHH - terrified yell]
	scene "scenes/NamVet/IncapacitatedInjury02.vcd"  //[AHHHHH - terrified yell]
	scene "scenes/NamVet/IncapacitatedInjury03.vcd"  //[AHHHHH - terrified yell]
	scene "scenes/NamVet/IncapacitatedInjury04.vcd"  //[AHHHHH - terrified yell]
	scene "scenes/NamVet/IncapacitatedInjury05.vcd"  //[AHHHHH - terrified yell]
}
Rule SurvivorIncapacitatedHurtNamVet
{
	criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsNamVet IsTalk IsTalkNamVet
	Response SurvivorIncapacitatedHurtNamVet
}

Response SurvivorMajorHurtNamVet
{
	scene "scenes/NamVet/HurtMajor01.vcd"  //[pain noise - ahh]
	scene "scenes/NamVet/HurtMajor02.vcd"  //[pain noise - huh]
	scene "scenes/NamVet/HurtMajor03.vcd"  //[pain noise - oy]
	scene "scenes/NamVet/HurtMajor04.vcd"  //[pain noise - ugh]
	scene "scenes/NamVet/HurtMajor05.vcd"  //[pain noise - ugh]
	scene "scenes/NamVet/HurtMajor06.vcd"  //[pain noise - ugh]
	scene "scenes/NamVet/HurtMajor07.vcd"  //[pain noise - ugh]
	scene "scenes/NamVet/HurtMajor08.vcd"  //[pain noise - oy]
	scene "scenes/NamVet/HurtMajor09.vcd"  //[pain noise - ugh]
}
Rule SurvivorMajorHurtNamVet
{
	criteria IsSurvivor InPain IsMajorPain IsNamVet IsTalk IsTalkNamVet
	Response SurvivorMajorHurtNamVet
}

Response SurvivorMinorHurtNamVet
{
	scene "scenes/NamVet/HurtMinor01.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor02.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor03.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor04.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor05.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor06.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor07.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor08.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor09.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor10.vcd"  //[pain noise - short minor pain]
	scene "scenes/NamVet/HurtMinor11.vcd"  //[pain noise - short minor pain]
}
Rule SurvivorMinorHurtNamVet
{
	criteria IsSurvivor InPain IsMinorPain IsNamVet IsTalk IsTalkNamVet
	Response SurvivorMinorHurtNamVet
}

Response SurvivorReloadingNamVet
{
	scene "scenes/NamVet/Reloading01.vcd"  //Reloading
	scene "scenes/NamVet/Reloading02.vcd"  //Reloading
	scene "scenes/NamVet/Reloading03.vcd"  //Reloading
}
Rule SurvivorReloadingNamVet
{
	criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsNamVet IsNotIncapacitated IsTalk IsTalkNamVet RecentGroupInCombat10
	Response SurvivorReloadingNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Player Help Incapped
//--------------------------------------------------------------------------------------------------------------
Response PlayerHelpIncappedNamVet
{
	scene "scenes/NamVet/Help01.vcd"  then any FriendNeedsHelp foo:0 0 //People, I need some help!
	scene "scenes/NamVet/Help02.vcd"  then any FriendNeedsHelp foo:0 0 //I need some help over here.
	scene "scenes/NamVet/Help03.vcd"  then any FriendNeedsHelp foo:0 0 //Help!
	scene "scenes/NamVet/Help04.vcd"  then any FriendNeedsHelp foo:0 0 //A little help, people.
	scene "scenes/NamVet/Help05.vcd"  then any FriendNeedsHelp foo:0 0 //Help!
	scene "scenes/NamVet/Help07.vcd"  then any FriendNeedsHelp foo:0 0 //Help me!
	scene "scenes/NamVet/Help08.vcd"  then any FriendNeedsHelp foo:0 0 //Little help!
	scene "scenes/NamVet/Help09.vcd"  then any FriendNeedsHelp foo:0 0 //Help me!
	scene "scenes/NamVet/Help10.vcd"  then any FriendNeedsHelp foo:0 0 //Help!
	scene "scenes/NamVet/Help11.vcd"  then any FriendNeedsHelp foo:0 0 //Need some help over here!
	scene "scenes/NamVet/Help12.vcd"  then any FriendNeedsHelp foo:0 0 //Help.
	scene "scenes/NamVet/Help13.vcd"  then any FriendNeedsHelp foo:0 0 //A little help please.
	scene "scenes/NamVet/Help15.vcd"  then any FriendNeedsHelp foo:0 0 //I'm in trouble!
	scene "scenes/NamVet/Help16.vcd"  then any FriendNeedsHelp foo:0 0 //Little help!
	scene "scenes/NamVet/Help17.vcd"  then any FriendNeedsHelp foo:0 0 //I need a hand, people!
}
Rule PlayerHelpIncappedNamVet
{
	criteria ConceptPlayerHelp IsNamVet IsTalk IsTalkNamVet IsIncapacitated NotCalledForHelpRecently
	ApplyContext "CalledForHelp:1:20"
	Response PlayerHelpIncappedNamVet
}


//--------------------------------------------------------------------------------------------------------------
// PlayerIncappedResponse
//--------------------------------------------------------------------------------------------------------------
Response HelpResponseFrancisNamVet
{
	scene "scenes/NamVet/InsideSafeRoom06.vcd"  //We will NOT leave a man behind. Let's get back out there.
	scene "scenes/NamVet/InsideSafeRoom07.vcd"  //We do not leave men behind.
}
Rule HelpResponseFrancisNamVet
{
	criteria ConceptFriendNeedsHelp IsNamVet IsTalk IsTalkNamVet IsNotIncapacitated IsInSafeSpot FromIsBiker IsNotInStartArea NotAloneInSafeSpot
	Response HelpResponseFrancisNamVet
}

Response HelpResponseLouisNamVet
{
	scene "scenes/NamVet/InsideSafeRoom01.vcd"  //No sense dying of old age. Let's go help 'em.
	scene "scenes/NamVet/InsideSafeRoom06.vcd"  //We will NOT leave a man behind. Let's get back out there.
	scene "scenes/NamVet/InsideSafeRoom07.vcd"  //We do not leave men behind.
}
Rule HelpResponseLouisNamVet
{
	criteria ConceptFriendNeedsHelp IsNamVet IsTalk IsTalkNamVet IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot
	Response HelpResponseLouisNamVet
}

Response HelpResponseLouisCNamVet
{
	scene "scenes/NamVet/InsideSafeRoom03.vcd"  then NamVet NeedsHelpResponseLouisC2 foo:0 0.5 //How well do you really know Louis?
}
Rule HelpResponseLouisCNamVet
{
	criteria ConceptFriendNeedsHelp IsNamVet IsTalk IsTalkNamVet IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot ChanceToFire10Percent
	Response HelpResponseLouisCNamVet
}

Response HelpResponseLouisC2NamVet
{
	scene "scenes/NamVet/InsideSafeRoom04.vcd"  //I'm kidding. Let's go get him.
}
Rule HelpResponseLouisC2NamVet
{
	criteria ConceptNeedsHelpResponseLouisC2 IsNamVet IsTalk IsTalkNamVet
	Response HelpResponseLouisC2NamVet
}

Response HelpResponseZoeyNamVet
{
	scene "scenes/NamVet/InsideSafeRoom02.vcd"  //I can't leave Zoey our there.
	scene "scenes/NamVet/InsideSafeRoom06.vcd"  //We will NOT leave a man behind. Let's get back out there.
	scene "scenes/NamVet/InsideSafeRoom07.vcd"  //We do not leave men behind.
}
Rule HelpResponseZoeyNamVet
{
	criteria ConceptFriendNeedsHelp IsNamVet IsTalk IsTalkNamVet IsNotIncapacitated IsInSafeSpot FromIsTeenGirl IsNotInStartArea NotAloneInSafeSpot
	Response HelpResponseZoeyNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Remarkable Vocalize
//--------------------------------------------------------------------------------------------------------------
Response hospital02_path03b1
{
	scene "scenes/NamVet/WorldHospital0209.vcd"  //Gotta find another way.
	scene "scenes/NamVet/WorldHospital0210.vcd"  //This seemed too easy.
}
Rule hospital02_path03b1
{
	criteria Concepthospital02_path03b1 IsNamVet IsTalk IsTalkNamVet IsSubjectNear400 NotInCombat
	Response hospital02_path03b1
}

Response hospital02_path03c1
{
	scene "scenes/NamVet/WorldHospital0211.vcd"  //Going to have to go top side.
}
Rule hospital02_path03c1
{
	criteria Concepthospital02_path03c1 IsNamVet IsTalk IsTalkNamVet IsSubjectNear400 NotInCombat
	Response hospital02_path03c1
}

Response PlayerAirport02CraneStartedNamVet
{
	scene "scenes/NamVet/ReactionApprehensive01.vcd"  //I have a bad feeling about this
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerAirport02CraneStartedNamVet
{
	criteria Conceptairport02_creshendoCrane IsNamVet
	ApplyContext "Airport02CraneStarted:1:0"
	applycontexttoworld
	Response PlayerAirport02CraneStartedNamVet
}

Response Playerairport03_barrieraNamVet
{
	scene "scenes/NamVet/GenericResponses20.vcd"  //Sounds good to me. Let's do it.
}
Rule Playerairport03_barrieraNamVet
{
	criteria Conceptairport03_barriera IsNamVet IsNotSaidairport03_barriera IsTalk IsTalkNamVet IsSubjectNear800 IsNotSaidairport03_barrier
	ApplyContext "Saidairport03_barriera:1:0"
	applycontexttoworld
	Response Playerairport03_barrieraNamVet
}

Response PlayerAirport03FireStartedXNamVet
{
	scene "scenes/NamVet/AskReady01.vcd" odds 5 //Ready?
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerAirport03FireStartedXNamVet
{
	criteria ConceptAirport03FireStartedX IsNamVet  IsNotCoughing  IsTalk IsTalkNamVet
	ApplyContext "SaidAirport03FireStarted:1:0"
	applycontexttoworld
	Response PlayerAirport03FireStartedXNamVet
}

Response Playerairport04_08aNamVet
{
	scene "scenes/NamVet/WorldAirport0402.vcd"  //What'd I tell ya?  They tried to stop people from leaving.
}
Rule Playerairport04_08aNamVet
{
	criteria Conceptairport04_08a IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	Response Playerairport04_08aNamVet
}

Response Playerairport04_08cNamVet
{
	scene "scenes/NamVet/ViolenceAwe08.vcd"  //Christ almighty...
}
Rule Playerairport04_08cNamVet
{
	criteria Conceptairport04_08c IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	Response Playerairport04_08cNamVet
}

Response PlayerFrancisSuggestsCraneNamVet
{
	scene "scenes/NamVet/GenericResponses10.vcd"  //Good thinking.
}
Rule PlayerFrancisSuggestsCraneNamVet
{
	criteria ConceptFrancisSuggestsCrane IsNamVet IsNotSaidFrancisSuggestsCrane IsTalk IsTalkNamVet IsSubjectNear800
	ApplyContext "SaidFrancisSuggestsCrane:1:0"
	applycontexttoworld
	Response PlayerFrancisSuggestsCraneNamVet
}

Response PlayerLaughFrancisNamVet
{
	scene "scenes/NamVet/Laughter09.vcd"  //<Short laugh>
	scene "scenes/NamVet/Laughter12.vcd"  //<Short laugh>
	scene "scenes/NamVet/Laughter14.vcd"  //<Short laugh>
}
Rule PlayerLaughFrancisNamVet
{
	criteria ConceptLaughFrancis IsNamVet IsNotSaidLaughFrancis IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidLaughFrancis:1:0"
	applycontexttoworld
	Response PlayerLaughFrancisNamVet
}

Response PlayerRemarkairport02_creshendo01aNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerRemarkairport02_creshendo01aNamVet
{
	criteria ConceptRemark IsNamVet Isairport02_creshendo01a IsNotSaidairport02_creshendo01a IsNotCoughing NotInCombat IsTalk IsTalkNamVet
	ApplyContext "Saidairport02_creshendo01a:1:30"
	applycontexttoworld
	Response PlayerRemarkairport02_creshendo01aNamVet
}

Response PlayerRemarkairport03_07NamVet
{
	scene "scenes/NamVet/SafeSpotAhead02.vcd"  //There's a safe spot just ahead.
	scene "scenes/NamVet/SafeSpotAhead05.vcd"  //There's a safe place up aheaad.
}
Rule PlayerRemarkairport03_07NamVet
{
	criteria ConceptRemark IsNamVet Isairport03_07 IsNotSaidairport03_07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsNotSaidSafeSpotAhead
	ApplyContext "Saidairport03_07:1:0,SaidSafeSpotAhead:1:90"
	applycontexttoworld
	Response PlayerRemarkairport03_07NamVet
}

Response PlayerRemarkairport04_08aNamVet
{
	scene "scenes/NamVet/WorldAirport0401.vcd"  then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport
	scene "scenes/NamVet/WorldAirport0403.vcd"  then Any airport04_08c foo:0 0 //Bombed!
}
Rule PlayerRemarkairport04_08aNamVet
{
	criteria ConceptRemark IsNamVet Isairport04_08a IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidairport04_08:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_08aNamVet
}

Response PlayerRemarkairport04_08bNamVet
{
	scene "scenes/NamVet/WorldAirport0401.vcd"  then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport
	scene "scenes/NamVet/WorldAirport0403.vcd"  then Any airport04_08c foo:0 0 //Bombed!
}
Rule PlayerRemarkairport04_08bNamVet
{
	criteria ConceptRemark IsNamVet Isairport04_08b IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidairport04_08:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_08bNamVet
}

Response PlayerRemarkairport04_08cNamVet
{
	scene "scenes/NamVet/WorldAirport0401.vcd"  then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport
	scene "scenes/NamVet/WorldAirport0403.vcd"  then Any airport04_08c foo:0 0 //Bombed!
}
Rule PlayerRemarkairport04_08cNamVet
{
	criteria ConceptRemark IsNamVet Isairport04_08c IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidairport04_08:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_08cNamVet
}

Response PlayerRemarkairport04_08dNamVet
{
	scene "scenes/NamVet/WorldAirport0401.vcd"  then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport
	scene "scenes/NamVet/WorldAirport0403.vcd"  then Any airport04_08c foo:0 0 //Bombed!
}
Rule PlayerRemarkairport04_08dNamVet
{
	criteria ConceptRemark IsNamVet Isairport04_08d IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	Response PlayerRemarkairport04_08dNamVet
}

Response PlayerRemarkairport04_08eNamVet
{
	scene "scenes/NamVet/WorldAirport0401.vcd"  then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport
	scene "scenes/NamVet/WorldAirport0403.vcd"  then Any airport04_08c foo:0 0 //Bombed!
}
Rule PlayerRemarkairport04_08eNamVet
{
	criteria ConceptRemark IsNamVet Isairport04_08e IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	Response PlayerRemarkairport04_08eNamVet
}

Response PlayerRemarkairport04_08fNamVet
{
	scene "scenes/NamVet/WorldAirport0401.vcd"  then Any airport04_08b foo:0 0 //Just like I said, they bombed the airport
	scene "scenes/NamVet/WorldAirport0403.vcd"  then Any airport04_08c foo:0 0 //Bombed!
}
Rule PlayerRemarkairport04_08fNamVet
{
	criteria ConceptRemark IsNamVet Isairport04_08f IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	Response PlayerRemarkairport04_08fNamVet
}

Response PlayerRemarkFarm01_path01NamVet
{
	scene "scenes/NamVet/WorldSmallTown0101.vcd"  //These woods look thicker 'n boomer shit. Nobody wander off.
}
Rule PlayerRemarkFarm01_path01NamVet
{
	criteria ConceptRemark IsNamVet IsFarm01_path01 IsNotSaidFarm01_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm01_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path01NamVet
}

Response PlayerRemarkFarm01_path02NamVet
{
	scene "scenes/NamVet/FollowMe05.vcd"  //This way.
}
Rule PlayerRemarkFarm01_path02NamVet
{
	criteria ConceptRemark IsNamVet IsFarm01_path02 IsNotSaidFarm01_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidFarm01_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path02NamVet
}

Response PlayerRemarkFarm01_path03NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0102.vcd"  //Francis, this look like home to you?
}
Rule PlayerRemarkFarm01_path03NamVet
{
	criteria ConceptRemark IsNamVet IsFarm01_path03 IsNotSaidFarm01_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidFarm01_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path03NamVet
}

Response PlayerRemarkFarm01_path04NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0407.vcd"  //The tracks are down there!
}
Rule PlayerRemarkFarm01_path04NamVet
{
	criteria ConceptRemark IsNamVet IsFarm01_path04 IsNotSaidFarm01_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path04:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04NamVet
}

Rule PlayerRemarkFarm01_path05NamVet
{
	criteria ConceptRemark IsNamVet IsFarm01_path05 IsNotSaidFarm01_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path05:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04NamVet
}

Rule PlayerRemarkFarm01_path06NamVet
{
	criteria ConceptRemark IsNamVet IsFarm01_path06 IsNotSaidFarm01_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path06:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04NamVet
}

Rule PlayerRemarkFarm01_path07NamVet
{
	criteria ConceptRemark IsNamVet IsFarm01_path07 IsNotSaidFarm01_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path07:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04NamVet
}

Rule PlayerRemarkFarm01_path08NamVet
{
	criteria ConceptRemark IsNamVet IsFarm01_path08 IsNotSaidFarm01_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800 NotSaidFarm01_TracksBelow
	ApplyContext "SaidFarm01_path08:1:0,SaidFarm01_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path04NamVet
}

Response PlayerRemarkFarm02_path01NamVet
{
	scene "scenes/NamVet/GenericDirections02.vcd"  //Down the stairs!
}
Rule PlayerRemarkFarm02_path01NamVet
{
	criteria ConceptRemark IsNamVet IsFarm02_path01 IsNotSaidFarm02_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm02_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path01NamVet
}

Response PlayerRemarkFarm02_path01aNamVet
{
	scene "scenes/NamVet/Generic32.vcd"  //Damn straight.
}
Rule PlayerRemarkFarm02_path01aNamVet
{
	criteria IsNamVet ConceptFarm02_path01a IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm02_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path01aNamVet
}

Response PlayerRemarkFarm02_path02NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0316.vcd"  //There's the tracks.
}
Rule PlayerRemarkFarm02_path02NamVet
{
	criteria ConceptRemark IsNamVet IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02NamVet
}

Rule PlayerRemarkFarm02_path03NamVet
{
	criteria ConceptRemark IsNamVet IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02NamVet
}

Rule PlayerRemarkFarm02_path04NamVet
{
	criteria ConceptRemark IsNamVet IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02NamVet
}

Rule PlayerRemarkFarm02_path05NamVet
{
	criteria ConceptRemark IsNamVet IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02NamVet
}

Response PlayerRemarkFarm02_path06NamVet
{
	scene "scenes/NamVet/ContextModifierLoud05.vcd"  then any RespondAffirmative foo:0 0 //Down there!
}
Rule PlayerRemarkFarm02_path06NamVet
{
	criteria ConceptRemark IsNamVet IsFarm02_path06 IsNotSaidFarm02_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path06NamVet
}

Response PlayerRemarkFarm02_path08NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0202.vcd"  then any ResponseSoftDispleasureSwear foo:0 0.05 //It's through this tunnel.
}
Rule PlayerRemarkFarm02_path08NamVet
{
	criteria ConceptRemark IsNamVet IsFarm02_path08 IsNotSaidFarm02_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "SaidFarm02_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path08NamVet
}

Response PlayerRemarkFarm02_path09NamVet
{
	scene "scenes/NamVet/GenericDirections03.vcd"  then any RespondAffirmative foo:0 0 //Let's get up that ladder!
}
Rule PlayerRemarkFarm02_path09NamVet
{
	criteria ConceptRemark IsNamVet IsFarm02_path09 IsNotSaidFarm02_path09 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm02_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path09NamVet
}

Rule PlayerRemarkFarm02_path10NamVet
{
	criteria ConceptRemark IsNamVet IsFarm02_path10 IsNotSaidFarm02_path10 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "SaidFarm02_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path14NamVet
}

Response PlayerRemarkFarm03_path01NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0206.vcd"  then manager Farm03_path01a foo:0 0 //This side passage better lead somewhere.
}
Rule PlayerRemarkFarm03_path01NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path01 IsNotSaidFarm03_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidFarm03_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path01NamVet
}

Response PlayerRemarkFarm03_path02NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0403.vcd"  //Keep moving. The tracks gotta be up ahead
}
Rule PlayerRemarkFarm03_path02NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path02 IsNotSaidFarm03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ChanceToFire30Percent
	ApplyContext "SaidFarm03_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path02NamVet
}

//AUTOGENERATED BLANK FOR PlayerRemarkFarm03_path02NamVet : ChanceToFire30Percent
Rule AUTOBLANK_PlayerRemarkFarm03_path02NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path02 IsNotSaidFarm03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm03_path02:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankNamVet
}

Response PlayerRemarkFarm03_path03NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0204.vcd"  //Through here!
}
Rule PlayerRemarkFarm03_path03NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path03 IsNotSaidFarm03_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm03_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path03NamVet
}

Response PlayerRemarkFarm03_path04NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0108.vcd"  //There's our train tracks!
}
Rule PlayerRemarkFarm03_path04NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path04 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear600
	ApplyContext "SaidFarm03_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path04NamVet
}

Rule PlayerRemarkFarm03_path05NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path05 IsNotSaidFarm03_path04 IsNotSaidFarm03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm03_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path04NamVet
}

Response PlayerRemarkFarm03_path06NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0205.vcd"  then any ResponseSoftDispleasureSwear foo:0 0.05 //Goddamnit, the tracks are blocked.
}
Rule PlayerRemarkFarm03_path06NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path06 IsNotSaidFarm03_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidFarm03_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path06NamVet
}

Response PlayerRemarkFarm03_path07NamVet
{
	scene "scenes/NamVet/ReactionDisgusted06.vcd"  //echh
}
Rule PlayerRemarkFarm03_path07NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path07 IsNotSaidFarm03_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100
	ApplyContext "SaidFarm03_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path07NamVet
}

Rule PlayerRemarkFarm03_path09NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path09 IsNotSaidFarm03_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "SaidFarm03_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path09NamVet
}

Response PlayerRemarkFarm03_path10NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0313.vcd"  then any RespondAffirmative foo:0 0.05 //Up there!
}
Rule PlayerRemarkFarm03_path10NamVet
{
	criteria ConceptRemark IsNamVet IsFarm03_path10 Farm03BridgeDown IsNotSaidFarm03_path10 IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidFarm03_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path10NamVet
}

Response PlayerRemarkFarm04_path01NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0401.vcd"  //Check the barn for supplies.
}
Rule PlayerRemarkFarm04_path01NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800
	ApplyContext "SaidFarm04_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path01NamVet
}

Response PlayerRemarkFarm04_path01aNamVet
{
	scene "scenes/NamVet/WorldFarmHouse0401.vcd"  //Check the barn for supplies.
}
Rule PlayerRemarkFarm04_path01aNamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm04_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path01aNamVet
}

Response PlayerRemarkFarm04_path02NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0407.vcd"  //The tracks are down there!
}
Rule PlayerRemarkFarm04_path02NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path02 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear800
	ApplyContext "SaidFarm04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path02NamVet
}

Rule PlayerRemarkFarm04_path03NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path03 IsNotSaidFarm04_path02 IsNotSaidFarm04_path03 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1000
	ApplyContext "SaidFarm04_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path02NamVet
}

Response PlayerRemarkFarm04_path04NamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerRemarkFarm04_path04NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path04 IsNotSaidFarm04_path04 IsSubjectNear1000 IsTalkNamVet
	ApplyContext "SaidFarm04_path04:1:0,SaidFarm04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path04NamVet
}

Rule PlayerRemarkFarm04_path05NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path05 IsNotSaidFarm04_path05 IsSubjectNear600 IsTalkNamVet
	ApplyContext "SaidFarm04_path05:1:0,SaidFarm04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path04NamVet
}

Response PlayerRemarkFarm04_path06NamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerRemarkFarm04_path06NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path06 IsNotSaidFarm04_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear500
	ApplyContext "SaidFarm04_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path06NamVet
}

Response PlayerRemarkFarm04_path07NamVet
{
	scene "scenes/NamVet/GenericDirections01.vcd"  //Up the stairs!
}
Rule PlayerRemarkFarm04_path07NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path07 IsNotSaidFarm04_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm04_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path07NamVet
}

Response PlayerRemarkFarm04_path08NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0204.vcd"  //Through here!
}
Rule PlayerRemarkFarm04_path08NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path08 IsNotSaidFarm04_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm04_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path08NamVet
}

Response PlayerRemarkFarm04_path09NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0416.vcd"  then any SafeSpotAheadResponse foo:0 0.05 //Get to the train!
}
Rule PlayerRemarkFarm04_path09NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path09 IsNotSaidFarm04_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1000
	ApplyContext "SaidFarm04_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path09NamVet
}

Response PlayerRemarkFarm04_path10NamVet
{
	scene "scenes/NamVet/ViolenceAwe06.vcd"  //<laugh>Whoa-ho-ho.
	scene "scenes/NamVet/ViolenceAwe07.vcd"  //Holy Mother of God...
}
Rule PlayerRemarkFarm04_path10NamVet
{
	criteria ConceptRemark IsNamVet IsFarm04_path10 IsNotSaidFarm04_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100
	ApplyContext "SaidFarm04_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path10NamVet
}

Rule PlayerRemarkFarm05_path01NamVet
{
	criteria ConceptRemark IsNamVet IsFarm05_path01 IsNotSaidFarm05_path01 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm05_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path06NamVet
}

Rule PlayerRemarkFarm05_path02NamVet
{
	criteria ConceptRemark IsNamVet IsFarm05_path02 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "SaidFarm05_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path09NamVet
}

Response PlayerRemarkFarm05_path03NamVet
{
	scene "scenes/NamVet/LostCall01.vcd"  //Hello?
	scene "scenes/NamVet/LostCall02.vcd"  //Where are you?
	scene "scenes/NamVet/LostCall03.vcd"  //Where is everyone?
	scene "scenes/NamVet/LostCall04.vcd"  //Is anyone there?
	scene "scenes/NamVet/LostCall05.vcd"  //Report in, people! Report!
}
Rule PlayerRemarkFarm05_path03NamVet
{
	criteria ConceptRemark IsNamVet IsFarm05_path03 IsNotSaidFarm05_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100 IsNotAlone IsBikerFar1000 IsTeenGirlFar1000 IsManagerFar1000
	ApplyContext "SaidFarm05_path03:1:15"
	applycontexttoworld
	Response PlayerRemarkFarm05_path03NamVet
}

Response PlayerRemarkFarm05_path07bNamVet
{
	scene "scenes/NamVet/WorldFarmHouse0507.vcd"  //Settle down Francis. Just use that radio. They'll come.
}
Rule PlayerRemarkFarm05_path07bNamVet
{
	criteria ConceptFarm05_path07b IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 FarmPhase1
	Response PlayerRemarkFarm05_path07bNamVet
}

Response PlayerRemarkFarm05_path07VampiresbNamVet
{
	scene "scenes/NamVet/Generic39.vcd"  then Biker FarmVampiresC foo:0 -1.4 //They're zombies, Francis.
}
Rule PlayerRemarkFarm05_path07VampiresbNamVet
{
	criteria ConceptFarmVampiresb IsNamVet
	Response PlayerRemarkFarm05_path07VampiresbNamVet
}

Response PlayerRemarkFarm05_path08NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0501.vcd"  //Finally, an outpost!
}
Rule PlayerRemarkFarm05_path08NamVet
{
	criteria ConceptRemark IsNamVet IsFarm05_path08 IsNotSaidFarm05_path09 IsNotSaidFarm05_path10 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear500
	ApplyContext "SaidFarm05_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path08NamVet
}

Rule PlayerRemarkFarm05_path09NamVet
{
	criteria ConceptRemark IsNamVet IsFarm05_path09 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotSaidFarm05_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidFarm05_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path08NamVet
}

Rule PlayerRemarkFarm05_path10NamVet
{
	criteria ConceptRemark IsNamVet IsFarm05_path10 IsNotSaidFarm05_path10 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidFarm05_path10:1:0,SaidFarm05_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path08NamVet
}

Response PlayerRemarkhospital01_path01NamVet
{
	scene "scenes/NamVet/WorldHospital0102.vcd"  //Station's just up the street.
	scene "scenes/NamVet/WorldHospital0103.vcd"  //There's a subway station just around the corner.
}
Rule PlayerRemarkhospital01_path01NamVet
{
	criteria ConceptRemark IsNamVet Ishospital01_path01 IsNotSaidhospital01_path01 IsNotCoughing NotInCombat IsSubjectAlmostNear IsTalk IsTalkNamVet
	ApplyContext "Saidhospital01_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital01_path01NamVet
}

Response PlayerRemarkhospital01_path02NamVet
{
	scene "scenes/NamVet/WorldHospital0108.vcd"  //This way people.
	scene "scenes/NamVet/WorldHospital0109.vcd"  //This way!
}
Rule PlayerRemarkhospital01_path02NamVet
{
	criteria ConceptRemark IsNamVet Ishospital01_path02 IsNotSaidhospital01_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectAlmostNear
	ApplyContext "Saidhospital01_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital01_path02NamVet
}

Response PlayerRemarkhospital01_path03NamVet
{
	scene "scenes/NamVet/WorldHospital0106.vcd"  then Any SafeSpotAheadResponse foo:0 0 //There's the station!
	scene "scenes/NamVet/WorldHospital0107.vcd"  then Any SafeSpotAheadResponse foo:0 0 //Everyone to the station!
}
Rule PlayerRemarkhospital01_path03NamVet
{
	criteria ConceptRemark IsNamVet Ishospital01_path03 IsNotSaidhospital01_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear
	ApplyContext "Saidhospital01_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital01_path03NamVet
}

Response PlayerRemarkhospital02_path01NamVet
{
	scene "scenes/NamVet/WorldHospital0201.vcd"  //Ahh shit, subway looks full of zombies.
	scene "scenes/NamVet/WorldHospital0202.vcd"  //Was hoping there would be less zombies down here.
}
Rule PlayerRemarkhospital02_path01NamVet
{
	criteria ConceptRemark IsNamVet Ishospital02_path01 IsNotSaidhospital02_path01 NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 TimeSinceGroupInCombatNot0 TimeSinceGroupInCombat20  ChanceToFire30Percent
	ApplyContext "Saidhospital02_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital02_path01NamVet
}

//AUTOGENERATED BLANK FOR PlayerRemarkhospital02_path01NamVet : ChanceToFire30Percent
Rule AUTOBLANK_PlayerRemarkhospital02_path01NamVet
{
	criteria ConceptRemark IsNamVet Ishospital02_path01 IsNotSaidhospital02_path01 NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 TimeSinceGroupInCombatNot0 TimeSinceGroupInCombat20
	ApplyContext "Saidhospital02_path01:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankNamVet
}

Response PlayerRemarkhospital02_path02NamVet
{
	scene "scenes/NamVet/WorldHospital0203.vcd"  //Red line North will take us straight there.
	scene "scenes/NamVet/WorldHospital0204.vcd"  //The red line North will take us to Mercy.
	scene "scenes/NamVet/WorldHospital0205.vcd"  //The red line North will take us to the hospital.
}
Rule PlayerRemarkhospital02_path02NamVet
{
	criteria ConceptRemark IsNamVet Ishospital02_path02 IsNotSaidhospital02_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear500
	ApplyContext "Saidhospital02_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital02_path02NamVet
}

Response PlayerRemarkhospital02_path03NamVet
{
	scene "scenes/NamVet/WorldHospital0208.vcd"  then Manager hospital02_path03a1 foo:0 0 //Goddamnit, the line's blocked.
}
Rule PlayerRemarkhospital02_path03NamVet
{
	criteria ConceptRemark IsNamVet Ishospital02_path03 IsNotSaidhospital02_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear900
	ApplyContext "Saidhospital02_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital02_path03NamVet
}

Response PlayerRemarkhospital02_path04NamVet
{
	scene "scenes/NamVet/WorldHospital0220.vcd"  //We have to keep moving down the street.
	scene "scenes/NamVet/WorldHospital0224.vcd"  //Safehouse up in the pawnshop.
	scene "scenes/NamVet/WorldHospital0225.vcd"  //Get to the pawnshop people!
	scene "scenes/NamVet/WorldHospital0226.vcd"  //Keep moving, safehouse ahead!
}
Rule PlayerRemarkhospital02_path04NamVet
{
	criteria ConceptRemark IsNamVet Ishospital02_path04 IsNotSaidhospital02_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "Saidhospital02_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital02_path04NamVet
}

Response PlayerRemarkhospital02_safehouseNamVet
{
	scene "scenes/NamVet/SafeSpotAhead07.vcd"  //Safe house ahead!
	scene "scenes/NamVet/SafeSpotAhead08.vcd"  //Safe house!
}
Rule PlayerRemarkhospital02_safehouseNamVet
{
	criteria ConceptRemark IsNamVet Ishospital02_safehouse IsNotSaidhospital02_safehouse IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear1000
	ApplyContext "Saidhospital02_safehouse:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital02_safehouseNamVet
}

Response PlayerRemarkhospital03_path01NamVet
{
	scene "scenes/NamVet/WorldHospital0301.vcd"  //I don't know which way.  Through here I think.
	scene "scenes/NamVet/WorldHospital0302.vcd"  //Should be a way up ahead.
}
Rule PlayerRemarkhospital03_path01NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path01 IsNotSaidhospital03_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidhospital03_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path01NamVet
}

Response PlayerRemarkhospital03_path02NamVet
{
	scene "scenes/NamVet/WorldHospital0324.vcd"  //Hospital's just on the other side of the water works.
	scene "scenes/NamVet/WorldHospital0325.vcd"  //There's the Hospital!
}
Rule PlayerRemarkhospital03_path02NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path02 IsNotSaidhospital03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300 ChanceToFire50Percent
	ApplyContext "Saidhospital03_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path02NamVet
}

//AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path02NamVet : ChanceToFire50Percent
Rule AUTOBLANK_PlayerRemarkhospital03_path02NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path02 IsNotSaidhospital03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "Saidhospital03_path02:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankNamVet
}

Response PlayerRemarkhospital03_path03NamVet
{
	scene "scenes/NamVet/WorldHospital0304.vcd"  then Manager hospital03_path03a1 foo:0 0 //To the lift.
	scene "scenes/NamVet/WorldHospital0323.vcd"  then Manager hospital03_path03a1 foo:0 0 //Get on the lift!
	scene "scenes/NamVet/WorldHospital0329.vcd"  then Manager hospital03_path03a1 foo:0 0 //Get on the lift!
}
Rule PlayerRemarkhospital03_path03NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path03 IsNotSaidhospital03_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800
	ApplyContext "Saidhospital03_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path03NamVet
}

Response PlayerRemarkhospital03_path04NamVet
{
	scene "scenes/NamVet/WorldHospital0109.vcd"  //This way!
	scene "scenes/NamVet/WorldHospital0306.vcd"  //Through the warehouse.
}
Rule PlayerRemarkhospital03_path04NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path04 IsNotSaidhospital03_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "Saidhospital03_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path04NamVet
}

Response PlayerRemarkhospital03_path05NamVet
{
	scene "scenes/NamVet/WorldHospital0307.vcd"  //At least this is the right direction.
	scene "scenes/NamVet/WorldHospital0401.vcd"  //Almost there!
}
Rule PlayerRemarkhospital03_path05NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path05 IsNotSaidhospital03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ChanceToFire20Percent
	ApplyContext "Saidhospital03_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path05NamVet
}

//AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path05NamVet : ChanceToFire20Percent
Rule AUTOBLANK_PlayerRemarkhospital03_path05NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path05 IsNotSaidhospital03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidhospital03_path05:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankNamVet
}

Response PlayerRemarkhospital03_path06NamVet
{
	scene "scenes/NamVet/WorldHospital0308.vcd"  //Looks like people went this way.
	scene "scenes/NamVet/WorldHospital0309.vcd"  //I think they tried to escape.
}
Rule PlayerRemarkhospital03_path06NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path06 IsNotSaidhospital03_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 ChanceToFire50Percent
	ApplyContext "Saidhospital03_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path06NamVet
}

//AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path06NamVet : ChanceToFire50Percent
Rule AUTOBLANK_PlayerRemarkhospital03_path06NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path06 IsNotSaidhospital03_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidhospital03_path06:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankNamVet
}

Response PlayerRemarkhospital03_path07NamVet
{
	scene "scenes/NamVet/WorldHospital0310.vcd"  //Into the sewers we go.
	scene "scenes/NamVet/WorldHospital0311.vcd"  //Well hell, let's try the sewers.
	scene "scenes/NamVet/WorldHospital0312.vcd"  //Maybe there's no stinkin' zombies in the sewers? (laughing)
	scene "scenes/NamVet/WorldHospital0313.vcd"  //Already smell pretty bad.
}
Rule PlayerRemarkhospital03_path07NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path07 IsNotSaidhospital03_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidhospital03_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path07NamVet
}

Response PlayerRemarkhospital03_path08aNamVet
{
	scene "scenes/NamVet/WorldHospital0316.vcd"  then Biker hospital03_path08a2 foo:0 0 //Francis, is that you or the sewer?
}
Rule PlayerRemarkhospital03_path08aNamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ChanceToFire50Percent IsBikerAlive
	ApplyContext "Saidhospital03_path08:1:0"
	Response PlayerRemarkhospital03_path08aNamVet
}

//AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08aNamVet : ChanceToFire50Percent
Rule AUTOBLANK_PlayerRemarkhospital03_path08aNamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 IsBikerAlive
	ApplyContext "Saidhospital03_path08:1:0"
	Response _PlayerInfoRemarkableBlankNamVet
}

Response PlayerRemarkhospital03_path09NamVet
{
	scene "scenes/NamVet/Swears19.vcd"  //What a crock a' shit...
	scene "scenes/NamVet/WorldHospital0318.vcd"  //That's a crock of shit.
}
Rule PlayerRemarkhospital03_path09NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path09 IsNotSaidhospital03_path09 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100
	ApplyContext "Saidhospital03_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path09NamVet
}

Response PlayerRemarkhospital03_path10NamVet
{
	scene "scenes/NamVet/WorldHospital0314.vcd"  //Need to find manhole, the hospital is above us.
	scene "scenes/NamVet/WorldHospital0328.vcd"  //Need to find manhole.
}
Rule PlayerRemarkhospital03_path10NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path10 IsNotSaidhospital03_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "Saidhospital03_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path10NamVet
}

Response PlayerRemarkhospital03_path11NamVet
{
	scene "scenes/NamVet/WorldHospital0319.vcd"  //The HOSPITAL!
	scene "scenes/NamVet/WorldHospital0320.vcd"  //TO THE HOSPITAL!
	scene "scenes/NamVet/WorldHospital0321.vcd"  //Into the emergency room people!
	scene "scenes/NamVet/WorldHospital0322.vcd"  //Let's go, let's go.
}
Rule PlayerRemarkhospital03_path11NamVet
{
	criteria ConceptRemark IsNamVet Ishospital03_path11 IsNotSaidhospital03_path11 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear1000
	ApplyContext "Saidhospital03_path11:1:0,SaidSafeSpotAhead:1:90"
	applycontexttoworld
	Response PlayerRemarkhospital03_path11NamVet
}

Response PlayerRemarkhospital04_path01NamVet
{
	scene "scenes/NamVet/WorldHospital0403.vcd"  //At least the power's on.
}
Rule PlayerRemarkhospital04_path01NamVet
{
	criteria ConceptRemark IsNamVet Ishospital04_path01 IsNotSaidhospital04_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidhospital04_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital04_path01NamVet
}

Response PlayerRemarkhospital04_path01aNamVet
{
	scene "scenes/NamVet/WorldHospital0315.vcd"  //I've smelled worse.
}
Rule PlayerRemarkhospital04_path01aNamVet
{
	criteria Concepthospital04_path01a IsNamVet IsTalk IsTalkNamVet IsSubjectNear200
	Response PlayerRemarkhospital04_path01aNamVet
}

Response PlayerRemarkhospital04_path02NamVet
{
	scene "scenes/NamVet/WorldHospital0404.vcd"  //Let's find an elevator.
	scene "scenes/NamVet/WorldHospital0405.vcd"  then Manager hospital04_path02a foo:0 0 //I ain't walking to the roof.
	scene "scenes/NamVet/WorldHospital0406.vcd"  then Manager hospital04_path02a foo:0 0 //Ahh.. more stairs.
}
Rule PlayerRemarkhospital04_path02NamVet
{
	criteria ConceptRemark IsNamVet Ishospital04_path02 IsNotSaidhospital04_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidhospital04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital04_path02NamVet
}

Response PlayerRemarkhospital04_path04NamVet
{
	scene "scenes/NamVet/WorldHospital0412.vcd"  then Any hospital04_path04a foo:0 0 //Elevator's here!
	scene "scenes/NamVet/WorldHospital0413.vcd"  then Any hospital04_path04a foo:0 0 //Get to the elevator!
	scene "scenes/NamVet/WorldHospital0414.vcd"  then Any hospital04_path04a foo:0 0 //Into the elevator!
}
Rule PlayerRemarkhospital04_path04NamVet
{
	criteria ConceptRemark IsNamVet Ishospital04_path04 IsNotSaidhospital04_path04 IsNotCoughing  IsTalk IsTalkNamVet IsSubjectNear1000 IsSubjectFar100
	ApplyContext "Saidhospital04_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital04_path04NamVet
}

Response PlayerRemarkhospital04_path04aNamVet
{
	scene "scenes/NamVet/WorldHospital0412.vcd"  //Elevator's here!
	scene "scenes/NamVet/WorldHospital0413.vcd"  //Get to the elevator!
	scene "scenes/NamVet/WorldHospital0414.vcd"  //Into the elevator!
}
Rule PlayerRemarkhospital04_path04aNamVet
{
	criteria Concepthospital04_path04a IsNamVet  IsTalk IsTalkNamVet
	Response PlayerRemarkhospital04_path04aNamVet
}

Response PlayerRemarkhospital04_path05NamVet
{
	scene "scenes/NamVet/WorldHospital0415.vcd"  //Now to the roof!
}
Rule PlayerRemarkhospital04_path05NamVet
{
	criteria ConceptRemark IsNamVet Ishospital04_path05 IsNotSaidhospital04_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "Saidhospital04_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital04_path05NamVet
}

Response PlayerRemarkhospital04_path06NamVet
{
	scene "scenes/NamVet/WorldHospital0423.vcd"  //That first step'll kill ya.
	scene "scenes/NamVet/WorldHospital0424.vcd"  //Watch out that first step'll kill ya.
}
Rule PlayerRemarkhospital04_path06NamVet
{
	criteria ConceptRemark IsNamVet Ishospital04_path06 IsNotSaidhospital04_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear500
	ApplyContext "Saidhospital04_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital04_path06NamVet
}

Response PlayerRemarkhospital04_path07NamVet
{
	scene "scenes/NamVet/WorldHospital0417.vcd"  //Saferoom up here!
	scene "scenes/NamVet/WorldHospital0418.vcd"  //We can get to the the roof through here.
}
Rule PlayerRemarkhospital04_path07NamVet
{
	criteria ConceptRemark IsNamVet Ishospital04_path07 IsNotSaidhospital04_path07 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear1000
	ApplyContext "Saidhospital04_path07:1:0,SaidSafeSpotAhead:1:90"
	applycontexttoworld
	Response PlayerRemarkhospital04_path07NamVet
}

Response PlayerRemarkhospital05_path01NamVet
{
	scene "scenes/NamVet/WorldHospital0508.vcd"  then Manager hospital05_path01b foo:0 0 //Let's get the hell out of here!
}
Rule PlayerRemarkhospital05_path01NamVet
{
	criteria ConceptRemark IsNamVet Ishospital05_path01 IsNotSaidhospital05_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidhospital05_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital05_path01NamVet
}

Response PlayerRemarkhospital05_path02NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0204.vcd"  //Through here!
	scene "scenes/NamVet/WorldHospital0327.vcd"  //Through here!
	scene "scenes/NamVet/WorldHospital0418.vcd"  //We can get to the the roof through here.
}
Rule PlayerRemarkhospital05_path02NamVet
{
	criteria ConceptRemark IsNamVet Ishospital05_path02 IsNotSaidhospital05_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "Saidhospital05_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital05_path02NamVet
}

Response PlayerRemarkhospital05_path03NamVet
{
	scene "scenes/NamVet/WorldHospital0502.vcd"  //There's the landing pad.
}
Rule PlayerRemarkhospital05_path03NamVet
{
	criteria ConceptRemark IsNamVet Ishospital05_path03 IsNotSaidhospital05_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidhospital05_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital05_path03NamVet
}

Response PlayerRemarkPathClearVanNamVet
{
	scene "scenes/NamVet/MoveOn10.vcd"  //Come on, let's go.
	scene "scenes/NamVet/MoveOn11.vcd"  //Let's move it out!
	scene "scenes/NamVet/MoveOn12.vcd"  //Let's go, people!
}
Rule PlayerRemarkPathClearVanNamVet
{
	criteria ConceptPathClearVan IsNamVet IsNotSaidPathClearVan IsNotCoughing  IsTalk IsTalkNamVet
	ApplyContext "SaidPathClearVan:1:0"
	applycontexttoworld
	Response PlayerRemarkPathClearVanNamVet
}

Response PlayerRemarkSmalltown01_path03NamVet
{
	scene "scenes/NamVet/GenericDirections03.vcd"  //Let's get up that ladder!
}
Rule PlayerRemarkSmalltown01_path03NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown01_path03 IsNotSaidSmalltown01_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidSmalltown01_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path03NamVet
}

Response PlayerRemarkSmalltown01_path05NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0202.vcd"  //It's through this tunnel.
	scene "scenes/NamVet/WorldFarmHouse0209.vcd"  //Ah hell. I think we gotta go through this tunnel.
}
Rule PlayerRemarkSmalltown01_path05NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown01_path05 IsNotSaidSmalltown01_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "SaidSmalltown01_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path05NamVet
}

Response PlayerRemarkSmalltown01_path06NamVet
{
	scene "scenes/NamVet/WorldSmallTown0410.vcd"  //This tunnel was a deathtrap.
}
Rule PlayerRemarkSmalltown01_path06NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown01_path06 IsNotSaidSmalltown01_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown01_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path06NamVet
}

Response PlayerRemarkSmalltown01_path08NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0204.vcd"  //Through here!
	scene "scenes/NamVet/WorldHospital0327.vcd"  //Through here!
}
Rule PlayerRemarkSmalltown01_path08NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown01_path08 IsNotSaidSmalltown01_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown01_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path08NamVet
}

Response PlayerRemarkSmalltown01_path09NamVet
{
	scene "scenes/NamVet/SafeSpotAhead07.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
	scene "scenes/NamVet/SafeSpotAhead08.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house!
	scene "scenes/NamVet/WorldFarmHouse0314.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house up there.
}
Rule PlayerRemarkSmalltown01_path09NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown01_path09 IsNotSaidSmalltown01_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1500
	ApplyContext "SaidSmalltown01_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path09NamVet
}

Response PlayerRemarksmalltown02_path02NamVet
{
	scene "scenes/NamVet/GenericDirections05.vcd"  //Through here!
}
Rule PlayerRemarksmalltown02_path02NamVet
{
	criteria ConceptRemark IsNamVet Issmalltown02_path02 IsNotSaidsmalltown02_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidsmalltown02_path02:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path02NamVet
}

Response PlayerRemarksmalltown02_path03NamVet
{
	scene "scenes/NamVet/GenericDirections05.vcd"  //Through here!
}
Rule PlayerRemarksmalltown02_path03NamVet
{
	criteria ConceptRemark IsNamVet Issmalltown02_path03 IsNotSaidsmalltown02_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidsmalltown02_path03:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path03NamVet
}

Response PlayerRemarksmalltown02_path04NamVet
{
	scene "scenes/NamVet/GenericDirections05.vcd"  //Through here!
}
Rule PlayerRemarksmalltown02_path04NamVet
{
	criteria ConceptRemark IsNamVet Issmalltown02_path04 IsNotSaidsmalltown02_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "Saidsmalltown02_path04:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path04NamVet
}

Response PlayerRemarksmalltown02_path08NamVet
{
	scene "scenes/NamVet/PositiveNoise03.vcd"  then manager smalltown02_path08a foo:0 0 //[Improv non-verbal pleasure & interest sounds]
}
Rule PlayerRemarksmalltown02_path08NamVet
{
	criteria ConceptRemark IsNamVet Issmalltown02_path08 IsNotSaidsmalltown02_path08 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100
	ApplyContext "Saidsmalltown02_path08:1:0,Saidsmalltown02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path08NamVet
}

Response PlayerRemarkSmalltown02_path09NamVet
{
	scene "scenes/NamVet/SafeSpotAhead07.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
}
Rule PlayerRemarkSmalltown02_path09NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown02_path09 IsNotSaidSmalltown02_path09 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear1000
	ApplyContext "SaidSmalltown02_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown02_path09NamVet
}

Response PlayerRemarkSmalltown03_path01NamVet
{
	scene "scenes/NamVet/ReactionApprehensive01.vcd"  //I have a bad feeling about this
	scene "scenes/NamVet/ReactionApprehensive04.vcd"  //I do not like this one bit.
}
Rule PlayerRemarkSmalltown03_path01NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path01 IsNotSaidSmalltown03_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown03_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path01NamVet
}

Response PlayerRemarkSmalltown03_path02NamVet
{
	scene "scenes/NamVet/ReactionApprehensive01.vcd"  //I have a bad feeling about this
	scene "scenes/NamVet/ReactionApprehensive04.vcd"  //I do not like this one bit.
}
Rule PlayerRemarkSmalltown03_path02NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path02 IsNotSaidSmalltown03_path01 IsNotSaidSmalltown03_path02 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown03_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path02NamVet
}

Response PlayerRemarkSmalltown03_path04NamVet
{
	scene "scenes/NamVet/GenericDirections01.vcd"  //Up the stairs!
}
Rule PlayerRemarkSmalltown03_path04NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path04 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown03_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path04NamVet
}

Response PlayerRemarkSmalltown03_path05NamVet
{
	scene "scenes/NamVet/GenericDirections01.vcd"  //Up the stairs!
}
Rule PlayerRemarkSmalltown03_path05NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path05 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown03_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path05NamVet
}

Response PlayerRemarkSmalltown03_path06NamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerRemarkSmalltown03_path06NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path06 IsNotSaidSmalltown03_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "SaidSmalltown03_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path06NamVet
}

Response PlayerRemarkSmalltown03_path10NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0315.vcd"  //Check that house for supplies.
}
Rule PlayerRemarkSmalltown03_path10NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path10 IsNotSaidSmalltown03_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear800
	ApplyContext "SaidSmalltown03_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path10NamVet
}

Response PlayerRemarkSmalltown03_path11NamVet
{
	scene "scenes/NamVet/ReactionApprehensive01.vcd"  //I have a bad feeling about this
}
Rule PlayerRemarkSmalltown03_path11NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path11 IsNotSaidSmalltown03_path11 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear100
	ApplyContext "SaidSmalltown03_path11:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path11NamVet
}

Response PlayerRemarkSmalltown03_path12NamVet
{
	scene "scenes/NamVet/WorldSmallTown0404.vcd"  //There's lights on in that church!
}
Rule PlayerRemarkSmalltown03_path12NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path12 IsNotSaidSmalltown03_path12 IsNotSaidSmalltown03_path13 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "SaidSmalltown03_path12:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path12NamVet
}

Response PlayerRemarkSmalltown03_path13NamVet
{
	scene "scenes/NamVet/WorldSmallTown0404.vcd"  //There's lights on in that church!
}
Rule PlayerRemarkSmalltown03_path13NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown03_path13 IsNotSaidSmalltown03_path13 IsNotSaidSmalltown03_path12 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "SaidSmalltown03_path13:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path13NamVet
}

Response PlayerRemarkSmalltown04_path01NamVet
{
	scene "scenes/NamVet/blank.vcd"  then any RiversideIsDead foo:0 0 //
}
Rule PlayerRemarkSmalltown04_path01NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown04_path01 IsNotSaidSmalltown04_path01 IsNotSaidSmalltown04_path02 IsNotCoughing NotInCombat IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown04_path01:1:0,Talk:1:12"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path01NamVet
}

Response PlayerRemarkSmalltown04_path02NamVet
{
	scene "scenes/NamVet/blank.vcd"  then any RiversideIsDead foo:0 0 //
}
Rule PlayerRemarkSmalltown04_path02NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown04_path02 IsNotSaidSmalltown04_path02 IsNotSaidSmalltown04_path01 IsNotCoughing NotInCombat IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown04_path02:1:0,Talk:1:12"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path02NamVet
}

Response PlayerRemarkSmalltown04_path03NamVet
{
	scene "scenes/NamVet/WorldSmallTown0407.vcd"  //Poor bastards barricaded themselves inside the city. All it musta took was one infected...
	scene "scenes/NamVet/WorldSmallTown0411.vcd"  //They didn't have a chance.
}
Rule PlayerRemarkSmalltown04_path03NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown04_path03 IsNotSaidSmalltown04_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 IsSmalltownBarricadeNamVet
	ApplyContext "SaidSmalltown04_path03:1:0,SmallTownBarricadeNamVet:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path03NamVet
}

Response PlayerRemarkSmalltown04_path04NamVet
{
	scene "scenes/NamVet/WorldSmallTown0407.vcd"  //Poor bastards barricaded themselves inside the city. All it musta took was one infected...
	scene "scenes/NamVet/WorldSmallTown0411.vcd"  //They didn't have a chance.
}
Rule PlayerRemarkSmalltown04_path04NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown04_path04 IsNotSaidSmalltown04_path04 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 IsSmalltownBarricadeNamVet
	ApplyContext "SaidSmalltown04_path04:1:0,SmallTownBarricadeNamVet:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path04NamVet
}

Response PlayerRemarkSmalltown04_path05NamVet
{
	scene "scenes/NamVet/FollowMe01.vcd"  then biker Smalltown04_path05a foo:0 0 //Come on, this way.
	scene "scenes/NamVet/FollowMe04.vcd"  then biker Smalltown04_path05a foo:0 0 //This way, people!
	scene "scenes/NamVet/FollowMe05.vcd"  then biker Smalltown04_path05a foo:0 0 //This way.
}
Rule PlayerRemarkSmalltown04_path05NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown04_path05 IsNotSaidSmalltown04_path05 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidSmalltown04_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path05NamVet
}

Response PlayerRemarkSmalltown04_path09NamVet
{
	scene "scenes/NamVet/WorldSmallTown0407.vcd"  //Poor bastards barricaded themselves inside the city. All it musta took was one infected...
	scene "scenes/NamVet/WorldSmallTown0411.vcd"  //They didn't have a chance.
}
Rule PlayerRemarkSmalltown04_path09NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown04_path09 IsNotSaidSmalltown04_path09 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200 IsSmalltownBarricadeNamVet
	ApplyContext "SaidSmalltown04_path09:1:0,SmallTownBarricadeNamVet:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path09NamVet
}

Response PlayerRemarkSmalltown04_path10NamVet
{
	scene "scenes/NamVet/ContextModifierCalm03.vcd"  //Up there.
	scene "scenes/NamVet/GenericDirections01.vcd"  //Up the stairs!
}
Rule PlayerRemarkSmalltown04_path10NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown04_path10 IsNotSaidSmalltown04_path10 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidSmalltown04_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path10NamVet
}

Rule PlayerRemarkSmalltown04_path11NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown04_path11 IsNotSaidSmalltown04_path11 IsNotCoughing IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown04_path11:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path14NamVet
}

Response PlayerRemarkSmalltown05_path01NamVet
{
	scene "scenes/NamVet/WorldFarmHouse0315.vcd"  //Check that house for supplies.
}
Rule PlayerRemarkSmalltown05_path01NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown05_path01 IsNotSaidSmalltown05_path01 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear1000
	ApplyContext "SaidSmalltown05_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path01NamVet
}

Response PlayerRemarkSmalltown05_path03NamVet
{
	scene "scenes/NamVet/FollowMe04.vcd"  //This way, people!
	scene "scenes/NamVet/FollowMe05.vcd"  //This way.
}
Rule PlayerRemarkSmalltown05_path03NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown05_path03 IsNotSaidSmalltown05_path03 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear300
	ApplyContext "SaidSmalltown05_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path03NamVet
}

Response PlayerRemarkSmalltown05_path06NamVet
{
	scene "scenes/NamVet/WorldHospital0327.vcd"  //Through here!
}
Rule PlayerRemarkSmalltown05_path06NamVet
{
	criteria ConceptRemark IsNamVet IsSmalltown05_path06 IsNotSaidSmalltown05_path06 IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	ApplyContext "SaidSmalltown05_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path06NamVet
}

Response PlayerRemarkThroughHereNamVet
{
	scene "scenes/NamVet/GenericDirections05.vcd"  //Through here!
	scene "scenes/NamVet/WorldFarmHouse0204.vcd"  //Through here!
	scene "scenes/NamVet/WorldHospital0327.vcd"  //Through here!
}
Rule PlayerRemarkThroughHereNamVet
{
	criteria ConceptRemark IsNamVet IsThroughHere IsNotSaidThroughHere IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400
	ApplyContext "SaidThroughHere:1:0"
	applycontexttoworld
	Response PlayerRemarkThroughHereNamVet
}

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

Response PlayerZoeySuggestsCraneNamVet
{
	scene "scenes/NamVet/GenericResponses09.vcd"  //Allright, then, let's do it.
	scene "scenes/NamVet/GenericResponses10.vcd"  //Good thinking.
	scene "scenes/NamVet/GenericResponses20.vcd"  //Sounds good to me. Let's do it.
}
Rule PlayerZoeySuggestsCraneNamVet
{
	criteria ConceptZoeySuggestsCrane IsNamVet IsNotSaidZoeySuggestsCrane IsTalk IsTalkNamVet IsSubjectNear800
	ApplyContext "SaidZoeySuggestsCrane:1:0"
	applycontexttoworld
	Response PlayerZoeySuggestsCraneNamVet
}

Response RespondAffirmativeNamVet
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
	scene "scenes/NamVet/Yes03.vcd"  //Yeah.
	scene "scenes/NamVet/Yes04.vcd"  //Okay.
	scene "scenes/NamVet/Yes06.vcd"  //Affirmative.
}
Rule RespondAffirmativeNamVet
{
	criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isNamVet IsTalkNamVet
	Response RespondAffirmativeNamVet
}

Response RiversideIsDeadANamVet
{
	scene "scenes/NamVet/ReactionNegative02.vcd"  then any RiversideIsDeadB foo:0 0 //Christ
	scene "scenes/NamVet/ReactionNegative03.vcd"  then any RiversideIsDeadB foo:0 0 //Gee-zus
}
Rule RiversideIsDeadANamVet
{
	criteria ConceptRiversideIsDeadA IsNamVet IsNotCoughing IsTalkNamVet
	ApplyContext "SaidSmalltown04_path02:1:0"
	applycontexttoworld
	Response RiversideIsDeadANamVet
}

Response RiversideIsDeadPlanNamVet
{
	scene "scenes/NamVet/GenericResponses09.vcd"  //Allright, then, let's do it.
	scene "scenes/NamVet/GenericResponses20.vcd"  //Sounds good to me. Let's do it.
}
Rule RiversideIsDeadPlanNamVet
{
	criteria ConceptRiversideIsDeadPlan IsNamVet IsNotCoughing IsTalkNamVet
	ApplyContext "SaidSmalltown04_path02:1:0"
	applycontexttoworld
	Response RiversideIsDeadPlanNamVet
}

Response RiversideIsDeadSpecial1BNamVet
{
	scene "scenes/NamVet/Uncertain02.vcd"  then Biker RiversideIsDeadSpecial1C foo:0 0 //What was that?
}
Rule RiversideIsDeadSpecial1BNamVet
{
	criteria ConceptRiversideIsDeadSpecial1B IsNamVet IsNotCoughing IsTalkNamVet
	Response RiversideIsDeadSpecial1BNamVet
}

Response SafeSpotAheadResponse
{
	scene "scenes/NamVet/SafeSpotAheadReaction01.vcd"  //Finally!
	scene "scenes/NamVet/SafeSpotAheadReaction02.vcd"  //Thank God.
	scene "scenes/NamVet/SafeSpotAheadReaction03.vcd"  //'Bout time!
	scene "scenes/NamVet/SafeSpotAheadReaction04.vcd"  //Hallelujah!
	scene "scenes/NamVet/SafeSpotAheadReaction05.vcd"  //Well it's about damn time.
	scene "scenes/NamVet/SafeSpotAheadReaction06.vcd"  //I could use a damn break.
}
Rule SafeSpotAheadResponse
{
	criteria IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear400 ConceptSafeSpotAheadResponse ChanceToFire30Percent
	Response SafeSpotAheadResponse
}


//--------------------------------------------------------------------------------------------------------------
// Remarkable voice
//--------------------------------------------------------------------------------------------------------------
Response PlayerNearFinaleFarmNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerNearFinaleFarmNamVet
{
	criteria ConceptPlayerNearFinale IsNotCoughing IsNamVet IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkNamVet IsNotIncapacitated ismap_l4d_farm05_cornfield
	ApplyContext "SaidFinaleAhead:1:30"
	applycontexttoworld
	Response PlayerNearFinaleFarmNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Responses
//--------------------------------------------------------------------------------------------------------------
Response ResponseDontBeAnAssNamVet
{
	scene "scenes/NamVet/Generic14.vcd"  //Don't be an ass, Francis.
}
Rule ResponseDontBeAnAssNamVet
{
	criteria ConceptDontBeAnAss IsNamVet IsNotCoughing NotInCombat IsTalk IsTalkNamVet IsSubjectNear200
	Response ResponseDontBeAnAssNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Directional
//--------------------------------------------------------------------------------------------------------------
Response PlayerCoverMeNamVet
{
	scene "scenes/NamVet/CoverMe01.vcd"  //Cover me!
	scene "scenes/NamVet/CoverMe02.vcd"  //Cover me.
	scene "scenes/NamVet/CoverMe03.vcd"  //Watch my back
	scene "scenes/NamVet/CoverMe04.vcd"  //Watch my back.
	scene "scenes/NamVet/CoverMe05.vcd"  //Cover me.
}
Rule PlayerCoverMeNamVet
{
	criteria ConceptPlayerCoverMe IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerCoverMeNamVet
}

Response PlayerFollowMeNamVet
{
	scene "scenes/NamVet/FollowMe01.vcd"  //Come on, this way.
	scene "scenes/NamVet/FollowMe02.vcd"  //I'll take the lead.
	scene "scenes/NamVet/FollowMe03.vcd"  //Follow me!
	scene "scenes/NamVet/FollowMe04.vcd"  //This way, people!
	scene "scenes/NamVet/FollowMe05.vcd"  //This way.
	scene "scenes/NamVet/FollowMe06.vcd"  //I'm on point.
	scene "scenes/NamVet/FollowMe07.vcd"  //This way!
	scene "scenes/NamVet/FollowMe08.vcd"  //Fall in behind me.
	scene "scenes/NamVet/FollowMe09.vcd"  //Follow me.
}
Rule PlayerFollowMeNamVet
{
	criteria ConceptPlayerFollowMe IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerFollowMeNamVet
}

Response PlayerHelpNamVet
{
	scene "scenes/NamVet/Help01.vcd"  //People, I need some help!
	scene "scenes/NamVet/Help02.vcd"  //I need some help over here.
	scene "scenes/NamVet/Help03.vcd"  //Help!
	scene "scenes/NamVet/Help04.vcd"  //A little help, people.
	scene "scenes/NamVet/Help05.vcd"  //Help!
	scene "scenes/NamVet/Help07.vcd"  //Help me!
	scene "scenes/NamVet/Help08.vcd"  //Little help!
	scene "scenes/NamVet/Help09.vcd"  //Help me!
	scene "scenes/NamVet/Help10.vcd"  //Help!
	scene "scenes/NamVet/Help11.vcd"  //Need some help over here!
	scene "scenes/NamVet/Help12.vcd"  //Help.
	scene "scenes/NamVet/Help13.vcd"  //A little help please.
	scene "scenes/NamVet/Help14.vcd"  //Need some help over here!
	scene "scenes/NamVet/Help15.vcd"  //I'm in trouble!
	scene "scenes/NamVet/Help16.vcd"  //Little help!
	scene "scenes/NamVet/Help17.vcd"  //I need a hand, people!
}
Rule PlayerHelpNamVet
{
	criteria ConceptPlayerHelp IsNamVet IsTalk IsTalkNamVet
	Response PlayerHelpNamVet
}

Response PlayerHurryUpNamVet
{
	scene "scenes/NamVet/HurryUp01.vcd"  //Hurry up!
	scene "scenes/NamVet/HurryUp02.vcd"  //Hurry up!
	scene "scenes/NamVet/HurryUp03.vcd"  //Hurry!
	scene "scenes/NamVet/HurryUp04.vcd"  //MOVE!
	scene "scenes/NamVet/HurryUp05.vcd"  //Get the lead out, people!
	scene "scenes/NamVet/HurryUp06.vcd"  //Hurry!
	scene "scenes/NamVet/HurryUp07.vcd"  //Hustle!
	scene "scenes/NamVet/HurryUp08.vcd"  //Hurry it up
	scene "scenes/NamVet/HurryUp09.vcd"  //Faster! Move it, people.
}
Rule PlayerHurryUpNamVet
{
	criteria ConceptPlayerHurryUp IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerHurryUpNamVet
}

Response PlayerKillThatLightNamVet
{
	scene "scenes/NamVet/KillThatLight06.vcd"  //Turn those flashlights off!
	scene "scenes/NamVet/KillThatLight07.vcd"  //Kill that light.
	scene "scenes/NamVet/KillThatLight08.vcd"  //Turn your light off.
	scene "scenes/NamVet/KillThatLight09.vcd"  //Lights off!
	scene "scenes/NamVet/KillThatLight10.vcd"  //Turn those flashlights off!
}
Rule PlayerKillThatLightNamVet
{
	criteria ConceptPlayerKillThatLight IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerKillThatLightNamVet
}

Response PlayerLeadOnNamVet
{
	scene "scenes/NamVet/LeadOn01.vcd"  //You go ahead, I'll follow you
	scene "scenes/NamVet/LeadOn02.vcd"  //You take the lead
	scene "scenes/NamVet/LeadOn03.vcd"  //Go ahead
	scene "scenes/NamVet/LeadOn04.vcd"  //You're on point
	scene "scenes/NamVet/LeadOn05.vcd"  //I'll follow you
	scene "scenes/NamVet/LeadOn06.vcd"  //Lead on.
	scene "scenes/NamVet/LeadOn07.vcd"  //You go ahead, I'll cover you.
	scene "scenes/NamVet/LeadOn08.vcd"  //Take the point.
}
Rule PlayerLeadOnNamVet
{
	criteria ConceptPlayerLeadOn IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerLeadOnNamVet
}

Response PlayerMoveOnNamVet
{
	scene "scenes/NamVet/MoveOn01.vcd"  //Allright, let's go.
	scene "scenes/NamVet/MoveOn02.vcd"  //Let's move people.
	scene "scenes/NamVet/MoveOn03.vcd"  //Move it out!
	scene "scenes/NamVet/MoveOn04.vcd"  //Let's go.
	scene "scenes/NamVet/MoveOn05.vcd"  //Lets move people
	scene "scenes/NamVet/MoveOn06.vcd"  //Time to move out!
	scene "scenes/NamVet/MoveOn07.vcd"  //Let's move it out people
	scene "scenes/NamVet/MoveOn08.vcd"  //Alright, let's go.
	scene "scenes/NamVet/MoveOn09.vcd"  //Come on, let's go.
	scene "scenes/NamVet/MoveOn10.vcd"  //Come on, let's go.
	scene "scenes/NamVet/MoveOn11.vcd"  //Let's move it out!
	scene "scenes/NamVet/MoveOn12.vcd"  //Let's go, people!
}
Rule PlayerMoveOnNamVet
{
	criteria ConceptPlayerMoveOn IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerMoveOnNamVet
}

Response PlayerStayTogetherNamVet
{
	scene "scenes/NamVet/StayTogether01.vcd"  //Stay close!
	scene "scenes/NamVet/StayTogether02.vcd"  //Come on - we got to stay together.
	scene "scenes/NamVet/StayTogether03.vcd"  //Keep together, people.
	scene "scenes/NamVet/StayTogether04.vcd"  //Stay together.
	scene "scenes/NamVet/StayTogether05.vcd"  //Form up!
	scene "scenes/NamVet/StayTogether07.vcd"  //Stay close.
	scene "scenes/NamVet/StayTogether08.vcd"  //Don't get split up.
	scene "scenes/NamVet/StayTogether09.vcd"  //Stay together.
	scene "scenes/NamVet/StayTogether10.vcd"  //Stick together, people.
}
Rule PlayerStayTogetherNamVet
{
	criteria ConceptPlayerStayTogether IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerStayTogetherNamVet
}

Response PlayerWatchOutBehindNamVet
{
	scene "scenes/NamVet/WatchOutBehind01.vcd"  //Behind us!
	scene "scenes/NamVet/WatchOutBehind02.vcd"  //They're behind us!
	scene "scenes/NamVet/WatchOutBehind03.vcd"  //Behind us!
	scene "scenes/NamVet/WatchOutBehind04.vcd"  //They're behind us!
}
Rule PlayerWatchOutBehindNamVet
{
	criteria ConceptPlayerWatchOutBehind IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerWatchOutBehindNamVet
}

Response PostMournGoNamVet
{
	scene "scenes/NamVet/GriefManager03.vcd"  //C'mon people, if we make it, he didn't die for nothin'.
}
Rule PostMournGoNamVet
{
	criteria ConceptPlayerMoveOn IsNotCoughing IsNamVet IsSaidSomeoneDied IsTalk IsTalkNamVet
	Response PostMournGoNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Manners
//--------------------------------------------------------------------------------------------------------------
Response PlayerAskReadyNamVet
{
	scene "scenes/NamVet/AskReady01.vcd"  //Ready?
	scene "scenes/NamVet/AskReady02.vcd"  //Ready?
	scene "scenes/NamVet/AskReady03.vcd" odds 5 //Ready for this?
	scene "scenes/NamVet/AskReady04.vcd"  //Everyone locked and loaded?
	scene "scenes/NamVet/AskReady05.vcd"  //Ready for this?
	scene "scenes/NamVet/AskReady09.vcd" odds 5 //You people ready?
}
Rule PlayerAskReadyNamVet
{
	criteria ConceptPlayerAskReady IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerAskReadyNamVet
}

Response PlayerImWithYouNamVet
{
	scene "scenes/NamVet/ImWithYou01.vcd"  //I got your six.
	scene "scenes/NamVet/ImWithYou02.vcd"  //Right behind you.
	scene "scenes/NamVet/ImWithYou03.vcd"  //I'm with ya.
	scene "scenes/NamVet/ImWithYou04.vcd"  //I got your back.
	scene "scenes/NamVet/ImWithYou05.vcd"  //I'm right behind you.
	scene "scenes/NamVet/ImWithYou06.vcd"  //Right behind you.
}
Rule PlayerImWithYouNamVet
{
	criteria ConceptPlayerImWithYou IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerImWithYouNamVet
}

Response PlayerLaughNamVet
{
	scene "scenes/NamVet/Laughter04.vcd"  //<Hearty Laugh>
	scene "scenes/NamVet/Laughter11.vcd"  //<Short laugh>
}
Rule PlayerLaughNamVet
{
	criteria ConceptPlayerLaugh IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerLaughNamVet
}

Response PlayerLostCallNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerLostCallNamVet
{
	criteria ConceptPlayerLostCall IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerLostCallNamVet
}

Response PlayerNiceJobResponseNamVet
{
	scene "scenes/NamVet/NiceJob02.vcd"  //Nice work!
	scene "scenes/NamVet/NiceJob03.vcd"  //Nice job.
	scene "scenes/NamVet/NiceJob04.vcd"  //You're doing this unit proud, kid.
	scene "scenes/NamVet/NiceJob05.vcd"  //Nice job.
	scene "scenes/NamVet/NiceJob06.vcd"  //Good work!
	scene "scenes/NamVet/NiceJob07.vcd"  //Hey, nice!
	scene "scenes/NamVet/NiceJob08.vcd"  //Nice!
	scene "scenes/NamVet/NiceJob09.vcd"  //Nice work!
	scene "scenes/NamVet/NiceJob10.vcd"  //Nice job.
	scene "scenes/NamVet/NiceJob11.vcd"  //You're doing this unit proud, kid.
	scene "scenes/NamVet/NiceJob12.vcd"  //Nice job.
	scene "scenes/NamVet/NiceJob13.vcd"  //Good work!
	scene "scenes/NamVet/NiceJob14.vcd"  //You did good.
	scene "scenes/NamVet/NiceJob15.vcd"  //Nice job.
	scene "scenes/NamVet/NiceJob16.vcd"  //You make me proud
	scene "scenes/NamVet/NiceJob17.vcd"  //Good. Very Good.
	scene "scenes/NamVet/NiceJob18.vcd"  //You're a credit to the squad, kid.
	scene "scenes/NamVet/NiceJob19.vcd"  //That was some piece of work.
	scene "scenes/NamVet/NiceJob20.vcd"  //Pretty damn good.
	scene "scenes/NamVet/NiceJob21.vcd"  //That was a good piece of work.
	scene "scenes/NamVet/NiceJob22.vcd"  //You did good, kid.
}
Rule PlayerNiceJobResponseNamVet
{
	criteria ConceptPlayerNiceJob IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerNiceJobResponseNamVet
}

Response PlayerNoNamVet
{
	scene "scenes/NamVet/No01.vcd"  //Ain't gonna happen.
	scene "scenes/NamVet/No02.vcd"  //No can do.
	scene "scenes/NamVet/No03.vcd"  //Negatory.
	scene "scenes/NamVet/No04.vcd"  //No way.
	scene "scenes/NamVet/No05.vcd"  //Nah.
	scene "scenes/NamVet/No06.vcd"  //Negative.
	scene "scenes/NamVet/No07.vcd"  //Not a chance.
	scene "scenes/NamVet/No08.vcd"  //No.
	scene "scenes/NamVet/No09.vcd"  //No.
	scene "scenes/NamVet/No10.vcd"  //No.
	scene "scenes/NamVet/No11.vcd"  //No possible way.
	scene "scenes/NamVet/No14.vcd"  //I don't think so.
	scene "scenes/NamVet/No15.vcd"  //Absolutely not.
}
Rule PlayerNoNamVet
{
	criteria ConceptPlayerNo IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerNoNamVet
}

Response PlayerProfanityNamVet
{
	scene "scenes/NamVet/Generic41.vcd"  //[indignant] Hey!
	scene "scenes/NamVet/PlayerTransitionClose04.vcd"  //That was a little closer than I'da liked.
	scene "scenes/NamVet/ReactionNegative03.vcd"  //Gee-zus
	scene "scenes/NamVet/ReactionNegative10.vcd"  //Dammit
	scene "scenes/NamVet/ReactionNegative10.vcd"  //Dammit
	scene "scenes/NamVet/SwearCoupdeGrace02.vcd"  //Go to hell.
	scene "scenes/NamVet/Swears05.vcd"  //Mother. Humper.
	scene "scenes/NamVet/Swears07.vcd"  //Ah hell.
	scene "scenes/NamVet/Swears08.vcd"  //Dammit.
	scene "scenes/NamVet/Swears10.vcd"  //Mother of mercy.
	scene "scenes/NamVet/ViolenceAwe01.vcd"  //Jee-zus...
	scene "scenes/NamVet/ViolenceAwe02.vcd"  //Holy crap.
	scene "scenes/NamVet/ViolenceAwe03.vcd"  //Whoa.
	scene "scenes/NamVet/ViolenceAwe07.vcd"  //Holy Mother of God...
}
Rule PlayerProfanityNamVet
{
	criteria ConceptPlayerAnswerLostCall IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerProfanityNamVet
}

Response PlayerSorryNamVet
{
	scene "scenes/NamVet/Sorry01.vcd"  //Sorry.
	scene "scenes/NamVet/Sorry02.vcd"  //I am sorry.
	scene "scenes/NamVet/Sorry03.vcd"  //Sorry about that.
	scene "scenes/NamVet/Sorry04.vcd"  //My fault!
	scene "scenes/NamVet/Sorry05.vcd"  //I shouldn't have done that.
	scene "scenes/NamVet/Sorry07.vcd"  //Sorry about that.
	scene "scenes/NamVet/Sorry08.vcd"  //My fault!
	scene "scenes/NamVet/Sorry09.vcd"  //Won't happen again.
	scene "scenes/NamVet/Sorry10.vcd"  //I regret that mistake.
	scene "scenes/NamVet/Sorry11.vcd"  //Ah, hell, I'm gettin too old for this shit
	scene "scenes/NamVet/Sorry12.vcd"  //That was careless of me.
}
Rule PlayerSorryNamVet
{
	criteria ConceptPlayerSorry IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerSorryNamVet
}

Response PlayerThanksNamVet
{
	scene "scenes/NamVet/Thanks01.vcd"  //Thanks, I owe you one.
	scene "scenes/NamVet/Thanks02.vcd"  //appreciate that.
	scene "scenes/NamVet/Thanks03.vcd"  //Eh, you're a good kid.
	scene "scenes/NamVet/Thanks04.vcd"  //Thanks.
	scene "scenes/NamVet/Thanks05.vcd"  //Thank you.
	scene "scenes/NamVet/Thanks06.vcd"  //Thanks a lot.
	scene "scenes/NamVet/Thanks07.vcd"  //I owe ya one.
	scene "scenes/NamVet/Thanks08.vcd"  //That's one I owe you.
	scene "scenes/NamVet/Thanks09.vcd"  //'ppreciate it.
	scene "scenes/NamVet/Thanks10.vcd"  //You didn't have to do that
	scene "scenes/NamVet/Thanks11.vcd"  //That wasn't necessary, but thanks.
}
Rule PlayerThanksNamVet
{
	criteria ConceptPlayerThanks IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerThanksNamVet
}

Response PlayerYesNamVet
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
	scene "scenes/NamVet/Yes03.vcd"  //Yeah.
	scene "scenes/NamVet/Yes04.vcd"  //Okay.
	scene "scenes/NamVet/Yes05.vcd"  //Yes.
	scene "scenes/NamVet/Yes06.vcd"  //Affirmative.
}
Rule PlayerYesNamVet
{
	criteria ConceptPlayerYes IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerYesNamVet
}

Response PlayerYouAreWelcomeNamVet
{
	scene "scenes/NamVet/YouAreWelcome01.vcd"  //Sure thing.
	scene "scenes/NamVet/YouAreWelcome02.vcd"  //Well, you're welcome.
	scene "scenes/NamVet/YouAreWelcome04.vcd"  //Hey, no problem
	scene "scenes/NamVet/YouAreWelcome05.vcd"  //No problem.
	scene "scenes/NamVet/YouAreWelcome08.vcd"  //Sure thing, kid.
	scene "scenes/NamVet/YouAreWelcome10.vcd"  //Yeah, yeah, yeah.
	scene "scenes/NamVet/YouAreWelcome11.vcd"  //Don't get too used to it.
	scene "scenes/NamVet/YouAreWelcome12.vcd"  //Don't mention it.
	scene "scenes/NamVet/YouAreWelcome14.vcd" odds 5 //Yeah, okay, it don't mean we're married now
	scene "scenes/NamVet/YouAreWelcome15.vcd" odds 5 //Don't expect a hug
}
Rule PlayerYouAreWelcomeNamVet
{
	criteria ConceptPlayerYouAreWelcome IsNotCoughing  IsNamVet IsTalk IsTalkNamVet IsNotSpeaking
	Response PlayerYouAreWelcomeNamVet
}

Rule PlayerFriendlyFireInflictorNamVet
{
	criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsNamVet IsTalk IsTalkNamVet
	Response PlayerSorryNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Responses
//--------------------------------------------------------------------------------------------------------------
Response PlayerNegativeNamVet
{
	scene "scenes/NamVet/FallShort02.vcd"  //ohhh nooooo
	scene "scenes/NamVet/ReactionNegative04.vcd"  //[Frustration sound]
	scene "scenes/NamVet/Swears10.vcd"  //Mother of mercy.
}
Rule PlayerNegativeNamVet
{
	criteria ConceptPlayerNegative IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerNegativeNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Warning
//--------------------------------------------------------------------------------------------------------------
Response PlayerAreaClearNamVet
{
	scene "scenes/NamVet/AreaClear01.vcd"  //Clear
	scene "scenes/NamVet/AreaClear04.vcd"  //Clear
}
Rule PlayerAreaClearNamVet
{
	criteria ConceptPlayerAreaClear IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerAreaClearNamVet
}

Response PlayerHeardBoomerNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerHeardBoomerNamVet
{
	criteria ConceptPlayerHeardBoomer IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerHeardBoomerNamVet
}

Response PlayerHeardHunterNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerHeardHunterNamVet
{
	criteria ConceptPlayerHeardHunter IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerHeardHunterNamVet
}

Response PlayerHeardSmokerNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerHeardSmokerNamVet
{
	criteria ConceptPlayerHeardSmoker IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerHeardSmokerNamVet
}

Response PlayerHeardTankNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerHeardTankNamVet
{
	criteria ConceptPlayerHeardTank IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerHeardTankNamVet
}

Response PlayerHeardWitchNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule PlayerHeardWitchNamVet
{
	criteria ConceptPlayerHeardWitch IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerHeardWitchNamVet
}

Response PlayerHurrahNamVet
{
	scene "scenes/NamVet/Hurrah03.vcd"  then Any HurrahAlso foo:0 0 //GREAT JOB, PEOPLE!
	scene "scenes/NamVet/Hurrah05.vcd"  //We're going to be okay.
	scene "scenes/NamVet/Hurrah20.vcd"  then Any HurrahAlso foo:0 0 //You people are gettin' good.
}
Rule PlayerHurrahNamVet
{
	criteria ConceptPlayerHurrah IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerHurrahNamVet
}

Response PlayerWarnCarefulNamVet
{
	scene "scenes/NamVet/WarnCareful01.vcd"  //Careful.
	scene "scenes/NamVet/WarnCareful02.vcd"  //Watch yourself.
	scene "scenes/NamVet/WarnCareful03.vcd"  //Careful.
	scene "scenes/NamVet/WarnCareful04.vcd"  //Careful.
	scene "scenes/NamVet/WarnCareful05.vcd"  //Be careful.
	scene "scenes/NamVet/WarnCareful06.vcd"  //Watch yourself now.
	scene "scenes/NamVet/WarnCareful07.vcd"  //Eyes and ears, people, eyes and ears.
	scene "scenes/NamVet/WarnCareful08.vcd"  //Be careful.
	scene "scenes/NamVet/WarnCareful09.vcd"  //Stay sharp.
}
Rule PlayerWarnCarefulNamVet
{
	criteria ConceptPlayerWarnCareful IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerWarnCarefulNamVet
}

Response SurvivorSpottedWorldFarNamVet
{
	scene "scenes/NamVet/Look01.vcd"  //Over there.
	scene "scenes/NamVet/Look02.vcd"  //Over there.
	scene "scenes/NamVet/Look03.vcd"  //Look
	scene "scenes/NamVet/Look04.vcd"  //Look!
	scene "scenes/NamVet/Look05.vcd"  //Look!
}
Rule SurvivorSpottedWorldFarNamVet
{
	criteria ConceptPlayerLook IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	Response SurvivorSpottedWorldFarNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Smalltown Intro
//--------------------------------------------------------------------------------------------------------------
Response IntroSmalltown3NamVet
{
	scene "scenes/NamVet/GenericResponses09.vcd"  //Allright, then, let's do it.
}
Rule IntroSmalltown3NamVet
{
	criteria ConceptIntroSmalltown3 IsNamVet
	ApplyContext "talk:1:5"
	applycontexttoworld
	Response IntroSmalltown3NamVet
}


//--------------------------------------------------------------------------------------------------------------
// Spawn  - Join
//--------------------------------------------------------------------------------------------------------------
Response SurvivorSpawnNamVet
{
	scene "scenes/NamVet/ScenarioJoin01.vcd"  //I'm here.
	scene "scenes/NamVet/ScenarioJoin02.vcd"  //Hello!
	scene "scenes/NamVet/ScenarioJoin03.vcd"  //Hey, I'm here.
}
Rule SurvivorSpawnNamVet
{
	criteria ConceptPlayerScenarioJoin IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorSpawnNamVet
}

Response SurvivorSpawnLastMainstreetNamVet
{
	scene "scenes/NamVet/blank.vcd"  //
}
Rule SurvivorSpawnLastMainstreetNamVet
{
	criteria ConceptPlayerScenarioJoinLast IsNamVet IsSmalltown04
	ApplyContext "RemarkableReadyToGo:1:500,RemarkableBlocker:1:5"
	applycontexttoworld
	Response SurvivorSpawnLastMainstreetNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer
//--------------------------------------------------------------------------------------------------------------
Response PlayerEatPillsNamVet
{
	scene "scenes/NamVet/PainReliefSigh02.vcd"  //ah
	scene "scenes/NamVet/PainReliefSigh03.vcd"  //ah
}
Rule PlayerEatPillsNamVet
{
	criteria ConceptEatPills IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerEatPillsNamVet
}

Response PlayerFrancisPouncedNamVet
{
	scene "scenes/NamVet/HunterFrancisPounced01.vcd" predelay ".5,1" //Hunter's got Francis!
	scene "scenes/NamVet/HunterFrancisPounced02.vcd" predelay ".5,1" //Hunter pounced Francis!
	scene "scenes/NamVet/HunterFrancisPounced03.vcd" predelay ".5,1" //A Hunter's on Francis!
}
Rule PlayerFrancisPouncedNamVet
{
	criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsBiker IsNotSaidFrancisPounced IsNamVet IsTalk IsTalkNamVet
	ApplyContext "FrancisPounced:1:60"
	applycontexttoworld
	Response PlayerFrancisPouncedNamVet
}

Response PlayerGetInsideCheckPointNamVet
{
	scene "scenes/NamVet/StayTogetherInside01.vcd"  //For chrissake people, get in here!
	scene "scenes/NamVet/StayTogetherInside02.vcd"  //Into the safe room, people!
	scene "scenes/NamVet/StayTogetherInside03.vcd"  //Double time it into the safe room, people!
	scene "scenes/NamVet/StayTogetherInside04.vcd"  //Assemble in the safe room!
}
Rule PlayerGetInsideCheckPointNamVet
{
	criteria ConceptPlayerGetInsideCheckPoint  IsNotCoughing IsNamVet IsInSafeSpot IsTalk IsTalkNamVet SomeoneOutsideSafeSpot
	Response PlayerGetInsideCheckPointNamVet
}

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

Response PlayerGrenadeCarefulNamVet
{
	scene "scenes/NamVet/WarnCareful01.vcd"  //Careful.
	scene "scenes/NamVet/WarnCareful05.vcd"  //Be careful.
}
Rule PlayerGrenadeCarefulNamVet
{
	criteria ConceptGrenadeCareful IsNotCoughing IsNamVet IsWitchPresent NotInCombat IssuerClose IsTalk IsTalkNamVet
	Response PlayerGrenadeCarefulNamVet
}

Response PlayerIncapacitatedInitialNamVet
{
	scene "scenes/NamVet/IncapacitatedInitial01.vcd"  //Ahhhh, I'm down!
	scene "scenes/NamVet/IncapacitatedInitial02.vcd"  //Damnit! I'm down!
	scene "scenes/NamVet/IncapacitatedInitial03.vcd"  //Ah shit, help!
	scene "scenes/NamVet/IncapacitatedInitial04.vcd"  //I'm down!
}
Rule PlayerIncapacitatedInitialNamVet
{
	criteria ConceptPlayerIncapacitated IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	ApplyContext "TalkNamVet:1:2"
	Response PlayerIncapacitatedInitialNamVet
}

Response PlayerKillConfirmationNamVet
{
	scene "scenes/NamVet/KillConfirmation01.vcd"  then Any PlayerNiceShot foo:0 0 //Got 'em
	scene "scenes/NamVet/KillConfirmation02.vcd"  then Any PlayerNiceShot foo:0 0 //Got it
	scene "scenes/NamVet/KillConfirmation03.vcd"  then Any PlayerNiceShot foo:0 0 //He's dead
	scene "scenes/NamVet/KillConfirmation05.vcd"  then Any PlayerNiceShot foo:0 0 //Got 'em
	scene "scenes/NamVet/KillConfirmation06.vcd"  then Any PlayerNiceShot foo:0 0 //Got 'em
	scene "scenes/NamVet/KillConfirmation07.vcd"  then Any PlayerNiceShot foo:0 0 //Got 'em
	scene "scenes/NamVet/KillConfirmation08.vcd"  then Any PlayerNiceShot foo:0 0 //Got it
}
Rule PlayerKillConfirmationNamVet
{
	criteria ConceptKilledZombie IsNotCoughing IsNamVet  IsTalk IsTalkNamVet IsSubjectFar300 ChanceToFire40Percent
	Response PlayerKillConfirmationNamVet
}

Response PlayerLockTheDoorCheckPointNamVet
{
	scene "scenes/NamVet/CloseTheDoor01.vcd"  //That door ain't gonna lock itself, people.
	scene "scenes/NamVet/CloseTheDoor02.vcd"  //Lock the door. Do it!
	scene "scenes/NamVet/CloseTheDoor03.vcd"  //Lock that door.
	scene "scenes/NamVet/CloseTheDoor04.vcd"  //Lock the door.
	scene "scenes/NamVet/CloseTheDoor05.vcd"  //Lock that door!
	scene "scenes/NamVet/CloseTheDoor06.vcd"  //Lock the door.
	scene "scenes/NamVet/CloseTheDoor07.vcd"  //Lock that door
	scene "scenes/NamVet/CloseTheDoor08.vcd"  //Lock that door
	scene "scenes/NamVet/CloseTheDoor09.vcd"  //Lock the door.
	scene "scenes/NamVet/CloseTheDoor10.vcd"  //That door ain't gonna lock itself, people.
	scene "scenes/NamVet/CloseTheDoor11.vcd"  //Secure that door!
	scene "scenes/NamVet/CloseTheDoor12.vcd"  //Secure the door!
	scene "scenes/NamVet/CloseTheDoor13.vcd"  //Lock the door.
}
Rule PlayerLockTheDoorCheckPointNamVet
{
	criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsNamVet IsInSafeSpot IsTalk IsTalkNamVet
	Response PlayerLockTheDoorCheckPointNamVet
}

Response PlayerLouisPouncedNamVet
{
	scene "scenes/NamVet/HunterLouisPounced01.vcd" predelay ".5,1" //Hunter's got Louis!
	scene "scenes/NamVet/HunterLouisPounced02.vcd" predelay ".5,1" //Hunter pounced Louis!
	scene "scenes/NamVet/HunterLouisPounced03.vcd" predelay ".5,1" //A Hunter's on Louis!
}
Rule PlayerLouisPouncedNamVet
{
	criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsManager IsNotSaidLouisPounced IsNamVet IsTalk IsTalkNamVet
	ApplyContext "LouisPounced:1:60"
	applycontexttoworld
	Response PlayerLouisPouncedNamVet
}

Response PlayerStayTogetherInsideNamVet
{
	scene "scenes/NamVet/StayTogetherInside01.vcd"  //For chrissake people, get in here!
	scene "scenes/NamVet/StayTogetherInside02.vcd"  //Into the safe room, people!
	scene "scenes/NamVet/StayTogetherInside03.vcd"  //Double time it into the safe room, people!
	scene "scenes/NamVet/StayTogetherInside04.vcd"  //Assemble in the safe room!
}
Rule PlayerStayTogetherInsideNamVet
{
	criteria ConceptPlayerStayTogether IsNotCoughing IsNamVet IsInSafeSpot IsTalk IsTalkNamVet SomeoneOutsideSafeSpot
	Response PlayerStayTogetherInsideNamVet
}

Response PlayerSuggestHealthFrancisNamVet
{
	scene "scenes/NamVet/PlayerSuggestHealthFrancis01.vcd"  //Francis, use your first aid kit.
	scene "scenes/NamVet/PlayerSuggestHealthFrancis02.vcd"  //Francis, you should heal up.
	scene "scenes/NamVet/PlayerSuggestHealthFrancis03.vcd"  //Heal up, Francis.
	scene "scenes/NamVet/PlayerSuggestHealthFrancis04.vcd"  //Francis, heal up.
}
Rule PlayerSuggestHealthFrancisNamVet
{
	criteria ConceptPlayerSuggestHealthBiker IsNamVet IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkNamVet  NotInCombat
	ApplyContext "SuggestedHealth:1:120"
	applycontexttoworld
	Response PlayerSuggestHealthFrancisNamVet
}

Response PlayerSuggestHealthLouisNamVet
{
	scene "scenes/NamVet/PlayerSuggestHealth01.vcd"  //You should heal up.
	scene "scenes/NamVet/PlayerSuggestHealthLouis01.vcd"  //Louis, use your first aid kit
	scene "scenes/NamVet/PlayerSuggestHealthLouis02.vcd"  //Heal up, Louis.
}
Rule PlayerSuggestHealthLouisNamVet
{
	criteria ConceptPlayerSuggestHealthManager IsNamVet IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkNamVet  NotInCombat
	ApplyContext "SuggestedHealth:1:120"
	applycontexttoworld
	Response PlayerSuggestHealthLouisNamVet
}

Response PlayerSuggestHealthZoeyNamVet
{
	scene "scenes/NamVet/PlayerSuggestHealthZoey01.vcd"  //Zoey, maybe you should heal.
	scene "scenes/NamVet/PlayerSuggestHealthZoey02.vcd"  //Zoey, maybe heal up?
	scene "scenes/NamVet/PlayerSuggestHealthZoey03.vcd"  //Might want to heal up, Zoey.
}
Rule PlayerSuggestHealthZoeyNamVet
{
	criteria ConceptPlayerSuggestHealthTeenGirl IsNamVet IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkNamVet  NotInCombat
	ApplyContext "SuggestedHealth:1:120"
	applycontexttoworld
	Response PlayerSuggestHealthZoeyNamVet
}

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

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

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

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

Response PlayerTransitionNamVet
{
	scene "scenes/NamVet/NiceJob14.vcd"  //You did good.
	scene "scenes/NamVet/ReactionPositive04.vcd"  //Trah-mendous
	scene "scenes/NamVet/ReactionPositive06.vcd"  //[chuckles and giggles]
	scene "scenes/NamVet/ReactionPositive08.vcd"  //[chuckles and giggles]
	scene "scenes/NamVet/ReactionPositive10.vcd"  //Out standing
}
Rule PlayerTransitionNamVet
{
	criteria ConceptPlayerTransition IsNotCoughing IsNamVet IsNotSaidPlayerTransition IsTalk IsTalkNamVet
	ApplyContext "SaidPlayerTransition:1:90"
	applycontexttoworld
	Response PlayerTransitionNamVet
}

Response PlayerTransitionCloseNamVet
{
	scene "scenes/NamVet/PlayerTransitionClose01.vcd"  //Jesus H Christ that was close.
	scene "scenes/NamVet/PlayerTransitionClose02.vcd"  //This shit's gettin' old.
	scene "scenes/NamVet/PlayerTransitionClose03.vcd"  //I've had about enough of this.
	scene "scenes/NamVet/PlayerTransitionClose04.vcd"  //That was a little closer than I'da liked.
	scene "scenes/NamVet/TransitionClose01.vcd"  //Well that didn't go so well
	scene "scenes/NamVet/TransitionClose02.vcd"  //We've done better
	scene "scenes/NamVet/TransitionClose03.vcd"  //Thank god that's over
	scene "scenes/NamVet/TransitionClose04.vcd"  //Thank god that's over
	scene "scenes/NamVet/gamespeech01.vcd" odds 1 //I'll see peace back on earth if I gotta murder everyone of these animals with my own bare hands. Ownbare_09.wav
}
Rule PlayerTransitionCloseNamVet
{
	criteria ConceptPlayerTransition IsNotCoughing IsNamVet IsNotSaidPlayerTransition IsTalk IsTalkNamVet IntensityOver75 RecentGroupInCombat10 IsEveryoneNotAlive
	ApplyContext "SaidPlayerTransition:1:90"
	applycontexttoworld
	Response PlayerTransitionCloseNamVet
}

Response PlayerWarnHeardBoomerNamVet
{
	scene "scenes/NamVet/HeardBoomer01.vcd"  //I hear a boomer out there.
	scene "scenes/NamVet/HeardBoomer02.vcd"  //There's a Boomer around here.
	scene "scenes/NamVet/HeardBoomer03.vcd"  //Careful, Boomer.
	scene "scenes/NamVet/HeardBoomer04.vcd"  //Watch it, Boomer in the vacinity.
	scene "scenes/NamVet/HeardBoomer05.vcd"  //Boomer around here.
	scene "scenes/NamVet/HeardBoomer06.vcd"  //Boomer nearby.
	scene "scenes/NamVet/HeardBoomer07.vcd"  //There's a Boomer trackin' us.
	scene "scenes/NamVet/HeardBoomer08.vcd"  //Boomer closeby.
	scene "scenes/NamVet/HeardBoomer09.vcd"  //Boomer nearby.
	scene "scenes/NamVet/HeardBoomer10.vcd"  //Christ, there's a Boomer around here.
	scene "scenes/NamVet/HeardBoomer11.vcd"  //Dammit, Boomer nearby.
}
Rule PlayerWarnHeardBoomerNamVet
{
	criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsNamVet IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkNamVet
	ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardBoomerNamVet
}

Response PlayerWarnHeardHunterNamVet
{
	scene "scenes/NamVet/HeardHunter01.vcd"  //There's a Hunter around here.
	scene "scenes/NamVet/HeardHunter02.vcd"  //Careful, people, there's a Hunter nearby.
	scene "scenes/NamVet/HeardHunter03.vcd"  //There's a hunter spookin' around out there
	scene "scenes/NamVet/HeardHunter04.vcd"  //There's a hunter out there
	scene "scenes/NamVet/HeardHunter05.vcd"  //Careful, Hunter around here.
	scene "scenes/NamVet/HeardHunter06.vcd"  //Hunter out there.
	scene "scenes/NamVet/HeardHunter08.vcd"  //Watch your back - Hunter.
	scene "scenes/NamVet/HeardHunter09.vcd"  //Watch your back, there's a hunter out there.
	scene "scenes/NamVet/HeardHunter10.vcd"  //I think I saw a goddamn Hunter
}
Rule PlayerWarnHeardHunterNamVet
{
	criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsNamVet IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkNamVet
	ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardHunterNamVet
}

Response PlayerWarnHeardSmokerNamVet
{
	scene "scenes/NamVet/HeardSmoker01.vcd"  //Smoker, right around here.
	scene "scenes/NamVet/HeardSmoker02.vcd"  //There's a Smoker nearby.
	scene "scenes/NamVet/HeardSmoker03.vcd"  //We got a Smoker around here.
	scene "scenes/NamVet/HeardSmoker04.vcd"  //Heads up, Smoker somewhere around here.
	scene "scenes/NamVet/HeardSmoker05.vcd"  //Smoker right around here someplace.
	scene "scenes/NamVet/HeardSmoker06.vcd"  //Smoker. And it's close.
	scene "scenes/NamVet/HeardSmoker07.vcd"  //There's a Smoker
}
Rule PlayerWarnHeardSmokerNamVet
{
	criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsNamVet IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkNamVet
	ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardSmokerNamVet
}

Response PlayerWarnHeardWitchNamVet
{
	scene "scenes/NamVet/HeardWitch01.vcd"  then Self PlayerKillThatLight foo:0 0 //Hear that, that's a witch
	scene "scenes/NamVet/HeardWitch02.vcd"  then Self PlayerKillThatLight foo:0 0 //Witch around here.
	scene "scenes/NamVet/HeardWitch03.vcd"  then Self PlayerKillThatLight foo:0 0 //Shit, Witch
	scene "scenes/NamVet/HeardWitch04.vcd"  then Self PlayerKillThatLight foo:0 0 //Quiet, there's a Witch around here.
	scene "scenes/NamVet/HeardWitch05.vcd"  then Self PlayerKillThatLight foo:0 0 //Shhh, Witch near here.
}
Rule PlayerWarnHeardWitchNamVet
{
	criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsNamVet IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkNamVet
	ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardWitchNamVet
}

Response PlayerWarnMegaMobNamVet
{
	scene "scenes/NamVet/Hurrah18.vcd" predelay "2.5,3.5" //Those bastards are in for a big surprise.
	scene "scenes/NamVet/Incoming03.vcd" predelay "2.5,3.5" //INCOMING!
	scene "scenes/NamVet/Incoming04.vcd" predelay "2.5,3.5"odds 1 //Bookoo crazies inbound!
	scene "scenes/NamVet/Incoming05.vcd" predelay "2.5,3.5" //HERE THEY COME!
	scene "scenes/NamVet/Incoming07.vcd" predelay "2.5,3.5" //INCOMING!
	scene "scenes/NamVet/ReactionNegative07.vcd" predelay "2.5,3.5" //God dammit
	scene "scenes/NamVet/ReactionNegative09.vcd" predelay "2.5,3.5" //Son of a bitch
	scene "scenes/NamVet/StayTogether11.vcd" predelay "2.5,3.5"odds 3 //We've got to stay together.
	scene "scenes/NamVet/TeamKillAccident04.vcd" predelay "2.5,3.5" //Watch it, Watch it!
}
Rule PlayerWarnMegaMobNamVet
{
	criteria ConceptPlayerWarnMegaMob IsNotCoughing IsNamVet IsNotWarnMegaMob IsTalk IsTalkNamVet IsNotSpeaking
	ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnMegaMobNamVet
}

Response PlayerWarnWitchAngryNamVet
{
	scene "scenes/NamVet/WitchGettingAngry01.vcd"  //There's gonna be hell to pay, you keep aggravatin that witch.
	scene "scenes/NamVet/WitchGettingAngry02.vcd"  //STOP! That witch is mad as hell.
	scene "scenes/NamVet/WitchGettingAngry03.vcd"  //Hold up, that witch is getting ready to pounce!
	scene "scenes/NamVet/WitchGettingAngry04.vcd"  //Hold on, that witch is about to blow.
	scene "scenes/NamVet/WitchGettingAngry05.vcd"  //STOP! That witch is mad as hell.
}
Rule PlayerWarnWitchAngryNamVet
{
	criteria ConceptWitchGettingAngry IsNotCoughing IsNamVet IsNotWarnAngryWitch IsTalk IsTalkNamVet
	ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnWitchAngryNamVet
}

Response PlayerZoeyPouncedNamVet
{
	scene "scenes/NamVet/HunterZoeyPounced01.vcd" predelay ".5,1" //Hunter's got Zoey!
	scene "scenes/NamVet/HunterZoeyPounced02.vcd" predelay ".5,1" //Hunter pounced Zoey!
	scene "scenes/NamVet/HunterZoeyPounced03.vcd" predelay ".5,1" //A Hunter's on Zoey!
}
Rule PlayerZoeyPouncedNamVet
{
	criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsTeenGirl IsNotSaidZoeyPounced IsNamVet IsTalk IsTalkNamVet
	ApplyContext "ZoeyPounced:1:60"
	applycontexttoworld
	Response PlayerZoeyPouncedNamVet
}

Response SurvivorCaughtVomitNamVet
{
	scene "scenes/NamVet/ReactionBoomerVomit01.vcd"  //
	scene "scenes/NamVet/ReactionBoomerVomit02.vcd"  //
	scene "scenes/NamVet/ReactionBoomerVomit03.vcd"  //
}
Rule SurvivorCaughtVomitNamVet
{
	criteria ConceptPlayerVomitInFace IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorCaughtVomitNamVet
}

Response SurvivorCoughingNamVet
{
	scene "scenes/NamVet/Cough01.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough02.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough03.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough04.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough05.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough06.vcd"  //(Coughing from smoke)
}
Rule SurvivorCoughingNamVet
{
	criteria ConceptSurvivorCoughing IsCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorCoughingNamVet
}

Response SurvivorCoughingDeathNamVet
{
	scene "scenes/NamVet/Cough01.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough02.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough03.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough04.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough05.vcd"  //(Coughing from smoke)
	scene "scenes/NamVet/Cough06.vcd"  //(Coughing from smoke)
}
Rule SurvivorCoughingDeathNamVet
{
	criteria ConceptPlayerDeath IsCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorCoughingDeathNamVet
}

Response SurvivorDeathNamVet
{
	scene "scenes/NamVet/DeathScream01.vcd"  //[Loud painful death scream]
	scene "scenes/NamVet/DeathScream02.vcd"  //[Death rattle]
	scene "scenes/NamVet/DeathScream03.vcd"  //[Loud painful death scream]
	scene "scenes/NamVet/DeathScream04.vcd"  //[Loud painful death scream]
	scene "scenes/NamVet/DeathScream05.vcd"  //[Short quick death scream]
	scene "scenes/NamVet/DeathScream06.vcd"  //[Short quick death scream]
	scene "scenes/NamVet/DeathScream07.vcd"  //[Death rattle]
	scene "scenes/NamVet/DeathScream08.vcd"  //[Death rattle]
}
Rule SurvivorDeathNamVet
{
	criteria ConceptPlayerDeath IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorDeathNamVet
}

Response SurvivorFinaleAheadHospitalNamVet
{
	scene "scenes/NamVet/WorldHospital0503.vcd"  //Let's find that radio.
	scene "scenes/NamVet/WorldHospital0504.vcd"  //Let's find the radio and get a hold of that pilot.
	scene "scenes/NamVet/WorldHospital0513.vcd"  //Let's find that radio.
}
Rule SurvivorFinaleAheadHospitalNamVet
{
	criteria ConceptPlayerNearFinale IsNotCoughing IsNamVet IsNotSaidFinaleAhead NotInCombat ismap_l4d_hospital05_rooftop IsTalk IsTalkNamVet IsNotIncapacitated
	ApplyContext "SaidFinaleAhead:1:30"
	applycontexttoworld
	Response SurvivorFinaleAheadHospitalNamVet
}

Response SurvivorGrabbedByTongueNamVet
{
	scene "scenes/NamVet/GrabbedBySmoker01a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/NamVet/GrabbedBySmoker01b.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/NamVet/GrabbedBySmoker02a.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/NamVet/GrabbedBySmoker02b.vcd"  //no, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/NamVet/GrabbedBySmoker03.vcd"  //no, NO!
}
Rule SurvivorGrabbedByTongueNamVet
{
	criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorGrabbedByTongueNamVet
}

Response SurvivorNearFinaleNamVet
{
	scene "scenes/NamVet/FinaleAhead01.vcd"  //This looks like it - we're almost out of here.
	scene "scenes/NamVet/FinaleAhead02.vcd"  //We're almost out of here!
	scene "scenes/NamVet/FinaleAhead03.vcd"  //Okay, people, we're almost there. Let's keep moving!
	scene "scenes/NamVet/FinaleAhead04.vcd"  //Keep it together people. We're almost home free.
}
Rule SurvivorNearFinaleNamVet
{
	criteria ConceptPlayerNearFinale IsNotCoughing IsNamVet IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkNamVet IsNotIncapacitated
	ApplyContext "SaidFinaleAhead:1:30"
	applycontexttoworld
	Response SurvivorNearFinaleNamVet
}

Response SurvivorTankPoundNamVet
{
	scene "scenes/NamVet/TankPound01.vcd"  //It's killin' me
	scene "scenes/NamVet/TankPound02.vcd"  //Get this thing offa me!
	scene "scenes/NamVet/TankPound03.vcd"  //AAHHHH He's crushing me!
}
Rule SurvivorTankPoundNamVet
{
	criteria ConceptPlayerGroundPoundedByTank IsNamVet IsTalk IsTalkNamVet
	Response SurvivorTankPoundNamVet
}

Response SurvivorVocalizeBackUpNamVet
{
	scene "scenes/NamVet/BackUp01.vcd"  //Back up!
	scene "scenes/NamVet/BackUp02.vcd"  //Back up!
	scene "scenes/NamVet/BackUp03.vcd"  //Back back back back back back!
	scene "scenes/NamVet/BackUp04.vcd"  //Back back back!
	scene "scenes/NamVet/BackUp05.vcd"  //Back up!
	scene "scenes/NamVet/BackUp06.vcd"  //Move back!
	scene "scenes/NamVet/BackUp07.vcd"  //Back it up!
}
Rule SurvivorVocalizeBackUpNamVet
{
	criteria ConceptPlayerBackUp IsNamVet IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkNamVet
	Response SurvivorVocalizeBackUpNamVet
}

Response SurvivorVocalizeEmphaticGoNamVet
{
	scene "scenes/NamVet/EmphaticGo01.vcd"  //go go go
	scene "scenes/NamVet/EmphaticGo02.vcd"  //MOVE!
	scene "scenes/NamVet/EmphaticGo03.vcd"  //MOVE!
	scene "scenes/NamVet/EmphaticGo04.vcd"  //MOVE MOVE MOVE!
	scene "scenes/NamVet/EmphaticGo05.vcd"  //MOVE OUT!
	scene "scenes/NamVet/EmphaticGo06.vcd"  //go go go
}
Rule SurvivorVocalizeEmphaticGoNamVet
{
	criteria ConceptPlayerEmphaticGo IsNamVet  IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkNamVet
	Response SurvivorVocalizeEmphaticGoNamVet
}

Response SurvivorVocalizeFollowMeNamVet
{
	scene "scenes/NamVet/FollowMe01.vcd"  //Come on, this way.
	scene "scenes/NamVet/FollowMe02.vcd"  //I'll take the lead.
	scene "scenes/NamVet/FollowMe03.vcd"  //Follow me!
	scene "scenes/NamVet/FollowMe04.vcd"  //This way, people!
	scene "scenes/NamVet/FollowMe05.vcd"  //This way.
	scene "scenes/NamVet/FollowMe06.vcd"  //I'm on point.
	scene "scenes/NamVet/FollowMe07.vcd"  //This way!
	scene "scenes/NamVet/FollowMe08.vcd"  //Fall in behind me.
	scene "scenes/NamVet/FollowMe09.vcd"  //Follow me.
}
Rule SurvivorVocalizeFollowMeNamVet
{
	criteria ConceptPlayerFollowMe IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorVocalizeFollowMeNamVet
}

Response SurvivorVocalizeGoingToDieNamVet
{
	scene "scenes/NamVet/GoingToDie01.vcd"  //I don't feel so good.
	scene "scenes/NamVet/GoingToDie03.vcd"  //I feel awful.
	scene "scenes/NamVet/GoingToDie04.vcd"  //I am in bad shape, people.
	scene "scenes/NamVet/GoingToDie05.vcd"  //I'm gettin' too old for this horseshit.
	scene "scenes/NamVet/GoingToDie06.vcd"  //I feel terrible.
	scene "scenes/NamVet/GoingToDie08.vcd"  //[to self] goddamn horseshit.
	scene "scenes/NamVet/GoingToDie09.vcd"  //It's not lookin' good for me.
	scene "scenes/NamVet/GoingToDie10.vcd"  //I'm not feelin' too hot.
	scene "scenes/NamVet/GoingToDie11.vcd"  //Ah shit, I'm not doin' too good here.
	scene "scenes/NamVet/GoingToDie12.vcd"  //I'm really hurt, people
	scene "scenes/NamVet/GoingToDie13.vcd"  //Christ, I'm messed up.
	scene "scenes/NamVet/GoingToDie14.vcd"  //[sharp intake of breath followed by grunt]
	scene "scenes/NamVet/GoingToDie16.vcd"  //I feel awful.
	scene "scenes/NamVet/GoingToDie17.vcd"  //God damn it, I am seriously fubar.
	scene "scenes/NamVet/GoingToDie18.vcd"  //[pain sound followed by two grunts]
	scene "scenes/NamVet/GoingToDie20.vcd"  //I'm just barely hangin' on here
	scene "scenes/NamVet/GoingToDie21.vcd"  //[pain sound] I think I'm goin' home in a box
	scene "scenes/NamVet/GoingToDie22.vcd"  //I feel like hell.
	scene "scenes/NamVet/GoingToDie24.vcd"  //If I go down, don't let those bastards eat me.
	scene "scenes/NamVet/GoingToDie26.vcd"  //Dammit, I'm bleeding out.
	scene "scenes/NamVet/GoingToDieLight01.vcd"  //This old body ain't gonna make it.
	scene "scenes/NamVet/GoingToDieLight02.vcd"  //Ah shit, I ain't feelin' right.
	scene "scenes/NamVet/GoingToDieLight03.vcd"  //Something ain't workin' right.
	scene "scenes/NamVet/GoingToDieLight04.vcd"  //This just ain't my day...
	scene "scenes/NamVet/GoingToDieLight06.vcd"  //Ah. <breath> Dammit.
	scene "scenes/NamVet/GoingToDieLight07.vcd"  //<wincing pain noise> Hell with this.
	scene "scenes/NamVet/GoingToDieLight08.vcd" odds 2 //Hell, I was too old for this shit fifteen years ago.
}
Rule SurvivorVocalizeGoingToDieNamVet
{
	criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotComplainBlock
	ApplyContext "IsComplain:1:25"
	Response SurvivorVocalizeGoingToDieNamVet
}

Response SurvivorVocalizeGoingToDie3NamVet
{
	scene "scenes/NamVet/GoingToDie02.vcd"  //I don't know if I am going to make it.
	scene "scenes/NamVet/GoingToDie07.vcd"  //You people might have to go on without me.
	scene "scenes/NamVet/GoingToDie15.vcd"  //We gotta find me a medic.
	scene "scenes/NamVet/GoingToDie23.vcd"  //I'm about to buy the farm.
	scene "scenes/NamVet/GoingToDie27.vcd"  //I'm not gonna hold out much longer.
}
Rule SurvivorVocalizeGoingToDie3NamVet
{
	criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsNamVet IsOnThirdStrike IsTalk IsTalkNamVet IsNotComplainBlock
	ApplyContext "IsComplain:1:25"
	Response SurvivorVocalizeGoingToDie3NamVet
}

Response SurvivorVocalizeGoingToDieAloneNamVet
{
	scene "scenes/NamVet/NervousHumming01.vcd"  //[Nervous Humming]
	scene "scenes/NamVet/NervousWhislte01.vcd"  //[Nervous Whislte]
}
Rule SurvivorVocalizeGoingToDieAloneNamVet
{
	criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsNamVet IsOnThirdStrike IsAlone NotInCombat IsNotSaidNervous IsTalk IsTalkNamVet
	ApplyContext "SaidNervous:1:0"
	Response SurvivorVocalizeGoingToDieAloneNamVet
}

Response SurvivorVocalizeLookOutNamVet
{
	scene "scenes/NamVet/LookOut01.vcd"  //Look out!
	scene "scenes/NamVet/LookOut02.vcd"  //Watch out!
	scene "scenes/NamVet/LookOut03.vcd"  //Watch out!
	scene "scenes/NamVet/LookOut04.vcd"  //Watch your ass!
	scene "scenes/NamVet/LookOut05.vcd"  //Heads up!
	scene "scenes/NamVet/LookOut06.vcd"  //Behind you!!
}
Rule SurvivorVocalizeLookOutNamVet
{
	criteria ConceptPlayerLookOut IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorVocalizeLookOutNamVet
}

Response SurvivorVocalizeThisWayNamVet
{
	scene "scenes/NamVet/FollowMe01.vcd"  //Come on, this way.
	scene "scenes/NamVet/FollowMe02.vcd"  //I'll take the lead.
	scene "scenes/NamVet/FollowMe03.vcd"  //Follow me!
	scene "scenes/NamVet/FollowMe04.vcd"  //This way, people!
	scene "scenes/NamVet/FollowMe05.vcd"  //This way.
	scene "scenes/NamVet/FollowMe06.vcd"  //I'm on point.
	scene "scenes/NamVet/FollowMe07.vcd"  //This way!
	scene "scenes/NamVet/FollowMe08.vcd"  //Fall in behind me.
	scene "scenes/NamVet/FollowMe09.vcd"  //Follow me.
}
Rule SurvivorVocalizeThisWayNamVet
{
	criteria ConceptPlayerThisWay IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorVocalizeThisWayNamVet
}

Response SurvivorVocalizeWaitHereNamVet
{
	scene "scenes/NamVet/WaitHere01.vcd"  //Let's wait here.
	scene "scenes/NamVet/WaitHere02.vcd"  //Let's wait for a minute.
	scene "scenes/NamVet/WaitHere03.vcd"  //Wait here just a minute.
	scene "scenes/NamVet/WaitHere04.vcd"  //Hold up!
}
Rule SurvivorVocalizeWaitHereNamVet
{
	criteria ConceptPlayerWaitHere IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response SurvivorVocalizeWaitHereNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Danger
//--------------------------------------------------------------------------------------------------------------
Response PlayerLedgeHangEndNamVet
{
	scene "scenes/NamVet/LedgeHangEnd01.vcd"  //I'M SLIPPING! PULL ME UP!
	scene "scenes/NamVet/LedgeHangEnd02.vcd"  //I'M LOSING MY GRIP! GET OVER HERE!
	scene "scenes/NamVet/LedgeHangEnd03.vcd"  //I CAN'T HOLD ON - I'M GONNA FALL!
	scene "scenes/NamVet/LedgeHangEnd04.vcd"  //HELP ME! I'm about to take a redball into the ground!
	scene "scenes/NamVet/LedgeHangEnd05.vcd"  //I'M GONNA FALL!
}
Rule PlayerLedgeHangEndNamVet
{
	criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerLedgeHangEndNamVet
}

Response PlayerLedgeHangMiddleNamVet
{
	scene "scenes/NamVet/LedgeHangMiddle01.vcd"  //Ah christ, somebody pull me up!
	scene "scenes/NamVet/LedgeHangMiddle02.vcd"  //I need some help, here.
	scene "scenes/NamVet/LedgeHangMiddle03.vcd"  //Dammit, I need a hand here!
	scene "scenes/NamVet/LedgeHangMiddle04.vcd"  //Pull me up, people.
	scene "scenes/NamVet/LedgeHangMiddle05.vcd"  //I need a hand up!
}
Rule PlayerLedgeHangMiddleNamVet
{
	criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerLedgeHangMiddleNamVet
}

Response PlayerLedgeHangStartNamVet
{
	scene "scenes/NamVet/LedgeHangStart01.vcd"  //I need a hand up!
	scene "scenes/NamVet/LedgeHangStart02.vcd"  //Somembody pull me up!
	scene "scenes/NamVet/LedgeHangStart03.vcd"  //Godammit, I'm hangin' off a ledge over here.
	scene "scenes/NamVet/LedgeHangStart04.vcd"  //Somebody needs to get over here and pull me up!
	scene "scenes/NamVet/LedgeHangStart05.vcd"  //Hey, people, I'm hangin' off a ledge over here!
	scene "scenes/NamVet/LedgeHangStart06.vcd"  //Somebody come pull me up!
	scene "scenes/NamVet/LedgeHangStart07.vcd"  //I'm gettin' too old for this hangin' shit.
	scene "scenes/NamVet/LedgeHangStart08.vcd"  //Somebody come help me up!
	scene "scenes/NamVet/LedgeHangStart09.vcd"  //Somebody come grab me up off this ledge.
}
Rule PlayerLedgeHangStartNamVet
{
	criteria ConceptPlayerLedgeHangStart IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerLedgeHangStartNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Death
//--------------------------------------------------------------------------------------------------------------
Response DoubleDeathNamVet
{
	scene "scenes/NamVet/DoubleDeathResponse01.vcd" predelay ".5,1.25" //This is goin' to hell in a handbasket real fast!
	scene "scenes/NamVet/DoubleDeathResponse02.vcd" predelay ".5,1.25" //I didn't sign up for this shit!
}
Rule DoubleDeathNamVet
{
	criteria ConceptSurvivorDied IsNotCoughing IsNamVet  IsSaidSomeoneDied IsTalk IsTalkNamVet IsNotSaidSomeoneDiedDouble
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedDouble:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response DoubleDeathNamVet
}

Response DoubleDeath2NamVet
{
	scene "scenes/NamVet/DoubleDeathResponse04.vcd" predelay ".5,1.25" //It's just the two of us now, kid.
}
Rule DoubleDeath2NamVet
{
	criteria ConceptDeath2Left IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent
	ApplyContext "SaidSomeoneDiedDouble2:1:10"
	applycontexttoworld
	Response DoubleDeath2NamVet
}

Response SurvivorDiedFrancisNamVet
{
	scene "scenes/NamVet/NameFrancis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud)
	scene "scenes/NamVet/NameFrancis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Fraaaaancis! (loud)
}
Rule SurvivorDiedFrancisNamVet
{
	criteria ConceptSurvivorDied IsNotCoughing IsNamVet IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkNamVet
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response SurvivorDiedFrancisNamVet
}

Response SurvivorDiedLouisNamVet
{
	scene "scenes/NamVet/NameLouis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud)
	scene "scenes/NamVet/NameLouis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Looooouis! (loud)
	scene "scenes/NamVet/NameLouis03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis (quiet)
}
Rule SurvivorDiedLouisNamVet
{
	criteria ConceptSurvivorDied IsNotCoughing IsNamVet IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkNamVet
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response SurvivorDiedLouisNamVet
}

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


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Pickups
//--------------------------------------------------------------------------------------------------------------
Response SurvivorPickupAutoShotgunNamVet
{
	scene "scenes/NamVet/TakeAutoShotgun01.vcd"  //Full auto shotgun
	scene "scenes/NamVet/TakeAutoShotgun02.vcd"  //Auto shottie!
	scene "scenes/NamVet/TakeAutoShotgun03.vcd"  //I'm grabbing this shotgun.
	scene "scenes/NamVet/TakeAutoShotgun04.vcd"  //I'm taking this shotgun
	scene "scenes/NamVet/TakeAutoShotgun05.vcd"  //Shotgun!
}
Rule SurvivorPickupAutoShotgunNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupAutoShotgunNamVet
}

Response SurvivorPickupFirstAidKitNamVet
{
	scene "scenes/NamVet/TakeFirstAid01.vcd"  //First to aid, last to die
	scene "scenes/NamVet/TakeFirstAid02.vcd"  //Grabbing First Aid
	scene "scenes/NamVet/TakeFirstAid03.vcd"  //I'm gonna need these
}
Rule SurvivorPickupFirstAidKitNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupFirstAidKitNamVet
}

Response SurvivorPickupHuntingRifleNamVet
{
	scene "scenes/NamVet/TakeSniper01.vcd"  //I'm gonna grab this range rifle
	scene "scenes/NamVet/TakeSniper02.vcd"  //I'm grabbing a hunting rifle.
}
Rule SurvivorPickupHuntingRifleNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupHuntingRifleNamVet
}

Response SurvivorPickupMolotovNamVet
{
	scene "scenes/NamVet/TakeMolotov01.vcd"  //Molotov.
	scene "scenes/NamVet/TakeMolotov02.vcd"  //Grabbing a Molotov.
	scene "scenes/NamVet/TakeMolotov03.vcd"  //Might want to save this for later.
}
Rule SurvivorPickupMolotovNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupMolotovNamVet
}

Response SurvivorPickupPainPillsNamVet
{
	scene "scenes/NamVet/TakePills01.vcd"  //I'm gonna need these
	scene "scenes/NamVet/TakePills02.vcd"  //Grabbing pills
	scene "scenes/NamVet/TakePills03.vcd"  //Someone's gonna need these
}
Rule SurvivorPickupPainPillsNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupPainPillsNamVet
}

Response SurvivorPickupPipeBombNamVet
{
	scene "scenes/NamVet/TakePipeBomb01.vcd"  //A black powder bomb.
	scene "scenes/NamVet/TakePipeBomb02.vcd"  //Grabbing a pipe bomb
	scene "scenes/NamVet/TakePipeBomb03.vcd"  //Grabbing a pipe bomb
	scene "scenes/NamVet/TakePipeBomb04.vcd"  //I'd rather have a grenade, but this'll do.
}
Rule SurvivorPickupPipeBombNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupPipeBombNamVet
}

Response SurvivorPickupPumpShotgunNamVet
{
	scene "scenes/NamVet/TakeShotgun01.vcd"  //Grabbing a shotgun
	scene "scenes/NamVet/TakeShotgun02.vcd"  //I'm grabbing this shotgun.
	scene "scenes/NamVet/TakeShotgun03.vcd"  //Shotgun
}
Rule SurvivorPickupPumpShotgunNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupPumpShotgunNamVet
}

Response SurvivorPickupRifleNamVet
{
	scene "scenes/NamVet/GnericWeaponPickup01.vcd"  //Ahhh. A gun's a gun.
	scene "scenes/NamVet/GnericWeaponPickup02.vcd"  //If it shoots bullets, I'll take it.
	scene "scenes/NamVet/GnericWeaponPickup03.vcd"  //*This'll* do some damage.
	scene "scenes/NamVet/TakeAssaultRifle01.vcd"  //An assault rifle. This shit's gettin more like 'nam every second.
	scene "scenes/NamVet/TakeAssaultRifle02.vcd"  //An assault rifle. Come to papa.
	scene "scenes/NamVet/TakeAssaultRifle03.vcd"  //I'm grabbing this rifle
	scene "scenes/NamVet/TakeAssaultRifle04.vcd"  //An assault rifle! Man, this takes me back.
	scene "scenes/NamVet/TakeAssaultRifle05.vcd"  //I'm grabbin' an assault rifle.
}
Rule SurvivorPickupRifleNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupRifleNamVet
}

Response SurvivorPickupSecondPistolNamVet
{
	scene "scenes/NamVet/TakePistol01.vcd"  //I'm taking an extra pistol
	scene "scenes/NamVet/TakePistol02.vcd"  //I'm taking an extra pistol.
	scene "scenes/NamVet/TakePistol03.vcd"  //Extra Pistol!
	scene "scenes/NamVet/TakePistol04.vcd"  //Extra Sidearm!
}
Rule SurvivorPickupSecondPistolNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupSecondPistolNamVet
}

Response SurvivorPickupSMGNamVet
{
	scene "scenes/NamVet/TakeSubMachineGun01.vcd"  //SMG
	scene "scenes/NamVet/TakeSubMachineGun02.vcd"  //Grabbing an SMG
	scene "scenes/NamVet/TakeSubMachineGun03.vcd"  //Full auto - beautiful.
}
Rule SurvivorPickupSMGNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsNotInStartArea IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupSMGNamVet
}

Rule SurvivorPickupAutoShotgunAlwaysNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupAutoShotgunNamVet
}

Rule SurvivorPickupFirstAidKitAlwaysNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupFirstAidKitNamVet
}

Rule SurvivorPickupHuntingRifleAlwaysNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupHuntingRifleNamVet
}

Rule SurvivorPickupMolotovAlwaysNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupMolotovNamVet
}

Rule SurvivorPickupPainPillsAlwaysNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupPainPillsNamVet
}

Rule SurvivorPickupPipeBombAlwaysNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupPipeBombNamVet
}

Rule SurvivorPickupPumpShotgunAlwaysNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupPumpShotgunNamVet
}

Rule SurvivorPickupRifleAlwaysNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupRifleNamVet
}

Rule SurvivorPickupSecondPistolNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpSecondPistol IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupSecondPistolNamVet
}

Rule SurvivorPickupSMGAlwaysNamVet
{
	criteria ConceptPlayerPickup IsNotCoughing IsNamVet IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent NamVetNotPickedUpItem IsTalk IsTalkNamVet
	ApplyContext "NamVetPickedUpItem:1:30"
	Response SurvivorPickupSMGNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Rescue
//--------------------------------------------------------------------------------------------------------------
Response PlayerGettingRevivedNamVet
{
	scene "scenes/NamVet/GettingRevived01.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'm okay.
	scene "scenes/NamVet/GettingRevived02.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'm allright.
	scene "scenes/NamVet/GettingRevived03.vcd"  then From ReviveFriendDownFinal foo:0 0 //[groan]
	scene "scenes/NamVet/GettingRevived04.vcd"  then From ReviveFriendDownFinal foo:0 0 //Hell if I know.
	scene "scenes/NamVet/GettingRevived05.vcd"  then From ReviveFriendDownFinal foo:0 0 //Most of this blood ain't mine.
	scene "scenes/NamVet/GettingRevived06.vcd"  then From ReviveFriendDownFinal foo:0 0 //[groan2]
	scene "scenes/NamVet/GettingRevived07.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'll make it.
	scene "scenes/NamVet/GettingRevived08.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'll live.
	scene "scenes/NamVet/GettingRevived09.vcd"  then From ReviveFriendDownFinal foo:0 0 //Hell, I'll live.
	scene "scenes/NamVet/GettingRevived10.vcd"  then From ReviveFriendDownFinal foo:0 0 //I've had worse.
	scene "scenes/NamVet/GettingRevived11.vcd"  then From ReviveFriendDownFinal foo:0 0 //[confused from hit on head] Who are you?
	scene "scenes/NamVet/GettingRevived12.vcd"  then From ReviveFriendDownFinal foo:0 0 //[confused from hit on head] Mother?
	scene "scenes/NamVet/GettingRevived13.vcd"  then From ReviveFriendDownFinal foo:0 0 //Well, I ain't *good*.
}
Rule PlayerGettingRevivedNamVet
{
	criteria ConceptReviveFriendDown IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerGettingRevivedNamVet
}

Response PlayerHealOtherNamVet
{
	scene "scenes/NamVet/HealOther01.vcd"  //Let me heal you up
	scene "scenes/NamVet/HealOther01.vcd"  //Let me heal you up
	scene "scenes/NamVet/HealOther02.vcd"  //Hold still, I can heal you
	scene "scenes/NamVet/HealOther02.vcd"  //Hold still, I can heal you
	scene "scenes/NamVet/HealOther03.vcd"  //Hold on, let me patch you up
	scene "scenes/NamVet/HealOther03.vcd"  //Hold on, let me patch you up
	scene "scenes/NamVet/HealOther04.vcd"  //Lemme heal ya up.
	scene "scenes/NamVet/HealOther05.vcd"  //Hold up, I'll heal ya.
	scene "scenes/NamVet/HealOther06.vcd"  //Quit moving, I'll heal ya.
	scene "scenes/NamVet/HealOther07.vcd"  //Stop squirmin', I'm gonna heal ya.
	scene "scenes/NamVet/HealOther08.vcd"  //Hold still, I'm gonna heal ya.
}
Rule PlayerHealOtherNamVet
{
	criteria ConceptPlayerHealingOther IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	Response PlayerHealOtherNamVet
}

Response PlayerHealOtherCombatNamVet
{
	scene "scenes/NamVet/HealOther01.vcd"  //Let me heal you up
	scene "scenes/NamVet/HealOther02.vcd"  //Hold still, I can heal you
	scene "scenes/NamVet/HealOther03.vcd"  //Hold on, let me patch you up
}
Rule PlayerHealOtherCombatNamVet
{
	criteria ConceptPlayerHealingOther IsNotCoughing  IsNamVet IsTalk IsTalkNamVet InCombat
	Response PlayerHealOtherCombatNamVet
}

Response PlayerLedgeSaveNamVet
{
	scene "scenes/NamVet/LedgeSave01.vcd"  //Okay, quit squirming, I gotcha. Come on, up ya go!
	scene "scenes/NamVet/LedgeSave02.vcd"  //Let's go, take my hand. I'm gonna get you up. Here we go.
	scene "scenes/NamVet/LedgeSave03.vcd"  //How the hell did this happen? Never mind, come on and grab my hand.
}
Rule PlayerLedgeSaveNamVet
{
	criteria ConceptPlayerLedgeSave IsNotCoughing IsNamVet IsTalk IsTalkNamVet
	Response PlayerLedgeSaveNamVet
}

Response PlayerReviveFriendNamVet
{
	scene "scenes/NamVet/ReviveFriend01.vcd"  //Hold still, hold still. I'm gonna get you back on your feet and then we gotta move.
	scene "scenes/NamVet/ReviveFriend02.vcd"  //Okay. Allright, now. Come on kid, shake it off and let's get moving.
	scene "scenes/NamVet/ReviveFriend03.vcd"  //Ah hell, it looks a lot worse than it is. C'mon - you gotta get up and walk it off.
	scene "scenes/NamVet/ReviveFriend04.vcd"  //Probably stings like hell, but it ain't gonna kill ya. Up and at'em, soldier! Time to move.
	scene "scenes/NamVet/ReviveFriend05.vcd"  //There's a lot of blood, but you're not missin' anything important. Come on, get up, let's get moving!
	scene "scenes/NamVet/ReviveFriend06.vcd"  //Hold still, hold still. I'm gonna get you back on your feet and then we gotta move.
	scene "scenes/NamVet/ReviveFriend07.vcd"  //Okay. Allright, now. Come on kid, shake it off, let's get moving.
	scene "scenes/NamVet/ReviveFriend08.vcd"  //Take it easy, kid. I'm gonna get you back on your feet and fighting.
	scene "scenes/NamVet/ReviveFriend09.vcd"  //Hell, kid, they just winged ya. Come on, back on your feet and let's get moving.
	scene "scenes/NamVet/ReviveFriend10.vcd"  //Here we go - back on your feet, soldier. You're not gettin' out of this fight that easy.
	scene "scenes/NamVet/ReviveFriend11.vcd"  //Lie still, lemme look. Ah hell, I've seen worse. You'll be allright in a second.
	scene "scenes/NamVet/ReviveFriend12.vcd"  //You're not through yet, kid. Get up and let's go. These shitheads ain't gonna kill themselves.
	scene "scenes/NamVet/ReviveFriend14.vcd"  //Ahh quit snivelling. I've seen worse.
}
Rule PlayerReviveFriendNamVet
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendNamVet
}

Response PlayerReviveFriendCriticalNamVet
{
	scene "scenes/NamVet/ReviveCriticalFriend01.vcd"  //I can help you up, but I'm not gonna lie to ya - you're in bad shape. If we don't find you some first aid, you're not gonna survive another hit.
	scene "scenes/NamVet/ReviveCriticalFriend02.vcd"  //Holy hell, you are messed up. If we don't find you some first aid, you're not gonna survive another hit.
	scene "scenes/NamVet/ReviveCriticalFriend03.vcd"  //That really tore the hell outta you. If we don't find you some first aid, you're not gonna survive another hit.
	scene "scenes/NamVet/ReviveCriticalFriend04.vcd"  //Holy shit, they took a big piece outta you, kid. If we don't find you some first aid, you're not gonna survive another hit.
	scene "scenes/NamVet/ReviveCriticalFriend05.vcd"  //I can help you back on your feet, but it's temporary. If we don't find you some first aid, you're not gonna survive another hit.
	scene "scenes/NamVet/ReviveCriticalFriend06.vcd"  //You're in real bad shape, kid. If we don't find you some first aid, you're not gonna survive another hit.
	scene "scenes/NamVet/ReviveCriticalFriend07.vcd"  //No shame, kid. I woulda pissed myself, too. But if we don't find you some first aid, you're not gonna survive another hit.
}
Rule PlayerReviveFriendCriticalNamVet
{
	criteria ConceptPlayerReviveFriendCritical IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendCriticalNamVet
}

Response PlayerReviveFriendLoudNamVet
{
	scene "scenes/NamVet/ReviveFriendLoud01.vcd"  //I gotcha. You're gonna make it!
	scene "scenes/NamVet/ReviveFriendLoud02.vcd"  //Get up, get up! We ain't got time for this!
	scene "scenes/NamVet/ReviveFriendLoud03.vcd"  //Get up, get up!
	scene "scenes/NamVet/ReviveFriendLoud04.vcd"  //Come on, get up!
	scene "scenes/NamVet/ReviveFriendLoud05.vcd"  //Hang on, I gotcha!
	scene "scenes/NamVet/ReviveFriendLoud06.vcd"  //Come on! You gotta get up!
	scene "scenes/NamVet/ReviveFriendLoud07.vcd"  //You're not done yet. Come on!
	scene "scenes/NamVet/ReviveFriendLoud08.vcd"  //Let's go! Get up! Let's go!
	scene "scenes/NamVet/ReviveFriendLoud09.vcd"  //Come on! This fight ain't over!
	scene "scenes/NamVet/ReviveFriendLoud10.vcd"  //Come on!
}
Rule PlayerReviveFriendLoudNamVet
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsNamVet IsZombiePresentTank IsTalk IsTalkNamVet
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendLoudNamVet
}

Response PlayerReviveFriendShortNamVet
{
	scene "scenes/NamVet/ReviveFriendB01.vcd"  //Up and at 'em.
	scene "scenes/NamVet/ReviveFriendB02.vcd"  //Come on up!
	scene "scenes/NamVet/ReviveFriendB03.vcd"  //Up ya go, son.
	scene "scenes/NamVet/ReviveFriendB04.vcd"  //You'll be okay.
	scene "scenes/NamVet/ReviveFriendB05.vcd"  //I got ya.
	scene "scenes/NamVet/ReviveFriendB06.vcd"  //Up we go.
	scene "scenes/NamVet/ReviveFriendB07.vcd"  //Hell, you're fine.
	scene "scenes/NamVet/ReviveFriendB08.vcd"  //It don't look bad.
	scene "scenes/NamVet/ReviveFriendB09.vcd"  //Come on up.
	scene "scenes/NamVet/ReviveFriendB10.vcd"  //Let's move!
	scene "scenes/NamVet/ReviveFriendB11.vcd"  //You're fine.
	scene "scenes/NamVet/ReviveFriendB15.vcd"  //You'll be fine.
}
Rule PlayerReviveFriendShortNamVet
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsNamVet IsTalk IsTalkNamVet IsReviveTalk
	ApplyContext "ReviveTalk:1:5"
	Response PlayerReviveFriendShortNamVet
}

Rule PlayerLedgeSaveCriticalNamVet
{
	criteria ConceptPlayerLedgeSaveCritical IsNotCoughing  IsNamVet IsTalk IsTalkNamVet
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendCriticalNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - ZRescue
//--------------------------------------------------------------------------------------------------------------
Rule PlayerReviveFriendLoud2NamVet
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsNamVet IntensityHigh IsTalk IsTalkNamVet
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendLoudNamVet
}

Rule PlayerReviveFriendLoudCritNamVet
{
	criteria ConceptPlayerReviveFriendCritical IsNotCoughing  IsNamVet IntensityHigh IsTalk IsTalkNamVet IntensityHigh
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendLoudNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer Convo
//--------------------------------------------------------------------------------------------------------------
Response PlayerAirportIntrobbNamVet
{
	scene "scenes/NamVet/WorldAirport0102.vcd"  then Biker IntroAirport01bc foo:0 0 //A C-130 is nice flying.
}
Rule PlayerAirportIntrobbNamVet
{
	criteria ConceptIntroAirport01bb IsNamVet
	ApplyContext "talk:1:4"
	applycontexttoworld
	Response PlayerAirportIntrobbNamVet
}

Response PlayerFarmHouseIntroNamVet
{
	scene "scenes/NamVet/WorldFarmHouseIntro01.vcd"  then Biker IntroFarm2 foo:0 0.05 //Emergency band was talking about a military outpost just North a' here.
	scene "scenes/NamVet/WorldFarmHouseIntro12.vcd"  then biker IntroFarm2 foo:0 0.05 //Last thing I heard, there's some kind of military outpost not far from here along the train tracks.
}
Rule PlayerFarmHouseIntroNamVet
{
	criteria ConceptIntroFarm IsNamVet
	ApplyContext "talk:1:10"
	applycontexttoworld
	Response PlayerFarmHouseIntroNamVet
}

Response PlayerHospitalIntroNamVet
{
	scene "scenes/NamVet/WorldHospital0112.vcd"  then Any IntroHospital02 foo:0 0 //We can take the subway tunnels to the hospital.  There's a redline station not far from here.
}
Rule PlayerHospitalIntroNamVet
{
	criteria ConceptintroHospital IsNamVet
	ApplyContext "talk:1:10"
	applycontexttoworld
	Response PlayerHospitalIntroNamVet
}

Response PlayerHospitalIntro03NamVet
{
	scene "scenes/NamVet/GenericResponses10.vcd"  //Good thinking.
	scene "scenes/NamVet/WorldHospital0104.vcd"  //Might not be a bad idea to get off the street.
}
Rule PlayerHospitalIntro03NamVet
{
	criteria ConceptIntroHospital03 IsNamVet
	ApplyContext "talk:1:4"
	applycontexttoworld
	Response PlayerHospitalIntro03NamVet
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer Heal
//--------------------------------------------------------------------------------------------------------------
Response PlayerCoverMeHealNamVet
{
	scene "scenes/NamVet/CoverMe01.vcd" predelay ".2,.5" //Cover me!
	scene "scenes/NamVet/CoverMe02.vcd" predelay ".2,.5" //Cover me.
	scene "scenes/NamVet/CoverMe03.vcd" predelay ".2,.5" //Watch my back
	scene "scenes/NamVet/CoverMe04.vcd" predelay ".2,.5" //Watch my back.
	scene "scenes/NamVet/CoverMe05.vcd" predelay ".2,.5" //Cover me.
	scene "scenes/NamVet/CoverMe06.vcd" predelay ".2,.5" //Healin', cover me
	scene "scenes/NamVet/CoverMe07.vcd" predelay ".2,.5" //Cover me, gonna heal.
	scene "scenes/NamVet/CoverMe08.vcd" predelay ".2,.5" //Wait up, I'm healing.
}
Rule PlayerCoverMeHealNamVet
{
	criteria ConceptPlayerHealing IsNotCoughing IsNamVet IsNotAskedForCoverNamVet IsTalk IsTalkNamVet IsNotAlone
	ApplyContext "NamVetAskForCover:1:30"
	Response PlayerCoverMeHealNamVet
}


//--------------------------------------------------------------------------------------------------------------
// Weapon Spotted
//--------------------------------------------------------------------------------------------------------------
Response SurvivorSpottedRifleAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedRifleAutoNamVet2
{
	criteria ConceptPlayerSpotRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedRifleAutoNamVet2
}

Response SurvivorSpottedShotgunAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedShotgunAutoNamVet2
{
	criteria ConceptPlayerSpotShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedShotgunAutoNamVet2
}

Response SurvivorSpottedSMGAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedSMGAutoNamVet2
{
	criteria ConceptPlayerSpotSMG IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedSMGAutoNamVet2
}

Response SurvivorSpottedSniperRifleAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedSniperRifleAutoNamVet2
{
	criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedSniperRifleAutoNamVet2
}

Response SurvivorSpottedWeaponNamVet
{
	scene "scenes/NamVet/SpotWeapons01.vcd"  //Weapons here!
}
Rule SurvivorSpottedWeaponNamVet
{
	criteria ConceptPlayerSpotPistol IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Response SurvivorSpottedWeaponAShotgunAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedWeaponAShotgunAutoNamVet2
{
	criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponAShotgunAutoNamVet2
}

Response SurvivorSpottedWeaponPistolAutoNamVet
{
	scene "scenes/NamVet/SpotWeapons02.vcd"  //Weapon over here!
	scene "scenes/NamVet/SpotWeapons03.vcd"  //Got a Weapon here!
}
Rule SurvivorSpottedWeaponPistolAutoNamVet
{
	criteria ConceptPlayerSpotPistol IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponPistolAutoNamVet
}

Response SurvivorSpottedWeaponPistolAutoNamVet2
{
	scene "scenes/NamVet/Yes02.vcd"  //Roger that.
}
Rule SurvivorSpottedWeaponPistolAutoNamVet2
{
	criteria ConceptPlayerSpotPistol IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponPistolAutoNamVet2
}

Rule SurvivorSpottedRifleNamVet
{
	criteria ConceptPlayerSpotRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Rule SurvivorSpottedRifleAutoNamVet
{
	criteria ConceptPlayerSpotRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Rule SurvivorSpottedShotgunNamVet
{
	criteria ConceptPlayerSpotShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Rule SurvivorSpottedShotgunAutoNamVet
{
	criteria ConceptPlayerSpotShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Rule SurvivorSpottedSMGNamVet
{
	criteria ConceptPlayerSpotSMG IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Rule SurvivorSpottedSMGAutoNamVet
{
	criteria ConceptPlayerSpotSMG IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Rule SurvivorSpottedSniperRifleNamVet
{
	criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Rule SurvivorSpottedSniperRifleAutoNamVet
{
	criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Rule SurvivorSpottedWeaponNamVet
{
	criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

Rule SurvivorSpottedWeaponAShotgunAutoNamVet
{
	criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsNamVet IsTalk IsTalkNamVet IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponNamVet
}

