//--------------------------------------------------------------------------------------------------------------
// TeenGirl Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "TeenGirlNotPickedUpItem" "TeenGirlPickedUpItem" "!=1" "required" weight 0
Criterion "IsTeenGirlFriendlyFire" "worldTeenGirlFriendlyFire" "1" "required" weight 0
Criterion "IsNotTeenGirlFriendlyFire" "worldTeenGirlFriendlyFire" "!=1" "required" weight 0
Criterion "IsNotAskedForCoverTeenGirl" "TeenGirlAskForCover" "!=1" "required" weight 0
Criterion "IsNotSaidBattleStationsTeenGirl" "worldSaidBattleStationsTeenGirl" "!=1" "required" weight 0



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

Response PlayerNiceShotTeenGirl
{
	scene "scenes/TeenGirl/NiceShot01.vcd"  //Good one!
	scene "scenes/TeenGirl/NiceShot04.vcd"  //Killer shot!
	scene "scenes/TeenGirl/NiceShot05.vcd" odds 5 //Boom! Nice.
	scene "scenes/TeenGirl/NiceShot06.vcd"  //Great shot!
	scene "scenes/TeenGirl/NiceShot07.vcd"  //Nice shot!
	scene "scenes/TeenGirl/NiceShot08.vcd"  //Nice
	scene "scenes/TeenGirl/NiceShot11.vcd"  //Good one!
	scene "scenes/TeenGirl/NiceShot12.vcd"  //Nice shot!
	scene "scenes/TeenGirl/NiceShot13.vcd"  //Sweet shot!
	scene "scenes/TeenGirl/NiceShot14.vcd"  //Killer shot!
	scene "scenes/TeenGirl/NiceShot15.vcd"  //Great shot!
	scene "scenes/TeenGirl/NiceShot16.vcd"  //Nice
	scene "scenes/TeenGirl/NiceShot17.vcd" odds 1 //Nice shot old man
}
Rule PlayerNiceShotTeenGirl
{
	criteria ConceptPlayerNiceShot IsNotCoughing IsTeenGirl IssuerClose  IsTalk IsTalkTeenGirl ChanceToFire30Percent
	Response PlayerNiceShotTeenGirl
}

Response ReviveMeINterruptedTeenGirl
{
	scene "scenes/TeenGirl/ReactionStartled08.vcd"  //DAHHH!
	scene "scenes/TeenGirl/ReactionStartled11.vcd"  //(gasp)
	scene "scenes/TeenGirl/ReactionStartled17.vcd"  //(gasp)
	scene "scenes/TeenGirl/Swear10.vcd"  //Dammit.
	scene "scenes/TeenGirl/Swear12.vcd"  //Shit.
}
Rule ReviveMeINterruptedTeenGirl
{
	criteria ConceptReviveMeInterrupted IsTeenGirl
	ApplyContext "ReviveInterrupt:1:2"
	applycontexttoworld
	Response ReviveMeINterruptedTeenGirl
}

Response SurvivorMournBillTeenGirl
{
	scene "scenes/TeenGirl/GriefVet05.vcd"  //Bill!! No!!
	scene "scenes/TeenGirl/GriefVet11.vcd"  //Oh god.  Not Bill!
}
Rule SurvivorMournBillTeenGirl
{
	criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsTeenGirl IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl IsNotIncapacitated
	Response SurvivorMournBillTeenGirl
}

Response SurvivorMournFrancisTeenGirl
{
	scene "scenes/TeenGirl/GriefBiker04.vcd"  //Francis!
	scene "scenes/TeenGirl/GriefBiker06.vcd"  //God, not Francis
	scene "scenes/TeenGirl/GriefBiker07.vcd"  //oh god, not Francis
}
Rule SurvivorMournFrancisTeenGirl
{
	criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsTeenGirl IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl IsNotIncapacitated
	Response SurvivorMournFrancisTeenGirl
}

Response SurvivorMournLouisTeenGirl
{
	scene "scenes/TeenGirl/GriefManager03.vcd"  //Louis, oh god I'm going to miss you.
	scene "scenes/TeenGirl/GriefManager11.vcd"  //Oh Louis, oh god I can't believe it.
}
Rule SurvivorMournLouisTeenGirl
{
	criteria ConceptPlayerSeeDeadPlayer IsNotCoughing IsTeenGirl IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl IsNotIncapacitated
	Response SurvivorMournLouisTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// At Top
//--------------------------------------------------------------------------------------------------------------
Response PlayerRemarkFarm01_path09TeenGirl
{
	scene "scenes/TeenGirl/SafeSpotAhead01.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house just ahead.
	scene "scenes/TeenGirl/SafeSpotAhead06.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
	scene "scenes/TeenGirl/SafeSpotAhead08.vcd"  then any SafeSpotAheadResponse foo:0 0 //There's a safe house ahead.
}
Rule PlayerRemarkFarm01_path09TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear1500
	ApplyContext "SaidFarm01_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path09TeenGirl
}

Response PlayerRemarkSmalltown03_path14TeenGirl
{
	scene "scenes/TeenGirl/SafeSpotAhead09.vcd"  then any SafeSpotAheadResponse foo:0 0 //We're near a safe house
}
Rule PlayerRemarkSmalltown03_path14TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path14 IsNotSaidSmalltown03_path14 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown03_path14:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path14TeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// AutoResponder
//--------------------------------------------------------------------------------------------------------------
Response ThanksGotItemTeenGirl
{
	scene "scenes/TeenGirl/ReactionPositive12.vcd" odds 1 //You are a charming beautiful man.
	scene "scenes/TeenGirl/ReactionPositive27.vcd" odds 1 //You are beautiful, sexy and charming. Thank you.
	scene "scenes/TeenGirl/Thanks02.vcd"  //Thanks
	scene "scenes/TeenGirl/Thanks03.vcd"  //Thanks!
	scene "scenes/TeenGirl/Thanks07.vcd"  //Hey, thanks!
	scene "scenes/TeenGirl/Thanks11.vcd"  //Thanks, man
}
Rule ThanksGotItemTeenGirl
{
	criteria IsAwardConcept IsSharingSubject IsNotCoughing  SubjectIsTeenGirl IsTalk IsTalkTeenGirl
	Response ThanksGotItemTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// AwardSpeech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksTeenGirl
{
	scene "scenes/TeenGirl/Thanks01.vcd" predelay ".2,.5" //Thanks, I owe you.
	scene "scenes/TeenGirl/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks!
	scene "scenes/TeenGirl/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks, thanks a lot
	scene "scenes/TeenGirl/Thanks13.vcd" predelay ".2,.5" //Really, thanks
	scene "scenes/TeenGirl/Thanks20.vcd" predelay ".2,.5" //Thanks, I owe you.
	scene "scenes/TeenGirl/Thanks28.vcd" predelay ".2,.5" //Like, thanks
	scene "scenes/TeenGirl/Thanks30.vcd" predelay ".2,.5" //Phew, thanks!
}
Rule HealThanksTeenGirl
{
	criteria ConceptHealedByFriend IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl SubjectIsNotTeenGirl
	ApplyContext "TalkTeenGirl:1:2"
	Response HealThanksTeenGirl
}

Response ReviveThanksTeenGirl
{
	scene "scenes/TeenGirl/Thanks01.vcd" predelay ".2,.5" //Thanks, I owe you.
	scene "scenes/TeenGirl/Thanks03.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks!
	scene "scenes/TeenGirl/Thanks04.vcd" predelay ".2,.5" then Subject YouWelcome foo:0 0 //Thanks, thanks a lot
	scene "scenes/TeenGirl/Thanks13.vcd" predelay ".2,.5" //Really, thanks
	scene "scenes/TeenGirl/Thanks20.vcd" predelay ".2,.5" //Thanks, I owe you.
	scene "scenes/TeenGirl/Thanks28.vcd" predelay ".2,.5" //Like, thanks
	scene "scenes/TeenGirl/Thanks30.vcd" predelay ".2,.5" //Phew, thanks!
}
Rule ReviveThanksTeenGirl
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsTeenGirl
	ApplyContext "TalkTeenGirl:1:2"
	Response ReviveThanksTeenGirl
}

Response ReviveThanksBillTeenGirl
{
	scene "scenes/TeenGirl/Thanks05.vcd" predelay ".2,.5" //Thanks, Bill.
	scene "scenes/TeenGirl/Thanks40.vcd" predelay ".2,.5" //Thanks, Bill.
}
Rule ReviveThanksBillTeenGirl
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsTeenGirl SubjectIsNamVet ChanceToFire30Percent
	ApplyContext "TalkTeenGirl:1:2"
	Response ReviveThanksBillTeenGirl
}

Response ReviveThanksFrancisTeenGirl
{
	scene "scenes/TeenGirl/Thanks41.vcd" predelay ".2,.5" //Thanks, Francis.
	scene "scenes/TeenGirl/Thanks44.vcd" predelay ".2,.5" //Thanks, Francis.
	scene "scenes/TeenGirl/ToTheRescueThanks09.vcd" predelay ".2,.5" //Thanks for coming back for me
}
Rule ReviveThanksFrancisTeenGirl
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsTeenGirl SubjectIsBiker  ChanceToFire30Percent
	ApplyContext "TalkTeenGirl:1:2"
	Response ReviveThanksFrancisTeenGirl
}

Response ReviveThanksLouisTeenGirl
{
	scene "scenes/TeenGirl/Thanks09.vcd" predelay ".2,.5" //Thank you.
	scene "scenes/TeenGirl/Thanks32.vcd" predelay ".2,.5" //Thanks Louis.
	scene "scenes/TeenGirl/Thanks35.vcd" predelay ".2,.5"odds 2 //Thanks, Louis. It's about time you were some help.
	scene "scenes/TeenGirl/Thanks42.vcd" predelay ".2,.5" //Thanks, Louis.
	scene "scenes/TeenGirl/Thanks43.vcd" predelay ".2,.5" //Thanks, Louis. I owe you one
	scene "scenes/TeenGirl/Thanks45.vcd" predelay ".2,.5" //Thanks, Louis.
	scene "scenes/TeenGirl/Thanks46.vcd" predelay ".2,.5" //Thanks, Louis. I owe you one
	scene "scenes/TeenGirl/ToTheRescueThanks10.vcd" predelay ".2,.5" //I knew you wouldn't leave me
}
Rule ReviveThanksLouisTeenGirl
{
	criteria ConceptRevivedByFriend  IsNotCoughing  IsTeenGirl SubjectIsManager ChanceToFire30Percent
	ApplyContext "TalkTeenGirl:1:2"
	Response ReviveThanksLouisTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Bots
//--------------------------------------------------------------------------------------------------------------
Response AutoYouAreWelcomeTeenGirl
{
	scene "scenes/TeenGirl/YouAreWelcome03.vcd"  //You are welcome, sir.
	scene "scenes/TeenGirl/YouAreWelcome04.vcd"  //That's okay.
	scene "scenes/TeenGirl/YouAreWelcome05.vcd"  //Hey, no problem.
	scene "scenes/TeenGirl/YouAreWelcome06.vcd"  //No problem.
	scene "scenes/TeenGirl/YouAreWelcome08.vcd"  //Sure thing.
	scene "scenes/TeenGirl/YouAreWelcome09.vcd"  //ah, whatever.
	scene "scenes/TeenGirl/YouAreWelcome11.vcd"  //We're cool.
	scene "scenes/TeenGirl/YouAreWelcome12.vcd"  //It was my pleasure.
	scene "scenes/TeenGirl/YouAreWelcome13.vcd"  //My pleasure.
	scene "scenes/TeenGirl/YouAreWelcome14.vcd"  //Anytime.
	scene "scenes/TeenGirl/YouAreWelcome15.vcd"  //Yeah, cool.
	scene "scenes/TeenGirl/YouAreWelcome16.vcd"  //Cool
	scene "scenes/TeenGirl/YouAreWelcome17.vcd"  //Don't worry about it.
	scene "scenes/TeenGirl/YouAreWelcome18.vcd"  //You're welcome.
	scene "scenes/TeenGirl/YouAreWelcome20.vcd"  //That's okay.
	scene "scenes/TeenGirl/YouAreWelcome21.vcd"  //Hey, no problem.
	scene "scenes/TeenGirl/YouAreWelcome23.vcd"  //Sure.
	scene "scenes/TeenGirl/YouAreWelcome25.vcd"  //ah, whatever.
	scene "scenes/TeenGirl/YouAreWelcome26.vcd"  //No worries.
	scene "scenes/TeenGirl/YouAreWelcome30.vcd"  //Anytime.
	scene "scenes/TeenGirl/YouAreWelcome32.vcd"  //Anytihing for you, Louis.
	scene "scenes/TeenGirl/YouAreWelcome36.vcd"  //Glad to be of help, old man.
	scene "scenes/TeenGirl/YouAreWelcome39.vcd"  //Anytihing for you, Louis.
}
Rule AutoYouAreWelcomeTeenGirl
{
	criteria ConceptYouWelcome IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl  TimeSinceGroupInCombat05 IsNotSpeaking
	Response AutoYouAreWelcomeTeenGirl
}

Response BotAttentionBattleTeenGirl
{
	scene "scenes/TeenGirl/AskReady03.vcd"  //Ready guys?
	scene "scenes/TeenGirl/AskReady11.vcd"  //Ready?
	scene "scenes/TeenGirl/AskReady14.vcd"  //Are you ready for this?
	scene "scenes/TeenGirl/AskReady21.vcd"  //Are you ready?
}
Rule BotAttentionBattleTeenGirl
{
	criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing  IsTeenGirl IsNotBotAttention IsTalk IsTalkTeenGirl IsNotIncapacitated IsInBattlefield TimeSinceGroupInCombat20
	ApplyContext "SaidBotAttention:1:30"
	applycontexttoworld
	Response BotAttentionBattleTeenGirl
}

Response BotHurrahAlsoTeenGirl
{
	scene "scenes/TeenGirl/NiceJob08.vcd"  //Oh hell yeah!
	scene "scenes/TeenGirl/NiceJob22.vcd"  //Hell yeah!
	scene "scenes/TeenGirl/NiceJob42.vcd"  //Oh hell yeah!
	scene "scenes/TeenGirl/NiceJob43.vcd"  //Hell yeah!
	scene "scenes/TeenGirl/Taunt39.vcd"  //YEAHHHH!
}
Rule BotHurrahAlsoTeenGirl
{
	criteria ConceptHurrahAlso IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl IsNotSaidHurrahAlso IsBotIsAvailable
	ApplyContext "SaidHurrahAlso:1:5"
	applycontexttoworld
	Response BotHurrahAlsoTeenGirl
}

Response BotNoteHumanAttentionTeenGirl
{
	scene "scenes/TeenGirl/AnswerReady03.vcd"  //Yeah, ready
	scene "scenes/TeenGirl/GenericResponses08.vcd"  //Yeah, let's do it.
	scene "scenes/TeenGirl/ImWithYou10.vcd"  //I'm here.
	scene "scenes/TeenGirl/ImWithYou11.vcd"  //Let's go.
	scene "scenes/TeenGirl/ImWithYou26.vcd"  //I'm with you.
}
Rule BotNoteHumanAttentionTeenGirl
{
	criteria ConceptSurvivorBotNoteHumanAttention IsNotCoughing  IsTeenGirl IsNotBotAttention IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot
	ApplyContext "SaidBotAttention:1:30"
	applycontexttoworld
	Response BotNoteHumanAttentionTeenGirl
}

Response BotPlayer.YourWelcomeTeenGirl
{
	scene "scenes/TeenGirl/YouAreWelcome03.vcd" predelay "1,3.5" //You are welcome, sir.
	scene "scenes/TeenGirl/YouAreWelcome04.vcd" predelay "1,3.5" //That's okay.
	scene "scenes/TeenGirl/YouAreWelcome05.vcd" predelay "1,3.5" //Hey, no problem.
	scene "scenes/TeenGirl/YouAreWelcome06.vcd" predelay "1,3.5" //No problem.
	scene "scenes/TeenGirl/YouAreWelcome08.vcd" predelay "1,3.5" //Sure thing.
	scene "scenes/TeenGirl/YouAreWelcome09.vcd" predelay "1,3.5" //ah, whatever.
	scene "scenes/TeenGirl/YouAreWelcome11.vcd" predelay "1,3.5" //We're cool.
	scene "scenes/TeenGirl/YouAreWelcome12.vcd" predelay "1,3.5" //It was my pleasure.
	scene "scenes/TeenGirl/YouAreWelcome13.vcd" predelay "1,3.5" //My pleasure.
	scene "scenes/TeenGirl/YouAreWelcome14.vcd" predelay "1,3.5" //Anytime.
	scene "scenes/TeenGirl/YouAreWelcome15.vcd" predelay "1,3.5" //Yeah, cool.
	scene "scenes/TeenGirl/YouAreWelcome16.vcd" predelay "1,3.5" //Cool
	scene "scenes/TeenGirl/YouAreWelcome17.vcd" predelay "1,3.5" //Don't worry about it.
	scene "scenes/TeenGirl/YouAreWelcome18.vcd" predelay "1,3.5" //You're welcome.
	scene "scenes/TeenGirl/YouAreWelcome20.vcd" predelay "1,3.5" //That's okay.
	scene "scenes/TeenGirl/YouAreWelcome21.vcd" predelay "1,3.5" //Hey, no problem.
	scene "scenes/TeenGirl/YouAreWelcome23.vcd" predelay "1,3.5" //Sure.
	scene "scenes/TeenGirl/YouAreWelcome25.vcd" predelay "1,3.5" //ah, whatever.
	scene "scenes/TeenGirl/YouAreWelcome26.vcd" predelay "1,3.5" //No worries.
	scene "scenes/TeenGirl/YouAreWelcome30.vcd" predelay "1,3.5" //Anytime.
	scene "scenes/TeenGirl/YouAreWelcome32.vcd" predelay "1,3.5" //Anytihing for you, Louis.
	scene "scenes/TeenGirl/YouAreWelcome36.vcd" predelay "1,3.5" //Glad to be of help, old man.
	scene "scenes/TeenGirl/YouAreWelcome39.vcd" predelay "1,3.5" //Anytihing for you, Louis.
}
Rule BotPlayer.YourWelcomeTeenGirl
{
	criteria ConceptSurvivorBotYouAreWelcome IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response BotPlayer.YourWelcomeTeenGirl
}

Response BotReassureComingTeenGirl
{
	scene "scenes/TeenGirl/Yes01.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/TeenGirl/Yes02.vcd" predelay "1,3.5" //Yes.
	scene "scenes/TeenGirl/Yes04.vcd" predelay "1,3.5" //Okay.
	scene "scenes/TeenGirl/Yes05.vcd" predelay "1,3.5" //Y'allright.
	scene "scenes/TeenGirl/Yes06.vcd" predelay "1,3.5" //Yeah, okay
	scene "scenes/TeenGirl/Yes08.vcd" predelay "1,3.5" //Yep
	scene "scenes/TeenGirl/Yes09.vcd" predelay "1,3.5" //Yeah sure.
	scene "scenes/TeenGirl/Yes10.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/TeenGirl/Yes13.vcd" predelay "1,3.5" //Okay.
	scene "scenes/TeenGirl/Yes14.vcd" predelay "1,3.5" //Y'allright.
	scene "scenes/TeenGirl/Yes15.vcd" predelay "1,3.5" //Yeah, okay
	scene "scenes/TeenGirl/Yes16.vcd" predelay "1,3.5" //Yes.
	scene "scenes/TeenGirl/Yes17.vcd" predelay "1,3.5" //Yep
	scene "scenes/TeenGirl/Yes18.vcd" predelay "1,3.5" //Yeah sure.
}
Rule BotReassureComingTeenGirl
{
	criteria ConceptSurvivorBotReassureComing IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response BotReassureComingTeenGirl
}

Response BotReassureNearbyTeenGirl
{
	scene "scenes/TeenGirl/ImWithYou10.vcd" predelay "1,3.5" //I'm here.
	scene "scenes/TeenGirl/ImWithYou11.vcd" predelay "1,3.5" //Let's go.
	scene "scenes/TeenGirl/ImWithYou12.vcd" predelay "1,3.5" //I'm coming!
	scene "scenes/TeenGirl/ImWithYou15.vcd" predelay "1,3.5" //I'm with you.
	scene "scenes/TeenGirl/ImWithYou16.vcd" predelay "1,3.5" //I got your back.
	scene "scenes/TeenGirl/ImWithYou17.vcd" predelay "1,3.5" //I'm right behind you!
	scene "scenes/TeenGirl/ImWithYou18.vcd" predelay "1,3.5" //Coming
	scene "scenes/TeenGirl/ImWithYou19.vcd" predelay "1,3.5" //I'll be there.
	scene "scenes/TeenGirl/ImWithYou20.vcd" predelay "1,3.5" //I'm there.
	scene "scenes/TeenGirl/ImWithYou22.vcd" predelay "1,3.5" //Right behind you!
	scene "scenes/TeenGirl/ImWithYou26.vcd" predelay "1,3.5" //I'm with you.
	scene "scenes/TeenGirl/ImWithYou27.vcd" predelay "1,3.5" //I got your back.
	scene "scenes/TeenGirl/ImWithYou31.vcd" predelay "1,3.5" //Right behind you!
	scene "scenes/TeenGirl/ImWithYou32.vcd" predelay "1,3.5" //I'm coming!
	scene "scenes/TeenGirl/ImWithYou37.vcd" predelay "1,3.5" //I'm right behind you!
	scene "scenes/TeenGirl/ImWithYou38.vcd" predelay "1,3.5" //Coming
}
Rule BotReassureNearbyTeenGirl
{
	criteria ConceptSurvivorBotReassureNearby IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response BotReassureNearbyTeenGirl
}

Response BotYesReadyTeenGirl
{
	scene "scenes/TeenGirl/Yes01.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/TeenGirl/Yes02.vcd" predelay "1,3.5" //Yes.
	scene "scenes/TeenGirl/Yes04.vcd" predelay "1,3.5" //Okay.
	scene "scenes/TeenGirl/Yes05.vcd" predelay "1,3.5" //Y'allright.
	scene "scenes/TeenGirl/Yes06.vcd" predelay "1,3.5" //Yeah, okay
	scene "scenes/TeenGirl/Yes08.vcd" predelay "1,3.5" //Yep
	scene "scenes/TeenGirl/Yes09.vcd" predelay "1,3.5" //Yeah sure.
	scene "scenes/TeenGirl/Yes10.vcd" predelay "1,3.5" //Yeah.
	scene "scenes/TeenGirl/Yes13.vcd" predelay "1,3.5" //Okay.
	scene "scenes/TeenGirl/Yes14.vcd" predelay "1,3.5" //Y'allright.
	scene "scenes/TeenGirl/Yes15.vcd" predelay "1,3.5" //Yeah, okay
	scene "scenes/TeenGirl/Yes16.vcd" predelay "1,3.5" //Yes.
	scene "scenes/TeenGirl/Yes17.vcd" predelay "1,3.5" //Yep
	scene "scenes/TeenGirl/Yes18.vcd" predelay "1,3.5" //Yeah sure.
}
Rule BotYesReadyTeenGirl
{
	criteria ConceptSurvivorBotYesReady IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response BotYesReadyTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Call For Rescue
//--------------------------------------------------------------------------------------------------------------
Response PlayerCallForRescueTeenGirl
{
	speak "Player.TeenGirl_CallForRescue01" noscene  //Anyone out there?  I'm trapped in here!
	speak "Player.TeenGirl_CallForRescue02" noscene  //Please! I need some help!  LET ME OUT OF HERE!!
	speak "Player.TeenGirl_CallForRescue06" noscene  //Help please!  I need some help getting out of here!
	speak "Player.TeenGirl_CallForRescue07" noscene  //Someone? Anyone! Help!  Please!
	speak "Player.TeenGirl_CallForRescue14" noscene  //Hello?  Anyone out there? I need some help!
	speak "Player.TeenGirl_CallForRescue16" noscene  //Guys! GUYS! I'm over here! I'm trapped!
	speak "Player.TeenGirl_LostCall01" noscene  //Hello?
	speak "Player.TeenGirl_LostCall010" noscene  //Where are you guys?
	speak "Player.TeenGirl_LostCall04" noscene  //Is anyone there?
	speak "Player.TeenGirl_LostCall06" noscene  //Helloooo?
	speak "Player.TeenGirl_LostCall07" noscene  //Anyone Around?
	speak "Player.TeenGirl_LostCall09" noscene  //Hey guys, where are you?
	speak "Player.TeenGirl_LostCall13" noscene  //Guys?
}
Rule PlayerCallForRescueTeenGirl
{
	criteria ConceptCallForRescue IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerCallForRescueTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Farm Intro
//--------------------------------------------------------------------------------------------------------------
Response IntroFarm4TeenGirl
{
	scene "scenes/TeenGirl/GenericResponses08.vcd"  //Yeah, let's do it.
}
Rule IntroFarm4TeenGirl
{
	criteria ConceptIntroFarm4 IsTeenGirl
	ApplyContext "talk:1:4"
	applycontexttoworld
	Response IntroFarm4TeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// FaultSpeech
//--------------------------------------------------------------------------------------------------------------
Response SurvivorBoomerBlunderTeenGirl
{
	scene "scenes/TeenGirl/Sorry11.vcd" predelay "1,2" //Ohh, sorry!
	scene "scenes/TeenGirl/Sorry13.vcd" predelay "1,2" //Oops, sorry
	scene "scenes/TeenGirl/Sorry23.vcd" predelay "1,2" //Ohh, sorry!
}
Rule SurvivorBoomerBlunderTeenGirl
{
	criteria IsFaultConcept IsFaultBoomerBlunder IsNotCoughing IsTeenGirl IsHealthy IsTalk IsTalkTeenGirl
	Response SurvivorBoomerBlunderTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Finale Speech
//--------------------------------------------------------------------------------------------------------------
Response SurvivorFinaleTriggeredBoatTeenGirl
{
	scene "scenes/TeenGirl/RadioUsedBoat01.vcd" predelay ".5,1" //Allright guys, a boat's on its way.
}
Rule SurvivorFinaleTriggeredBoatTeenGirl
{
	criteria ConceptFinaleTriggered IsTriggeredByTeenGirl ismap_l4d_smalltown05_houseboat IsNotSaidRadioTriggered IsTalk IsTalkTeenGirl IsTeenGirl IsNotIncapacitated
	ApplyContext "SaidRadioTriggered:1:30"
	applycontexttoworld
	Response SurvivorFinaleTriggeredBoatTeenGirl
}

Response SurvivorFinaleTriggeredFarmTeenGirl
{
	scene "scenes/TeenGirl/RadioUsedGeneric02.vcd" predelay ".5,1" //Help is coming guys, we just need to last a little longer.
	scene "scenes/TeenGirl/RadioUsedTruck01.vcd" predelay ".5,1" //Okay guys, I called for the truck.
}
Rule SurvivorFinaleTriggeredFarmTeenGirl
{
	criteria ConceptFinaleTriggered IsTriggeredByTeenGirl ismap_l4d_farm05_cornfield IsNotSaidRadioTriggered IsTalk IsTalkTeenGirl IsTeenGirl IsNotIncapacitated
	ApplyContext "SaidRadioTriggered:1:30"
	applycontexttoworld
	Response SurvivorFinaleTriggeredFarmTeenGirl
}

Response SurvivorFinaleTriggeredRooftopTeenGirl
{
	scene "scenes/TeenGirl/RadioUsedChopper01.vcd" predelay ".5,1" //Okay, the helicopter's coming!
	scene "scenes/TeenGirl/RadioUsedGeneric01.vcd" predelay ".5,1" //Okay, guys, help is on the way!
}
Rule SurvivorFinaleTriggeredRooftopTeenGirl
{
	criteria ConceptFinaleTriggered IsTriggeredByTeenGirl ismap_l4d_hospital05_rooftop IsNotSaidRadioTriggered IsTalk IsTalkTeenGirl IsTeenGirl IsNotIncapacitated
	ApplyContext "SaidRadioTriggered:1:30"
	applycontexttoworld
	Response SurvivorFinaleTriggeredRooftopTeenGirl
}

Response SurvivorFinalVehicleBoatTeenGirl
{
	scene "scenes/TeenGirl/ArriveBoat01.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the boat!
	scene "scenes/TeenGirl/ArriveBoat02.vcd"  then any EmphaticArriveRun foo:0 0 //Come on! Come on! To the boat!
	scene "scenes/TeenGirl/ArriveBoat03.vcd"  then any EmphaticArriveRun foo:0 0 //Run to the boat!
	scene "scenes/TeenGirl/ArriveBoat04.vcd"  then any EmphaticArriveRun foo:0 0 //We have to make it to the boat!
	scene "scenes/TeenGirl/ArriveBoat08.vcd"  then any EmphaticArriveRun foo:0 0 //We have to make it to the boat! Come on!
}
Rule SurvivorFinalVehicleBoatTeenGirl
{
	criteria ConceptGetToVehicle IsTeenGirl ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:3"
	applycontexttoworld
	Response SurvivorFinalVehicleBoatTeenGirl
}

Response SurvivorFinalVehicleFarmTeenGirl
{
	scene "scenes/TeenGirl/ArriveTruck01.vcd"  then any EmphaticArriveRun foo:0 0 //Everyone in the truck!
	scene "scenes/TeenGirl/ArriveTruck02.vcd"  then any EmphaticArriveRun foo:0 0 //Get to the truck!
}
Rule SurvivorFinalVehicleFarmTeenGirl
{
	criteria ConceptGetToVehicle IsTeenGirl ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleFarmTeenGirl
}

Response SurvivorFinalVehicleFarmSpottedTeenGirl
{
	scene "scenes/TeenGirl/ArriveTruckInitial01.vcd"  then any EmphaticArriveRunFarm foo:0 0 //The truck's here! Let's go!
}
Rule SurvivorFinalVehicleFarmSpottedTeenGirl
{
	criteria ConceptFinalVehicleSpotted IsTeenGirl ismap_l4d_farm05_cornfield IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleFarmSpottedTeenGirl
}

Response SurvivorFinalVehicleRooftopTeenGirl
{
	scene "scenes/TeenGirl/ArriveChopper01.vcd"  then any EmphaticArriveRun foo:0 0 //Everyone in the helicopter!
	scene "scenes/TeenGirl/ArriveChopper02.vcd"  then any EmphaticArriveRun foo:0 0 //Come on, get to the helicopter!
}
Rule SurvivorFinalVehicleRooftopTeenGirl
{
	criteria ConceptGetToVehicle IsTeenGirl ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:5"
	applycontexttoworld
	Response SurvivorFinalVehicleRooftopTeenGirl
}

Response SurvivorFinalVehicleRunwayTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0504.vcd"  then any EmphaticArriveRun foo:0 0 //The plane's fueled: Let's go!
	scene "scenes/TeenGirl/WorldAirport0505.vcd"  then any EmphaticArriveRun foo:0 0 //The plane's ready!
	scene "scenes/TeenGirl/WorldAirport0507.vcd"  then any EmphaticArriveRun foo:0 0 //We can get on the plane! Let's go! Let's go!
}
Rule SurvivorFinalVehicleRunwayTeenGirl
{
	criteria ConceptGetToVehicle IsTeenGirl isrunway IsNotSaidFinalVehicleArrived
	ApplyContext "SaidFinalVehicleArrived:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleRunwayTeenGirl
}

Response SurvivorFinalVehicleSpottedBoatTeenGirl
{
	scene "scenes/TeenGirl/ArriveBoatInitial01.vcd"  then any EmphaticArriveRun foo:0 0 //Boat's here, let's go
	scene "scenes/TeenGirl/ArriveBoatInitial02.vcd"  then any EmphaticArriveRun foo:0 0 //The boat's here! Come on, let's go!
	scene "scenes/TeenGirl/ArriveBoatInitial05.vcd"  then any EmphaticArriveRun foo:0 0 //The boat's here! Come on, let's go!
}
Rule SurvivorFinalVehicleSpottedBoatTeenGirl
{
	criteria ConceptFinalVehicleSpotted IsTeenGirl ismap_l4d_smalltown05_houseboat IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleSpottedBoatTeenGirl
}

Response SurvivorFinalVehicleSpottedRooftopTeenGirl
{
	scene "scenes/TeenGirl/ArriveChopperInitial01.vcd"  then any EmphaticArriveRun foo:0 0 //Guys, the helicopter's here. Let's go!
	scene "scenes/TeenGirl/ArriveChopperInitial02.vcd"  then any EmphaticArriveRun foo:0 0 //The helicopter's here! Come on, let's go!
}
Rule SurvivorFinalVehicleSpottedRooftopTeenGirl
{
	criteria ConceptFinalVehicleSpotted IsTeenGirl ismap_l4d_hospital05_rooftop IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleSpottedRooftopTeenGirl
}

Response SurvivorFinalVehicleSpottedRunwayTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0504.vcd"  then any EmphaticArriveRun foo:0 0 //The plane's fueled: Let's go!
	scene "scenes/TeenGirl/WorldAirport0507.vcd"  then any EmphaticArriveRun foo:0 0 //We can get on the plane! Let's go! Let's go!
}
Rule SurvivorFinalVehicleSpottedRunwayTeenGirl
{
	criteria ConceptFinalVehicleSpotted IsTeenGirl ismap_urban05a_finale_runway IsNotSaidFinalVehicleSpotted
	ApplyContext "SaidFinalVehicleSpotted:1:20,Talk:1:6"
	applycontexttoworld
	Response SurvivorFinalVehicleSpottedRunwayTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// General Responses
//--------------------------------------------------------------------------------------------------------------
Response ResponseLoudDispleasureSwearTeenGirl
{
	scene "scenes/TeenGirl/Swear02.vcd" predelay "0.1,0.7" //Shit.
	scene "scenes/TeenGirl/Swear06.vcd" predelay "0.1,0.7" //Mother.
	scene "scenes/TeenGirl/Swear09.vcd" predelay "0.1,0.7" //Ah bullshit.
	scene "scenes/TeenGirl/Swear10.vcd" predelay "0.1,0.7" //Dammit.
}
Rule ResponseLoudDispleasureSwearTeenGirl
{
	criteria ConceptPanicEvent IsTeenGirl IsNotCoughing IsTalk IsTalkTeenGirl ChanceToFire60Percent
	Response ResponseLoudDispleasureSwearTeenGirl
}

Response ResponseSoftDispleasureSwearTeenGirl
{
	scene "scenes/TeenGirl/ReactionApprehensive18.vcd"  //I have a bad feeling about this
	scene "scenes/TeenGirl/ReactionNegative17.vcd"  //Shit  (matter of factly)
	scene "scenes/TeenGirl/ReactionNegative31.vcd"  //Shit  (matter of factly)
	scene "scenes/TeenGirl/Swear12.vcd"  //Shit.
	scene "scenes/TeenGirl/Swear13.vcd"  //Goddammit.
	scene "scenes/TeenGirl/Swear22.vcd"  //Dammit.
}
Rule ResponseSoftDispleasureSwearTeenGirl
{
	criteria ConceptResponseSoftDispleasureSwear IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IssuerMediumClose
	Response ResponseSoftDispleasureSwearTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Item Spotted
//--------------------------------------------------------------------------------------------------------------
Response SurvivorAskBillForHealthTeenGirl
{
	scene "scenes/TeenGirl/PlayerSuggestHealthSpecific10.vcd"  //Bill, if you aren't gonna use that first aid kit, can I have it?
}
Rule SurvivorAskBillForHealthTeenGirl
{
	criteria ConceptAskForHealth2  IsTeenGirl SubjectIsNamVet IsSubjectNear400
	Response SurvivorAskBillForHealthTeenGirl
}

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

Response SurvivorAskFrancisForHealthTeenGirl
{
	scene "scenes/TeenGirl/PlayerSuggestHealthSpecific09.vcd"  //Francis, if you aren't gonna use that first aid kit, can I have it?
}
Rule SurvivorAskFrancisForHealthTeenGirl
{
	criteria ConceptAskForHealth2  IsTeenGirl SubjectIsBiker IsSubjectNear400
	Response SurvivorAskFrancisForHealthTeenGirl
}

Response SurvivorAskLouisForHealthTeenGirl
{
	scene "scenes/TeenGirl/PlayerSuggestHealthSpecific11.vcd"  //Louis, if you aren't gonna use that first aid kit, can I have it, please?
}
Rule SurvivorAskLouisForHealthTeenGirl
{
	criteria ConceptAskForHealth2  IsTeenGirl SubjectIsManager IsSubjectNear400
	Response SurvivorAskLouisForHealthTeenGirl
}

Response SurvivorFrancisHealthHereTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  then From AskForHealth2 foo:0 0 //
}
Rule SurvivorFrancisHealthHereTeenGirl
{
	criteria ConceptAskForHealth IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl YesHasFirstAidKit IsHealthyHalf
	Response SurvivorFrancisHealthHereTeenGirl
}

Response SurvivorSpottedAmmoTeenGirl
{
	scene "scenes/TeenGirl/SpotAmmo01.vcd"  //Ammo here!
	scene "scenes/TeenGirl/SpotAmmo02.vcd"  //Ammo here!
	scene "scenes/TeenGirl/SpotAmmo03.vcd"  //Ammo here!
	scene "scenes/TeenGirl/SpotAmmo04.vcd"  //Ammo here!
	scene "scenes/TeenGirl/SpotAmmo05.vcd"  //Ammo here!
	scene "scenes/TeenGirl/SpotAmmo06.vcd"  //Ammo here!
}
Rule SurvivorSpottedAmmoTeenGirl
{
	criteria ConceptPlayerSpotAmmo IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedAmmoTeenGirl
}

Response SurvivorSpottedBillCloseTeenGirl
{
	scene "scenes/TeenGirl/NameBill07.vcd"  //Bill (quiet)
	scene "scenes/TeenGirl/NameBill12.vcd"  //Bill (quiet)
}
Rule SurvivorSpottedBillCloseTeenGirl
{
	criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto  SubjectIsNamVet IsNamVetNear400
	Response SurvivorSpottedBillCloseTeenGirl
}

Response SurvivorSpottedBillClose2TeenGirl
{
	scene "scenes/TeenGirl/NameBill07.vcd"  //Bill (quiet)
	scene "scenes/TeenGirl/NameBill12.vcd"  //Bill (quiet)
}
Rule SurvivorSpottedBillClose2TeenGirl
{
	criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto  SubjectIsNamVet IsNamVetNear400
	Response SurvivorSpottedBillClose2TeenGirl
}

Response SurvivorSpottedBillFarTeenGirl
{
	scene "scenes/TeenGirl/NameBill06.vcd"  //Bill! (loud)
	scene "scenes/TeenGirl/NameBill16.vcd"  //Bill! (loud)
}
Rule SurvivorSpottedBillFarTeenGirl
{
	criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsNamVet IsNamVetFar400
	Response SurvivorSpottedBillFarTeenGirl
}

Response SurvivorSpottedFrancisCloseTeenGirl
{
	scene "scenes/TeenGirl/NameFrancis02.vcd"  //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis06.vcd"  //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis09.vcd"  //Francis (quiet)
}
Rule SurvivorSpottedFrancisCloseTeenGirl
{
	criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto  SubjectIsBiker IsBikerNear400
	Response SurvivorSpottedFrancisCloseTeenGirl
}

Response SurvivorSpottedFrancisClose2TeenGirl
{
	scene "scenes/TeenGirl/NameFrancis02.vcd"  //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis06.vcd"  //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis09.vcd"  //Francis (quiet)
}
Rule SurvivorSpottedFrancisClose2TeenGirl
{
	criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto  SubjectIsBiker IsBikerNear400
	Response SurvivorSpottedFrancisClose2TeenGirl
}

Response SurvivorSpottedFrancisFarTeenGirl
{
	scene "scenes/TeenGirl/NameFrancis04.vcd"  //Francis! (loud)
}
Rule SurvivorSpottedFrancisFarTeenGirl
{
	criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsBiker IsBikerFar400
	Response SurvivorSpottedFrancisFarTeenGirl
}

Response SurvivorSpottedGrenadeTeenGirl
{
	scene "scenes/TeenGirl/SpotGrenades05.vcd"  //There's a pipebomb here.
	scene "scenes/TeenGirl/SpotGrenades09.vcd"  //There's a pipebomb here.
	scene "scenes/TeenGirl/SpotGrenades10.vcd"  //I got a pipebomb over here.
}
Rule SurvivorSpottedGrenadeTeenGirl
{
	criteria ConceptPlayerSpotGrenade IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedGrenadeTeenGirl
}

Response SurvivorSpottedGrenadeAutoTeenGirl
{
	scene "scenes/TeenGirl/SpotGrenades05.vcd"  //There's a pipebomb here.
	scene "scenes/TeenGirl/SpotGrenades09.vcd"  //There's a pipebomb here.
	scene "scenes/TeenGirl/SpotGrenades10.vcd"  //I got a pipebomb over here.
}
Rule SurvivorSpottedGrenadeAutoTeenGirl
{
	criteria ConceptPlayerSpotGrenade IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotGrenade IsNotSaidSpot
	ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedGrenadeAutoTeenGirl
}

Response SurvivorSpottedGrenadeAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedGrenadeAutoTeenGirl2
{
	criteria ConceptPlayerSpotGrenade IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot NoHasGrenade IsNotAlone IsSaidSpotGrenade IsNotSaidSpot
	ApplyContext "SaidSpotGrenade:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedGrenadeAutoTeenGirl2
}

Response SurvivorSpottedHealthTeenGirl
{
	scene "scenes/TeenGirl/SpotFirstAid01.vcd"  //First Aid Kit here!
	scene "scenes/TeenGirl/SpotFirstAid02.vcd"  //First Aid here!
	scene "scenes/TeenGirl/SpotFirstAid03.vcd" odds 1 //Grab some first aid
	scene "scenes/TeenGirl/SpotFirstAid04.vcd"  //First Aid Kit here!
	scene "scenes/TeenGirl/SpotFirstAid05.vcd"  //First Aid here!
	scene "scenes/TeenGirl/SpotFirstAid06.vcd"  //Grab some first aid
	scene "scenes/TeenGirl/SpotFirstAid07.vcd"  //Grab some first aid
	scene "scenes/TeenGirl/SpotFirstAid08.vcd"  //First aid kits over here.
	scene "scenes/TeenGirl/SpotFirstAid09.vcd"  //There's a first aid kit here.
}
Rule SurvivorSpottedHealthTeenGirl
{
	criteria ConceptPlayerSpotFirstAid IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedHealthTeenGirl
}

Response SurvivorSpottedHealthAutoTeenGirl
{
	scene "scenes/TeenGirl/SpotFirstAid01.vcd"  //First Aid Kit here!
	scene "scenes/TeenGirl/SpotFirstAid02.vcd"  //First Aid here!
	scene "scenes/TeenGirl/SpotFirstAid03.vcd" odds 1 //Grab some first aid
	scene "scenes/TeenGirl/SpotFirstAid04.vcd"  //First Aid Kit here!
	scene "scenes/TeenGirl/SpotFirstAid05.vcd"  //First Aid here!
	scene "scenes/TeenGirl/SpotFirstAid06.vcd"  //Grab some first aid
	scene "scenes/TeenGirl/SpotFirstAid07.vcd"  //Grab some first aid
	scene "scenes/TeenGirl/SpotFirstAid08.vcd"  //First aid kits over here.
	scene "scenes/TeenGirl/SpotFirstAid09.vcd"  //There's a first aid kit here.
}
Rule SurvivorSpottedHealthAutoTeenGirl
{
	criteria ConceptPlayerSpotFirstAid IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotHealth IsNotSaidSpot
	ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedHealthAutoTeenGirl
}

Response SurvivorSpottedHealthAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedHealthAutoTeenGirl2
{
	criteria ConceptPlayerSpotFirstAid IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto  IsNotInSafeSpot NoHasFirstAidKit IsNotAlone IsSaidSpotHealth IsNotSaidSpot
	ApplyContext "SaidSpotHealth:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedHealthAutoTeenGirl2
}

Response SurvivorSpottedLouisCloseTeenGirl
{
	scene "scenes/TeenGirl/NameLouis02.vcd"  //Louis (quiet)
	scene "scenes/TeenGirl/NameLouis08.vcd"  //Louis (quiet)
	scene "scenes/TeenGirl/NameLouis12.vcd"  //Louis (quiet)
}
Rule SurvivorSpottedLouisCloseTeenGirl
{
	criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto  SubjectIsManager IsManagerNear400
	Response SurvivorSpottedLouisCloseTeenGirl
}

Response SurvivorSpottedLouisClose2TeenGirl
{
	scene "scenes/TeenGirl/NameLouis02.vcd"  //Louis (quiet)
	scene "scenes/TeenGirl/NameLouis08.vcd"  //Louis (quiet)
	scene "scenes/TeenGirl/NameLouis12.vcd"  //Louis (quiet)
}
Rule SurvivorSpottedLouisClose2TeenGirl
{
	criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto  SubjectIsManager IsManagerNear400
	Response SurvivorSpottedLouisClose2TeenGirl
}

Response SurvivorSpottedLouisFarTeenGirl
{
	scene "scenes/TeenGirl/NameLouis01.vcd"  //Louis! (loud)
	scene "scenes/TeenGirl/NameLouis04.vcd"  //Louis! (loud)
}
Rule SurvivorSpottedLouisFarTeenGirl
{
	criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto SubjectIsManager IsManagerFar400
	Response SurvivorSpottedLouisFarTeenGirl
}

Response SurvivorSpottedMolotovTeenGirl
{
	scene "scenes/TeenGirl/SpotGrenades04.vcd"  //Molotov's over here.
	scene "scenes/TeenGirl/SpotGrenades06.vcd"  //Molotov's over here.
	scene "scenes/TeenGirl/SpotGrenades07.vcd"  //Molotov's over here.
	scene "scenes/TeenGirl/SpotGrenades08.vcd" odds 1 //Hey boys, molotov's over here.
}
Rule SurvivorSpottedMolotovTeenGirl
{
	criteria ConceptPlayerSpotMolotov IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedMolotovTeenGirl
}

Response SurvivorSpottedMolotovAutoTeenGirl
{
	scene "scenes/TeenGirl/SpotGrenades04.vcd"  //Molotov's over here.
	scene "scenes/TeenGirl/SpotGrenades06.vcd"  //Molotov's over here.
	scene "scenes/TeenGirl/SpotGrenades07.vcd"  //Molotov's over here.
	scene "scenes/TeenGirl/SpotGrenades08.vcd" odds 1 //Hey boys, molotov's over here.
}
Rule SurvivorSpottedMolotovAutoTeenGirl
{
	criteria ConceptPlayerSpotMolotov IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotMolotov IsNotSaidSpot
	ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedMolotovAutoTeenGirl
}

Response SurvivorSpottedMolotovAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedMolotovAutoTeenGirl2
{
	criteria ConceptPlayerSpotMolotov IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto  IsNotInSafeSpot NoHasMolotov IsNotAlone IsSaidSpotMolotov IsNotSaidSpot
	ApplyContext "SaidSpotMolotov:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedMolotovAutoTeenGirl2
}

Response SurvivorSpottedPillsTeenGirl
{
	scene "scenes/TeenGirl/SpotPills01.vcd"  //Pills here!
	scene "scenes/TeenGirl/SpotPills02.vcd"  //Pills here!
	scene "scenes/TeenGirl/SpotPills03.vcd"  //Pills here!
	scene "scenes/TeenGirl/SpotPills04.vcd"  //Pills here!
}
Rule SurvivorSpottedPillsTeenGirl
{
	criteria ConceptPlayerSpotPills IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotPIlls:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedPillsTeenGirl
}

Response SurvivorSpottedPillsAutoTeenGirl
{
	scene "scenes/TeenGirl/SpotPills01.vcd"  //Pills here!
	scene "scenes/TeenGirl/SpotPills02.vcd"  //Pills here!
	scene "scenes/TeenGirl/SpotPills03.vcd"  //Pills here!
	scene "scenes/TeenGirl/SpotPills04.vcd"  //Pills here!
}
Rule SurvivorSpottedPillsAutoTeenGirl
{
	criteria ConceptPlayerSpotPills IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotPills IsNotSaidSpot
	ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedPillsAutoTeenGirl
}

Response SurvivorSpottedPillsAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedPillsAutoTeenGirl2
{
	criteria ConceptPlayerSpotPills IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot NoHasPainPills IsNotAlone IsSaidSpotPills IsNotSaidSpot
	ApplyContext "SaidSpotPills:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedPillsAutoTeenGirl2
}

Response SurvivorSpottedWorldCloseTeenGirl
{
	scene "scenes/TeenGirl/LookHere02.vcd"  //Would you look at this?
	scene "scenes/TeenGirl/LookHere05.vcd"  //Huh, check this out.
	scene "scenes/TeenGirl/LookHere06.vcd"  //Look over here!
	scene "scenes/TeenGirl/LookHere07.vcd"  //Look here.
}
Rule SurvivorSpottedWorldCloseTeenGirl
{
	criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	Response SurvivorSpottedWorldCloseTeenGirl
}

Rule SurvivorSpottedAmmoAutoTeenGirl
{
	criteria ConceptPlayerSpotAmmo IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotAmmo IsNotSaidSpot
	ApplyContext "SaidSpotAmmo:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedAmmoTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Item Spotted Creshendo
//--------------------------------------------------------------------------------------------------------------
Response SurvivorMovingToBattleStationTeenGirl
{
	scene "scenes/TeenGirl/AnswerReady04.vcd"  //Let's go.
	scene "scenes/TeenGirl/AnswerReady07.vcd"  //Ready
	scene "scenes/TeenGirl/AnswerReady08.vcd"  //Yep, I'm ready
}
Rule SurvivorMovingToBattleStationTeenGirl
{
	criteria ConceptBotMovingToBattleStation IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSaidCreshendoStartNear IsNotSaidBattleStationsTeenGirl
	ApplyContext "SaidBattleStationsTeenGirl:1:30"
	applycontexttoworld
	Response SurvivorMovingToBattleStationTeenGirl
}

Response SurvivorSpottedCreshendoTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule SurvivorSpottedCreshendoTeenGirl
{
	criteria ConceptPlayerLookHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotSaidCreshendoStartNear
	ApplyContext "SaidCreshendoStartNear:1:10"
	applycontexttoworld
	Response SurvivorSpottedCreshendoTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Monster Spotted
//--------------------------------------------------------------------------------------------------------------
Response SurvivorSpottedBoomerTeenGirl
{
	scene "scenes/TeenGirl/WarnBoomer01.vcd"  //BOOMER!
	scene "scenes/TeenGirl/WarnBoomer02.vcd"  //BOOMER!
	scene "scenes/TeenGirl/WarnBoomer03.vcd"  //BOOMER!
}
Rule SurvivorSpottedBoomerTeenGirl
{
	criteria ConceptPlayerWarnBoomer IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedBoomerTeenGirl
}

Response SurvivorSpottedHunterTeenGirl
{
	scene "scenes/TeenGirl/WarnHunter01.vcd"  //HUNTER!
	scene "scenes/TeenGirl/WarnHunter02.vcd"  //HUNTER!
	scene "scenes/TeenGirl/WarnHunter03.vcd"  //HUNTER!
}
Rule SurvivorSpottedHunterTeenGirl
{
	criteria ConceptPlayerWarnHunter IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedHunterTeenGirl
}

Response SurvivorSpottedInfectedTeenGirl
{
	scene "scenes/TeenGirl/Incoming02.vcd"  //Incoming!
	scene "scenes/TeenGirl/Incoming04.vcd"  //They're coming!
	scene "scenes/TeenGirl/Incoming05.vcd"  //Here they come!
	scene "scenes/TeenGirl/Incoming06.vcd"  //Get ready!
	scene "scenes/TeenGirl/Incoming07.vcd"  //Oh god, get ready, here they come!
	scene "scenes/TeenGirl/Incoming12.vcd"  //They're coming!
	scene "scenes/TeenGirl/Incoming13.vcd"  //Here they come!
	scene "scenes/TeenGirl/Incoming17.vcd"  //Incoming!
	scene "scenes/TeenGirl/Incoming18.vcd"  //Ohhh crap, get ready!
	scene "scenes/TeenGirl/Incoming21.vcd"  //Here they come, boys!
	scene "scenes/TeenGirl/Incoming23.vcd"  //Get ready!
	scene "scenes/TeenGirl/Incoming24.vcd"  //Get ready, here they come!
	scene "scenes/TeenGirl/Incoming25.vcd"  //Hold on, here they come!
}
Rule SurvivorSpottedInfectedTeenGirl
{
	criteria ConceptPlayerIncoming IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorSpottedInfectedTeenGirl
}

Response SurvivorSpottedSmokerTeenGirl
{
	scene "scenes/TeenGirl/WarnSmoker01.vcd"  //SMOKER!
	scene "scenes/TeenGirl/WarnSmoker02.vcd"  //SMOKER!
	scene "scenes/TeenGirl/WarnSmoker03.vcd"  //SMOKER!
}
Rule SurvivorSpottedSmokerTeenGirl
{
	criteria ConceptPlayerWarnSmoker IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedSmokerTeenGirl
}

Response SurvivorSpottedTankTeenGirl
{
	scene "scenes/TeenGirl/WarnTank01.vcd"  //TANK!
	scene "scenes/TeenGirl/WarnTank02.vcd"  //TANK!
	scene "scenes/TeenGirl/WarnTank04.vcd"  //TANK!
	scene "scenes/TeenGirl/WarnTank05.vcd"  //TANK!
}
Rule SurvivorSpottedTankTeenGirl
{
	criteria ConceptPlayerWarnTank IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedTankTeenGirl
}

Response SurvivorSpottedWitchTeenGirl
{
	scene "scenes/TeenGirl/WarnWitch01.vcd"  //WITCH!
	scene "scenes/TeenGirl/WarnWitch02.vcd"  //WITCH!
	scene "scenes/TeenGirl/WarnWitch03.vcd"  //WITCH!
	scene "scenes/TeenGirl/WarnWitch04.vcd"  //WITCH!
}
Rule SurvivorSpottedWitchTeenGirl
{
	criteria ConceptPlayerWarnWitch IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedWitchTeenGirl
}

Rule SurvivorAlsoSpottedBoomerTeenGirl
{
	criteria ConceptPlayerAlsoWarnBoomer IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidBoomerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedBoomerTeenGirl
}

Rule SurvivorAlsoSpottedHunterTeenGirl
{
	criteria ConceptPlayerAlsoWarnHunter IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidHunterWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedHunterTeenGirl
}

Rule SurvivorAlsoSpottedSmokerTeenGirl
{
	criteria ConceptPlayerAlsoWarnSmoker IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidSmokerWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedSmokerTeenGirl
}

Rule SurvivorAlsoSpottedTankTeenGirl
{
	criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedTankTeenGirl
}

Rule SurvivorAlsoSpottedWitchTeenGirl
{
	criteria ConceptPlayerAlsoWarnWitch IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "SaidWitchWarn:1:20,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response SurvivorSpottedWitchTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Not Rosetta - Responses
//--------------------------------------------------------------------------------------------------------------
Response EmphaticArriveRunTeenGirl
{
	scene "scenes/TeenGirl/EmphaticRun04.vcd"  //Let's go, let's go
	scene "scenes/TeenGirl/EmphaticRun09.vcd"  //Just go! GO!
	scene "scenes/TeenGirl/EmphaticRun10.vcd"  //RUN!
	scene "scenes/TeenGirl/EmphaticRun12.vcd"  //Keep moving! Come on, keep moving!
}
Rule EmphaticArriveRunTeenGirl
{
	criteria ConceptEmphaticArriveRun IsNotCoughing IsTeenGirl IsTalkTeenGirl
	Response EmphaticArriveRunTeenGirl
}

Response PlayerAlertGiveItemTeenGirl
{
	scene "scenes/TeenGirl/AlertGiveItem01.vcd"  //Here, you can have this
	scene "scenes/TeenGirl/AlertGiveItem03.vcd"  //Take this.
	scene "scenes/TeenGirl/AlertGiveItem05.vcd"  //Wait up, I have something for you.
	scene "scenes/TeenGirl/AlertGiveItem07.vcd"  //Hey, take this.
	scene "scenes/TeenGirl/AlertGiveItem09.vcd"  //Here, you can have this
	scene "scenes/TeenGirl/AlertGiveItem11.vcd"  //Take this.
	scene "scenes/TeenGirl/AlertGiveItem12.vcd"  //Here.
	scene "scenes/TeenGirl/AlertGiveItem14.vcd"  //Here you go, you can have this.
	scene "scenes/TeenGirl/AlertGiveItem15.vcd"  //Here you go, you can have this.
	scene "scenes/TeenGirl/AlertGiveItem16.vcd"  //Hey, take this.
}
Rule PlayerAlertGiveItemTeenGirl
{
	criteria ConceptPlayerAlertGiveItem IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerAlertGiveItemTeenGirl
}

Response PlayerFriendlyFireTeenGirl
{
	scene "scenes/TeenGirl/FriendlyFire02.vcd"  //Hey, that hurt!
	scene "scenes/TeenGirl/FriendlyFire03.vcd"  //Watch it!
	scene "scenes/TeenGirl/FriendlyFire05.vcd"  //Watch where you're shooting!
	scene "scenes/TeenGirl/FriendlyFire06.vcd"  //Stop shooting me!
	scene "scenes/TeenGirl/FriendlyFire07.vcd"  //ow! HEY!
	scene "scenes/TeenGirl/FriendlyFire08.vcd"  //Stop it already!
	scene "scenes/TeenGirl/FriendlyFire10.vcd"  //Hey!
	scene "scenes/TeenGirl/FriendlyFire11.vcd"  //That's not funny.
	scene "scenes/TeenGirl/FriendlyFire12.vcd"  //STOP IT!
	scene "scenes/TeenGirl/FriendlyFire13.vcd"  //Don't shoot me!
	scene "scenes/TeenGirl/FriendlyFire14.vcd"  //Hey, come on! Stop!
	scene "scenes/TeenGirl/FriendlyFire17.vcd"  //What the hell?
	scene "scenes/TeenGirl/FriendlyFire18.vcd"  //What the!
	scene "scenes/TeenGirl/FriendlyFire19.vcd" odds 2 //Why would you do that to me?
	scene "scenes/TeenGirl/FriendlyFire22.vcd"  //Ow! that hurt!
	scene "scenes/TeenGirl/FriendlyFire23.vcd"  //Ow!
	scene "scenes/TeenGirl/FriendlyFire24.vcd" odds 2 //Why would you do that to me?
}
Rule PlayerFriendlyFireTeenGirl
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireTeenGirl
}

Response PlayerFriendlyFire2TeenGirl
{
	scene "scenes/TeenGirl/TeamKillAccident03.vcd"  //You REALLY have to be more careful!
	scene "scenes/TeenGirl/TeamKillAccident05.vcd"  //Be careful!
	scene "scenes/TeenGirl/TeamKillAccident06.vcd"  //Stop Stop!
	scene "scenes/TeenGirl/TeamKillAccident08.vcd"  //Woah.  Careful!
}
Rule PlayerFriendlyFire2TeenGirl
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTeenGirlFriendlyFire IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlFriendlyFire:1:3"
	applycontexttoworld
	Response PlayerFriendlyFire2TeenGirl
}

Response PlayerFriendlyFireFromBillTeenGirl
{
	scene "scenes/TeenGirl/NameBill04.vcd"  //Bill! (loud)
	scene "scenes/TeenGirl/TeenGirl_FriendlyFireBill01.vcd"  //Bill, come on Bill!
	scene "scenes/TeenGirl/TeenGirl_FriendlyFireBill02.vcd"  //Ow. Dammit. Bill!
}
Rule PlayerFriendlyFireFromBillTeenGirl
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTalk IsTalkTeenGirl SubjectIsNamVet ChanceToFire30Percent
	ApplyContext "TeenGirlFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireFromBillTeenGirl
}

Response PlayerFriendlyFireFromFrancisTeenGirl
{
	scene "scenes/TeenGirl/NameFrancis03.vcd"  //Francis! (loud)
	scene "scenes/TeenGirl/NameFrancis05.vcd"  //Francis! (loud)
	scene "scenes/TeenGirl/TeenGirl_FriendlyFireFrancis02.vcd" odds 5 //Ow. Knock that shit off, Francis.
}
Rule PlayerFriendlyFireFromFrancisTeenGirl
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTalk IsTalkTeenGirl SubjectIsBiker ChanceToFire30Percent
	ApplyContext "TeenGirlFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireFromFrancisTeenGirl
}

Response PlayerFriendlyFireFromLouisTeenGirl
{
	scene "scenes/TeenGirl/NameLouis06.vcd"  //Louis! (loud)
}
Rule PlayerFriendlyFireFromLouisTeenGirl
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsDamageTypeBullet IsTalk IsTalkTeenGirl SubjectIsManager ChanceToFire30Percent
	ApplyContext "TeenGirlFriendlyFire:1:10"
	applycontexttoworld
	Response PlayerFriendlyFireFromLouisTeenGirl
}

Response PlayerFriendlyFireNoBulletTeenGirl
{
	scene "scenes/TeenGirl/FriendlyFire02.vcd"  //Hey, that hurt!
	scene "scenes/TeenGirl/FriendlyFire03.vcd"  //Watch it!
	scene "scenes/TeenGirl/FriendlyFire07.vcd"  //ow! HEY!
	scene "scenes/TeenGirl/FriendlyFire08.vcd"  //Stop it already!
	scene "scenes/TeenGirl/FriendlyFire10.vcd"  //Hey!
	scene "scenes/TeenGirl/FriendlyFire11.vcd" odds 2 //That's not funny.
	scene "scenes/TeenGirl/FriendlyFire12.vcd"  //STOP IT!
	scene "scenes/TeenGirl/FriendlyFire14.vcd"  //Hey, come on! Stop!
	scene "scenes/TeenGirl/FriendlyFire17.vcd"  //What the hell?
	scene "scenes/TeenGirl/FriendlyFire19.vcd" odds 2 //Why would you do that to me?
	scene "scenes/TeenGirl/FriendlyFire22.vcd"  //Ow! that hurt!
	scene "scenes/TeenGirl/FriendlyFire23.vcd"  //Ow!
	scene "scenes/TeenGirl/FriendlyFire24.vcd" odds 2 //Why would you do that to me?
}
Rule PlayerFriendlyFireNoBulletTeenGirl
{
	criteria ConceptPlayerFriendlyFire IsNotCoughing IsTeenGirl IsNotTeenGirlFriendlyFire IsNotDamageTypeBullet IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlFriendlyFire:1:10"
	Response PlayerFriendlyFireNoBulletTeenGirl
}

Response PlayerToTheRescueTeenGirl
{
	scene "scenes/TeenGirl/ToTheRescue01.vcd" predelay "0.75,1.5" //Hold on, I'm on my way!
	scene "scenes/TeenGirl/ToTheRescue02.vcd" predelay "0.75,1.5" //I'm coming!
	scene "scenes/TeenGirl/ToTheRescue03.vcd" predelay "0.75,1.5" //Hold on, I'm coming!
	scene "scenes/TeenGirl/ToTheRescue04.vcd" predelay "0.75,1.5" //Help is on the way!
	scene "scenes/TeenGirl/ToTheRescue06.vcd" predelay "0.75,1.5" //Hang on, hang on, I'm coming!
	scene "scenes/TeenGirl/ToTheRescue07.vcd" predelay "0.75,1.5" //Hang in there, I'm coming!
	scene "scenes/TeenGirl/ToTheRescue08.vcd" predelay "0.75,1.5" //Coming, coming, coming!
	scene "scenes/TeenGirl/ToTheRescue09.vcd" predelay "0.75,1.5" //Hold on, I'm on my way!
}
Rule PlayerToTheRescueTeenGirl
{
	criteria ConceptSurvivorBotMovingToReviveFriend IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl NotInCombat IsNotSaidRescueComing IsDistanceSubjectO600
	ApplyContext "SaidRescueComing:1:20"
	applycontexttoworld
	Response PlayerToTheRescueTeenGirl
}

Response SurvivorTauntResponseTeenGirl
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Hurrah03.vcd"  //Awesome!
	scene "scenes/TeenGirl/Hurrah04.vcd"  //YESSS!
	scene "scenes/TeenGirl/Hurrah11.vcd"  //YEAH!
	scene "scenes/TeenGirl/Hurrah12.vcd"  //Oh yeah, lovely.
	scene "scenes/TeenGirl/Hurrah16.vcd"  //Oh yeah!
	scene "scenes/TeenGirl/Hurrah17.vcd"  //Impressive.
	scene "scenes/TeenGirl/Taunt02.vcd"  //Thats right. [grim, determined]
	scene "scenes/TeenGirl/Taunt13.vcd"  //Awesome!
	scene "scenes/TeenGirl/Taunt18.vcd"  //All right!
	scene "scenes/TeenGirl/Taunt19.vcd"  //Awesome!
	scene "scenes/TeenGirl/Taunt20.vcd"  //YEAH!
	scene "scenes/TeenGirl/Taunt21.vcd"  //YESSS!
	scene "scenes/TeenGirl/Taunt24.vcd"  //Lookin good.
	scene "scenes/TeenGirl/Taunt25.vcd"  //Oh yeah!
	scene "scenes/TeenGirl/Taunt26.vcd"  //Impressive.
	scene "scenes/TeenGirl/Taunt28.vcd"  //Thats right. [grim, determined]
	scene "scenes/TeenGirl/Taunt29.vcd"  //Oh yeah, lovely.
	scene "scenes/TeenGirl/Taunt30.vcd"  //Lookin good.
	scene "scenes/TeenGirl/Taunt31.vcd"  //OH YEAH!
	scene "scenes/TeenGirl/Taunt34.vcd"  //Thats right. [grim, determined]
	scene "scenes/TeenGirl/Taunt35.vcd"  //YESSS!
	scene "scenes/TeenGirl/Taunt39.vcd"  //YEAHHHH!
}
Rule SurvivorTauntResponseTeenGirl
{
	criteria ConceptPlayerTaunt IsSurvivor IsNotSpeaking IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorTauntResponseTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Not Rosetta - ZResponses
//--------------------------------------------------------------------------------------------------------------
Rule EmphaticArriveRunFarmTeenGirl
{
	criteria ConceptEmphaticArriveRunFarm IsNotCoughing IsTeenGirl IsTalkTeenGirl
	Response EmphaticArriveRunTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Player File
//--------------------------------------------------------------------------------------------------------------
Response PlayerChokeResponseTeenGirl
{
	scene "scenes/TeenGirl/Choke01.vcd"  //[Choking]
	scene "scenes/TeenGirl/Choke02.vcd"  //[Choking]
	scene "scenes/TeenGirl/Choke02.vcd"  //[Choking]
	scene "scenes/TeenGirl/Choke03.vcd"  //[Choking]
	scene "scenes/TeenGirl/Choke04.vcd"  //[Choking]
	scene "scenes/TeenGirl/Choke04.vcd"  //[Choking]
	scene "scenes/TeenGirl/Help01.vcd"  //Help!
	scene "scenes/TeenGirl/Help01.vcd"  //Help!
	scene "scenes/TeenGirl/Help15.vcd"  //Help!                                                                                                                                                                                                                                                     -H
	scene "scenes/TeenGirl/Help15.vcd"  //Help!                                                                                                                                                                                                                                                     -H
	scene "scenes/TeenGirl/Help17.vcd"  //Help!
	scene "scenes/TeenGirl/HurtMajor01.vcd"  //[pain noise - ahh]
	scene "scenes/TeenGirl/HurtMajor04.vcd"  //[pain noise - ugh]
	scene "scenes/TeenGirl/HurtMinor04.vcd"  //[pain noise - short minor pain]
	scene "scenes/TeenGirl/HurtMinor08.vcd"  //[pain noise - short minor pain]
	scene "scenes/TeenGirl/NegativeNoise13.vcd"  //[Improv non-verbal displeasure sounds]
	scene "scenes/TeenGirl/NegativeNoise15.vcd"  //[Improv non-verbal displeasure sounds]
	scene "scenes/TeenGirl/ReactionNegativeSpecial01.vcd"  //[Frustration sound]
	scene "scenes/TeenGirl/ReactionNegativeSpecial03.vcd"  //[Frustration sound]
	scene "scenes/TeenGirl/ReactionNegativeSpecial06.vcd"  //[Frustration sound]
	scene "scenes/TeenGirl/ReactionNegativeSpecial09.vcd"  //[Frustration sound]
	scene "scenes/TeenGirl/ReactionNegativeSpecial12.vcd"  //[Frustration sound]
	scene "scenes/TeenGirl/ReactionNegativeSpecial13.vcd"  //[Frustration sound]
}
Rule PlayerChokeResponseTeenGirl
{
	criteria ConceptPlayerChoke IsSurvivor IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerChokeResponseTeenGirl
}

Response PlayerTonguePullStartResponseTeenGirl
{
	scene "scenes/TeenGirl/GrabbedBySmoker01c.vcd"  //no, No, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/TeenGirl/GrabbedBySmoker02c.vcd"  //no, No, No, NO, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/TeenGirl/GrabbedBySmoker03c.vcd"  //no, No,  No, NO, NO!!!!!!!!
	scene "scenes/TeenGirl/GrabbedBySmoker04b.vcd"  //no, No,  No, NO!!!!!!!!
}
Rule PlayerTonguePullStartResponseTeenGirl
{
	criteria ConceptPlayerTonguePullStart IsSurvivor IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerTonguePullStartResponseTeenGirl
}

Response SurvivorCriticalHurtTeenGirl
{
	scene "scenes/TeenGirl/HurtCritical01.vcd"  //[pain noise - loud major pain]
	scene "scenes/TeenGirl/HurtCritical02.vcd"  //[pain noise - loud major pain]
	scene "scenes/TeenGirl/HurtCritical03.vcd"  //[pain noise - loud major pain]
	scene "scenes/TeenGirl/HurtCritical04.vcd"  //[pain noise - loud major pain]
	scene "scenes/TeenGirl/HurtCritical05.vcd"  //[pain noise - loud major pain]
	scene "scenes/TeenGirl/HurtCritical06.vcd"  //[pain noise - loud major pain]
	scene "scenes/TeenGirl/HurtCritical07.vcd"  //[pain noise - loud major pain]
}
Rule SurvivorCriticalHurtTeenGirl
{
	criteria IsSurvivor InPain IsCriticalPain IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorCriticalHurtTeenGirl
}

Response SurvivorIncapacitatedHurtTeenGirl
{
	scene "scenes/TeenGirl/IncapacitatedInjury01.vcd"  //AHHHHH [terrified yell]
	scene "scenes/TeenGirl/IncapacitatedInjury02.vcd"  //AHHHHH [terrified yell]
	scene "scenes/TeenGirl/IncapacitatedInjury03.vcd"  //AHHHHH [terrified yell]
	scene "scenes/TeenGirl/IncapacitatedInjury04.vcd"  //AHHHHH [terrified yell]
}
Rule SurvivorIncapacitatedHurtTeenGirl
{
	criteria IsSurvivor InPain IsNotSpeaking IsIncapacitatedPain IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorIncapacitatedHurtTeenGirl
}

Response SurvivorMajorHurtTeenGirl
{
	scene "scenes/TeenGirl/HurtMajor01.vcd"  //[pain noise - ahh]
	scene "scenes/TeenGirl/HurtMajor02.vcd"  //[pain noise - huh]
	scene "scenes/TeenGirl/HurtMajor03.vcd"  //[pain noise - oy]
	scene "scenes/TeenGirl/HurtMajor04.vcd"  //[pain noise - ugh]
	scene "scenes/TeenGirl/HurtMajor05.vcd"  //[pain noise - ugh]
	scene "scenes/TeenGirl/HurtMajor06.vcd"  //[pain noise - ugh]
}
Rule SurvivorMajorHurtTeenGirl
{
	criteria IsSurvivor InPain IsMajorPain IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorMajorHurtTeenGirl
}

Response SurvivorMinorHurtTeenGirl
{
	scene "scenes/TeenGirl/HurtMinor01.vcd"  //[pain noise - short minor pain]
	scene "scenes/TeenGirl/HurtMinor02.vcd"  //[pain noise - short minor pain]
	scene "scenes/TeenGirl/HurtMinor03.vcd"  //[pain noise - short minor pain]
	scene "scenes/TeenGirl/HurtMinor04.vcd"  //[pain noise - short minor pain]
	scene "scenes/TeenGirl/HurtMinor05.vcd"  //[pain noise - short minor pain]
	scene "scenes/TeenGirl/HurtMinor06.vcd"  //[pain noise - short minor pain]
	scene "scenes/TeenGirl/HurtMinor07.vcd"  //[pain noise - short minor pain]
	scene "scenes/TeenGirl/HurtMinor08.vcd"  //[pain noise - short minor pain]
}
Rule SurvivorMinorHurtTeenGirl
{
	criteria IsSurvivor InPain IsMinorPain IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorMinorHurtTeenGirl
}

Response SurvivorReloadingTeenGirl
{
	scene "scenes/TeenGirl/Reloading01.vcd"  //Reloading!
	scene "scenes/TeenGirl/Reloading02.vcd"  //Reloading!
	scene "scenes/TeenGirl/Reloading03.vcd"  //Reloading!
	scene "scenes/TeenGirl/Reloading04.vcd"  //I'm Reloading!
}
Rule SurvivorReloadingTeenGirl
{
	criteria ConceptPlayerReloading IsSurvivor IsNotSpeaking IsTeenGirl IsNotIncapacitated IsTalk IsTalkTeenGirl RecentGroupInCombat10
	Response SurvivorReloadingTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Player Help Incapped
//--------------------------------------------------------------------------------------------------------------
Response PlayerHelpIncappedTeenGirl
{
	scene "scenes/TeenGirl/Help01.vcd"  then any FriendNeedsHelp foo:0 0 //Help!
	scene "scenes/TeenGirl/Help02.vcd"  then any FriendNeedsHelp foo:0 0 //Help please!
	scene "scenes/TeenGirl/Help03.vcd"  then any FriendNeedsHelp foo:0 0 //Someone help!
	scene "scenes/TeenGirl/Help04.vcd"  then any FriendNeedsHelp foo:0 0 //Guys, I need some help!
	scene "scenes/TeenGirl/Help07.vcd"  then any FriendNeedsHelp foo:0 0 //Come on guys, I need some help!
	scene "scenes/TeenGirl/Help08.vcd"  then any FriendNeedsHelp foo:0 0 //Guys, I could use a hand!
	scene "scenes/TeenGirl/Help12.vcd"  then any FriendNeedsHelp foo:0 0 //Guys, over here - I could use a hand!
	scene "scenes/TeenGirl/Help13.vcd"  then any FriendNeedsHelp foo:0 0 //Hey! Help!
	scene "scenes/TeenGirl/Help14.vcd"  then any FriendNeedsHelp foo:0 0 //I need some help!
	scene "scenes/TeenGirl/Help15.vcd"  then any FriendNeedsHelp foo:0 0 //Help!                                                                                                                                                                                                                                                     -H
	scene "scenes/TeenGirl/Help16.vcd"  then any FriendNeedsHelp foo:0 0 //Help me!
	scene "scenes/TeenGirl/Help17.vcd"  then any FriendNeedsHelp foo:0 0 //Help!
}
Rule PlayerHelpIncappedTeenGirl
{
	criteria ConceptPlayerHelp IsTeenGirl IsTalk IsTalkTeenGirl IsIncapacitated NotCalledForHelpRecently
	ApplyContext "CalledForHelp:1:20"
	Response PlayerHelpIncappedTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// PlayerIncappedResponse
//--------------------------------------------------------------------------------------------------------------
Response HelpResponseBillTeenGirl
{
	scene "scenes/TeenGirl/InsideSafeRoom02.vcd"  //We can't leave 'em out there
	scene "scenes/TeenGirl/InsideSafeRoom08.vcd"  //No one left behind, right?
	scene "scenes/TeenGirl/InsideSafeRoom14.vcd"  //We should go help 'em
}
Rule HelpResponseBillTeenGirl
{
	criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsNamVet IsNotInStartArea NotAloneInSafeSpot
	Response HelpResponseBillTeenGirl
}

Response HelpResponseBillBTeenGirl
{
	scene "scenes/TeenGirl/InsideSafeRoom15.vcd"  //Let's go back out there Louis.
	scene "scenes/TeenGirl/InsideSafeRoom16.vcd"  //Come on Louis! We can't leave Bill behind.
}
Rule HelpResponseBillBTeenGirl
{
	criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsNamVet IsNotInStartArea IsManagerNear200 ChanceToFire10Percent
	Response HelpResponseBillBTeenGirl
}

Response HelpResponseFrancisTeenGirl
{
	scene "scenes/TeenGirl/InsideSafeRoom02.vcd"  //We can't leave 'em out there
	scene "scenes/TeenGirl/InsideSafeRoom07.vcd"  //We can't leave Francis out there
	scene "scenes/TeenGirl/InsideSafeRoom08.vcd"  //No one left behind, right?
	scene "scenes/TeenGirl/InsideSafeRoom14.vcd"  //We should go help 'em
}
Rule HelpResponseFrancisTeenGirl
{
	criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsBiker IsNotInStartArea NotAloneInSafeSpot
	Response HelpResponseFrancisTeenGirl
}

Response HelpResponseFrancisBTeenGirl
{
	scene "scenes/TeenGirl/InsideSafeRoom15.vcd"  //Let's go back out there Louis.
}
Rule HelpResponseFrancisBTeenGirl
{
	criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsBiker IsNotInStartArea IsManagerNear200 ChanceToFire10Percent
	Response HelpResponseFrancisBTeenGirl
}

Response HelpResponseLouisTeenGirl
{
	scene "scenes/TeenGirl/InsideSafeRoom01.vcd"  //We should probably go help 'em
	scene "scenes/TeenGirl/InsideSafeRoom02.vcd"  //We can't leave 'em out there
	scene "scenes/TeenGirl/InsideSafeRoom08.vcd"  //No one left behind, right?
	scene "scenes/TeenGirl/InsideSafeRoom14.vcd"  //We should go help 'em
}
Rule HelpResponseLouisTeenGirl
{
	criteria ConceptFriendNeedsHelp IsTeenGirl IsTalk IsTalkTeenGirl IsNotIncapacitated IsInSafeSpot FromIsManager IsNotInStartArea NotAloneInSafeSpot
	Response HelpResponseLouisTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Remarkable Vocalize
//--------------------------------------------------------------------------------------------------------------
Response PlayerAirport02CraneStartedTeenGirl
{
	scene "scenes/TeenGirl/WorldHospitalGeneric03.vcd"  //Get ready, guys. Here we go.
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerAirport02CraneStartedTeenGirl
{
	criteria Conceptairport02_creshendoCrane IsTeenGirl
	ApplyContext "Airport02CraneStarted:1:0"
	applycontexttoworld
	Response PlayerAirport02CraneStartedTeenGirl
}

Response PlayerAirport02DumpsterDownTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0209.vcd"  //It's down! Let's go!
	scene "scenes/TeenGirl/WorldAirport0210.vcd"  //Our dumpster's here! Let's go!
}
Rule PlayerAirport02DumpsterDownTeenGirl
{
	criteria Conceptairport02_creshendo03 IsTeenGirl  IsTalk IsTalkTeenGirl
	Response PlayerAirport02DumpsterDownTeenGirl
}

Response Playerairport03_barrieraTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0302.vcd"  //Let's start a fire!
	scene "scenes/TeenGirl/WorldAirport0302.vcd"  //Let's start a fire!
	scene "scenes/TeenGirl/WorldAirport0316.vcd"  //Boys, let's starts a fire!
	scene "scenes/TeenGirl/WorldAirport0316.vcd"  //Boys, let's starts a fire!
}
Rule Playerairport03_barrieraTeenGirl
{
	criteria Conceptairport03_barriera IsTeenGirl IsNotSaidairport03_barriera IsTalk IsTalkTeenGirl IsSubjectNear800 IsNotSaidairport03_barrier
	ApplyContext "Saidairport03_barriera:1:0"
	applycontexttoworld
	Response Playerairport03_barrieraTeenGirl
}

Response PlayerAirport03FirePathClearaTeenGirl
{
	scene "scenes/TeenGirl/HurryUp05.vcd"  then all Airport03FirePathCleara foo:0 0 //Lets go guys!
	scene "scenes/TeenGirl/MoveOn06.vcd"  then all Airport03FirePathCleara foo:0 0 //I think we should go
}
Rule PlayerAirport03FirePathClearaTeenGirl
{
	criteria ConceptAirport03FirePathCleara IsTeenGirl  IsNotCoughing IsTalk IsTalkTeenGirl ChanceToFire10Percent RecentGroupInCombat2
	ApplyContext "SaidAirport03FirePathClear:1:0"
	applycontexttoworld
	Response PlayerAirport03FirePathClearaTeenGirl
}

Response PlayerAirport03FirePathClearXTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0308.vcd"  then all Airport03FirePathCleara foo:0 0 //The path is clear!
	scene "scenes/TeenGirl/WorldAirport0309.vcd"  then all Airport03FirePathCleara foo:0 0 //We burned a path!
}
Rule PlayerAirport03FirePathClearXTeenGirl
{
	criteria ConceptAirport03FirePathClearX IsTeenGirl  IsNotCoughing IsTalk IsTalkTeenGirl IsNotSaidAirport03FirePathClear
	ApplyContext "SaidAirport03FirePathClear:1:0"
	applycontexttoworld
	Response PlayerAirport03FirePathClearXTeenGirl
}

Response PlayerAirport03FireStartedXTeenGirl
{
	scene "scenes/TeenGirl/WorldHospitalGeneric03.vcd" odds 5 //Get ready, guys. Here we go.
	scene "scenes/TeenGirl/WorldHospitalGeneric04.vcd" odds 5 //This is it!
	scene "scenes/TeenGirl/WorldSmallTown0108.vcd" odds 5 //Boom! So much for the easy way.
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerAirport03FireStartedXTeenGirl
{
	criteria ConceptAirport03FireStartedX IsTeenGirl  IsNotCoughing  IsTalk IsTalkTeenGirl
	ApplyContext "SaidAirport03FireStarted:1:0"
	applycontexttoworld
	Response PlayerAirport03FireStartedXTeenGirl
}

Response Playerairport04_08bTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0413.vcd"  //They must have been trying to stop the infection from spreading.
}
Rule Playerairport04_08bTeenGirl
{
	criteria Conceptairport04_08b IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	Response Playerairport04_08bTeenGirl
}

Response Playerairport04_08cTeenGirl
{
	scene "scenes/TeenGirl/ViolenceAwe15.vcd"  //Holy shit...
	scene "scenes/TeenGirl/WorldAirport0413.vcd"  //They must have been trying to stop the infection from spreading.
}
Rule Playerairport04_08cTeenGirl
{
	criteria Conceptairport04_08c IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	Response Playerairport04_08cTeenGirl
}

Response Playerairport04_08dTeenGirl
{
	scene "scenes/TeenGirl/Uncertain12.vcd"  //Right...
}
Rule Playerairport04_08dTeenGirl
{
	criteria Conceptairport04_08d IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	Response Playerairport04_08dTeenGirl
}

Response PlayerFrancisSuggestsCraneTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0220.vcd"  //Good thinking!
	scene "scenes/TeenGirl/WorldAirport0230.vcd"  //Good thinking, Francis!
}
Rule PlayerFrancisSuggestsCraneTeenGirl
{
	criteria ConceptFrancisSuggestsCrane IsTeenGirl IsNotSaidFrancisSuggestsCrane IsTalk IsTalkTeenGirl IsSubjectNear800
	ApplyContext "SaidFrancisSuggestsCrane:1:0"
	applycontexttoworld
	Response PlayerFrancisSuggestsCraneTeenGirl
}

Response PlayerLaughFrancisTeenGirl
{
	scene "scenes/TeenGirl/Laughter13.vcd"  //<Nervous laugh>
	scene "scenes/TeenGirl/Laughter16.vcd"  //<Nervous laugh>
	scene "scenes/TeenGirl/Laughter20.vcd"  //<Short laugh>
	scene "scenes/TeenGirl/NameFrancis14.vcd"  //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis15.vcd"  //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis16.vcd"  //Francis (quiet)
}
Rule PlayerLaughFrancisTeenGirl
{
	criteria ConceptLaughFrancis IsTeenGirl IsNotSaidLaughFrancis IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidLaughFrancis:1:0"
	applycontexttoworld
	Response PlayerLaughFrancisTeenGirl
}

Response PlayerRemarkairport02_creshendo01aTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerRemarkairport02_creshendo01aTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_creshendo01a IsNotSaidairport02_creshendo01a IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl
	ApplyContext "Saidairport02_creshendo01a:1:30"
	applycontexttoworld
	Response PlayerRemarkairport02_creshendo01aTeenGirl
}

Response PlayerRemarkairport02_creshendo01bTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0204.vcd"  then Any ZoeySuggestsCrane foo:0 0 //The crane will lower that dumpster.
	scene "scenes/TeenGirl/WorldAirport0205.vcd"  then Any ZoeySuggestsCrane foo:0 0 //We can get across on that dumpster.
	scene "scenes/TeenGirl/WorldAirport0206.vcd"  then Any ZoeySuggestsCrane foo:0 0 //Someone needs to lower that dumpster.
	scene "scenes/TeenGirl/WorldAirport0208.vcd"  then Any ZoeySuggestsCrane foo:0 0 //Someone needs to start the crane.
}
Rule PlayerRemarkairport02_creshendo01bTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_creshendo01b IsNotSaidairport02_creshendo01a NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000 IsNotAirport02CraneStarted
	ApplyContext "Saidairport02_creshendo01b:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_creshendo01bTeenGirl
}

Response PlayerRemarkairport02_path01TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0201.vcd"  //We can get back to the rooftops.
	scene "scenes/TeenGirl/WorldAirport0202.vcd"  //Let's head back up.
}
Rule PlayerRemarkairport02_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_path01 IsNotSaidairport02_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1500
	ApplyContext "Saidairport02_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path01TeenGirl
}

Response PlayerRemarkairport02_path02TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0214.vcd"  //What do you call 5000 infected lawyers?
}
Rule PlayerRemarkairport02_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ChanceToFire10Percent
	ApplyContext "Saidairport02_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path02TeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport02_path02TeenGirl : ChanceToFire10Percent
Rule AUTOBLANK_PlayerRemarkairport02_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_path02 IsNotSaidairport02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidairport02_path02:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerRemarkairport02_path03TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0218.vcd"  //Louis did you work in a cube like these?
	scene "scenes/TeenGirl/WorldAirport0219.vcd"  //Hey Louis: all these cubicles make you homesick?
}
Rule PlayerRemarkairport02_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 ChanceToFire20Percent IsManagerAlive
	ApplyContext "Saidairport02_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path03TeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport02_path03TeenGirl : ChanceToFire20Percent
Rule AUTOBLANK_PlayerRemarkairport02_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_path03 IsNotSaidairport02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500 IsManagerAlive
	ApplyContext "Saidairport02_path03:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerRemarkairport02_path04TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0216.vcd"  //Down the stairs!
	scene "scenes/TeenGirl/WorldAirport0217.vcd"  //Hey Bill, it's your favorite: stairs.
	scene "scenes/TeenGirl/WorldAirport0227.vcd"  //We gotta take the stairs. Sorry Bill.
}
Rule PlayerRemarkairport02_path04TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_path04 IsNotSaidairport02_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidairport02_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path04TeenGirl
}

Response PlayerRemarkairport02_path05TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0226.vcd"  //Safe house in that storage place!
}
Rule PlayerRemarkairport02_path05TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_path05 IsNotSaidairport02_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl
	ApplyContext "Saidairport02_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path05TeenGirl
}

Response PlayerRemarkairport02_path06TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0224.vcd"  //We're getting close the airport!
	scene "scenes/TeenGirl/WorldAirport0225.vcd"  //Almost at the airport!
}
Rule PlayerRemarkairport02_path06TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport02_path06 IsNotSaidairport02_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "Saidairport02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkairport02_path06TeenGirl
}

Response PlayerRemarkairport03_01TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0310.vcd"  //I hope this isn't the plane we saw.
}
Rule PlayerRemarkairport03_01TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_01 IsNotSaidairport03_01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "Saidairport03_01:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_01TeenGirl
}

Response PlayerRemarkairport03_02aTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0303.vcd"  //THE AIRPORT!
	scene "scenes/TeenGirl/WorldAirport0304.vcd"  //LOOK, THE AIRPORT!
}
Rule PlayerRemarkairport03_02aTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_02a IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl
	ApplyContext "Saidairport03_02:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_02aTeenGirl
}

Response PlayerRemarkairport03_02bTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0303.vcd"  //THE AIRPORT!
	scene "scenes/TeenGirl/WorldAirport0304.vcd"  //LOOK, THE AIRPORT!
}
Rule PlayerRemarkairport03_02bTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_02b IsNotSaidairport03_02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl
	ApplyContext "Saidairport03_02:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_02bTeenGirl
}

Response PlayerRemarkairport03_03aTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0307.vcd"  //The doors are all blocked!
}
Rule PlayerRemarkairport03_03aTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_03a IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidairport03_03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_03aTeenGirl
}

Response PlayerRemarkairport03_03bTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0307.vcd"  //The doors are all blocked!
}
Rule PlayerRemarkairport03_03bTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_03b IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidairport03_03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_03bTeenGirl
}

Response PlayerRemarkairport03_03cTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0307.vcd"  //The doors are all blocked!
}
Rule PlayerRemarkairport03_03cTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_03c IsNotSaidairport03_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidairport03_03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_03cTeenGirl
}

Response PlayerRemarkairport03_04TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0311.vcd"  //We can get inside over the skybridge.
	scene "scenes/TeenGirl/WorldAirport0312.vcd"  //The skybridge!
}
Rule PlayerRemarkairport03_04TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_04 IsNotSaidairport03_04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1500
	ApplyContext "Saidairport03_04:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_04TeenGirl
}

Response PlayerRemarkairport03_06TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0314.vcd" odds 5 then Any LaughZoey foo:0 0 //Oh no! Not short term parking!
	scene "scenes/TeenGirl/WorldAirport0315.vcd"  //Let's go through here.
}
Rule PlayerRemarkairport03_06TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_06 IsNotSaidairport03_06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500
	ApplyContext "Saidairport03_06:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_06TeenGirl
}

Response PlayerRemarkairport03_07TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0313.vcd"  //Safe house across the skybridge!
}
Rule PlayerRemarkairport03_07TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_07 IsNotSaidairport03_07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsNotSaidSafeSpotAhead
	ApplyContext "Saidairport03_07:1:0,SaidSafeSpotAhead:1:90"
	applycontexttoworld
	Response PlayerRemarkairport03_07TeenGirl
}

Response PlayerRemarkairport03_barrierTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0301.vcd"  then Any airport03_barriera foo:0 0 //We can burn down this barricade.
}
Rule PlayerRemarkairport03_barrierTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport03_barrier IsNotSaidairport03_barrier IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800 IsNotSaidAirport03FireStarted IsNotSaidAirport03FirePathClear
	ApplyContext "Saidairport03_barrier:1:0"
	applycontexttoworld
	Response PlayerRemarkairport03_barrierTeenGirl
}

Response PlayerRemarkairport04_01TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0402.vcd"  //Through the offices!
}
Rule PlayerRemarkairport04_01TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_01 IsNotSaidairport04_01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500
	ApplyContext "Saidairport04_01:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_01TeenGirl
}

Response PlayerRemarkairport04_03TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0403.vcd"  //Oh no, the zombies killed god!
	scene "scenes/TeenGirl/WorldAirport0404.vcd"  //Oh no, the zombies killed god!
}
Rule PlayerRemarkairport04_03TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 ChanceToFire20Percent TimeSinceGroupInCombat10
	ApplyContext "Saidairport04_03:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_03TeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport04_03TeenGirl : ChanceToFire20Percent
Rule AUTOBLANK_PlayerRemarkairport04_03TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_03 IsNotSaidairport04_03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 TimeSinceGroupInCombat10
	ApplyContext "Saidairport04_03:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerRemarkairport04_04TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0408.vcd"  //I wonder if this is more lost luggage than normal.
}
Rule PlayerRemarkairport04_04TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_04 IsNotSaidairport04_04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "Saidairport04_04:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_04TeenGirl
}

Response PlayerRemarkairport04_05TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0407.vcd"  then All airport04_05a foo:0 0 //Hey Louis, try not to get lost.
	scene "scenes/TeenGirl/WorldAirport0422.vcd"  //I always wondered what was back here.
}
Rule PlayerRemarkairport04_05TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_05 IsNotSaidairport04_05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ChanceToFire20Percent TimeSinceGroupInCombat10 IsManagerAlive
	ApplyContext "Saidairport04_05:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_05TeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport04_05TeenGirl : ChanceToFire20Percent
Rule AUTOBLANK_PlayerRemarkairport04_05TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_05 IsNotSaidairport04_05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 TimeSinceGroupInCombat10 IsManagerAlive
	ApplyContext "Saidairport04_05:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerRemarkairport04_06TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0409.vcd"  //Whatever you do, Francis, please don't take off your shoes.
}
Rule PlayerRemarkairport04_06TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_06 IsNotSaidairport04_06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ChanceToFire10Percent IsBikerAlive IsBikerNear400
	ApplyContext "Saidairport04_06:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_06TeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport04_06TeenGirl : ChanceToFire10Percent
Rule AUTOBLANK_PlayerRemarkairport04_06TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_06 IsNotSaidairport04_06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 IsBikerAlive IsBikerNear400
	ApplyContext "Saidairport04_06:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerRemarkairport04_07TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0508.vcd"  then biker AynRandResponse foo:0 0.05 //Hey, Ayn Rand international airport...
}
Rule PlayerRemarkairport04_07TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300 ChanceToFire10Percent
	ApplyContext "Saidairport04_07:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_07TeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport04_07TeenGirl : ChanceToFire10Percent
Rule AUTOBLANK_PlayerRemarkairport04_07TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_07 IsNotSaidairport04_07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "Saidairport04_07:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerRemarkairport04_08aTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0412.vcd"  then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport!
	scene "scenes/TeenGirl/WorldAirport0414.vcd"  then Any airport04_08c foo:0 0 //There's the plane we saw!
	scene "scenes/TeenGirl/WorldAirport0415.vcd"  //We need to get down to that plane!
	scene "scenes/TeenGirl/WorldAirport0416.vcd"  then Any airport04_08c foo:0 0 //How do we get down to the plane?
}
Rule PlayerRemarkairport04_08aTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_08a IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidairport04_08:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_08aTeenGirl
}

Response PlayerRemarkairport04_08bTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0412.vcd"  then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport!
	scene "scenes/TeenGirl/WorldAirport0414.vcd"  then Any airport04_08c foo:0 0 //There's the plane we saw!
	scene "scenes/TeenGirl/WorldAirport0415.vcd"  //We need to get down to that plane!
	scene "scenes/TeenGirl/WorldAirport0416.vcd"  then Any airport04_08c foo:0 0 //How do we get down to the plane?
}
Rule PlayerRemarkairport04_08bTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_08b IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidairport04_08:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_08bTeenGirl
}

Response PlayerRemarkairport04_08cTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0412.vcd"  then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport!
	scene "scenes/TeenGirl/WorldAirport0414.vcd"  then Any airport04_08c foo:0 0 //There's the plane we saw!
	scene "scenes/TeenGirl/WorldAirport0415.vcd"  //We need to get down to that plane!
	scene "scenes/TeenGirl/WorldAirport0416.vcd"  then Any airport04_08c foo:0 0 //How do we get down to the plane?
}
Rule PlayerRemarkairport04_08cTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_08c IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidairport04_08:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_08cTeenGirl
}

Response PlayerRemarkairport04_08dTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0412.vcd"  then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport!
	scene "scenes/TeenGirl/WorldAirport0414.vcd"  then Any airport04_08c foo:0 0 //There's the plane we saw!
	scene "scenes/TeenGirl/WorldAirport0415.vcd"  //We need to get down to that plane!
	scene "scenes/TeenGirl/WorldAirport0416.vcd"  then Any airport04_08c foo:0 0 //How do we get down to the plane?
}
Rule PlayerRemarkairport04_08dTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_08d IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	Response PlayerRemarkairport04_08dTeenGirl
}

Response PlayerRemarkairport04_08eTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0412.vcd"  then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport!
	scene "scenes/TeenGirl/WorldAirport0414.vcd"  then Any airport04_08c foo:0 0 //There's the plane we saw!
	scene "scenes/TeenGirl/WorldAirport0415.vcd"  //We need to get down to that plane!
	scene "scenes/TeenGirl/WorldAirport0416.vcd"  then Any airport04_08c foo:0 0 //How do we get down to the plane?
}
Rule PlayerRemarkairport04_08eTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_08e IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	Response PlayerRemarkairport04_08eTeenGirl
}

Response PlayerRemarkairport04_08fTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0412.vcd"  then Any airport04_08a foo:0 0 //Oh my god, Bill was right: They bombed the airport!
	scene "scenes/TeenGirl/WorldAirport0414.vcd"  then Any airport04_08c foo:0 0 //There's the plane we saw!
	scene "scenes/TeenGirl/WorldAirport0415.vcd"  //We need to get down to that plane!
	scene "scenes/TeenGirl/WorldAirport0416.vcd"  then Any airport04_08c foo:0 0 //How do we get down to the plane?
}
Rule PlayerRemarkairport04_08fTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_08f IsNotSaidairport04_08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	Response PlayerRemarkairport04_08fTeenGirl
}

Response PlayerRemarkairport04_09TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0418.vcd"  //Louis, your row isn't boarding yet.
}
Rule PlayerRemarkairport04_09TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_09 IsNotSaidairport04_09 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500  IsManagerAlive
	ApplyContext "Saidairport04_09:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_09TeenGirl
}

Response PlayerRemarkairport04_vanTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0405.vcd"  then Biker airport04_vana foo:0 0 //We can use that van.
}
Rule PlayerRemarkairport04_vanTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport04_van IsNotSaidairport04_van IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800 IsNotSaidPathClearVan
	ApplyContext "Saidairport04_van:1:0"
	applycontexttoworld
	Response PlayerRemarkairport04_vanTeenGirl
}

Response PlayerRemarkFarm01_path01TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerRemarkFarm01_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm01_path01 IsNotSaidFarm01_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm01_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path01TeenGirl
}

Response PlayerRemarkFarm01_path02TeenGirl
{
	scene "scenes/TeenGirl/FollowMe05.vcd"  //This way!
}
Rule PlayerRemarkFarm01_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm01_path02 IsNotSaidFarm01_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidFarm01_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path02TeenGirl
}

Response PlayerRemarkFarm01_path03TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerRemarkFarm01_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm01_path03 IsNotSaidFarm01_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidFarm01_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path03TeenGirl
}

Response PlayerRemarkFarm01_path09ZoeyTeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0320.vcd"  then any SafeSpotAheadResponse foo:0 0 //Yeah! Safehouse right up ahead, boys! We made it!
}
Rule PlayerRemarkFarm01_path09ZoeyTeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm01_path09 IsNotSaidFarm01_path09 IsNotCoughing IsTalk NotInCombat IsWithThree IsTalkTeenGirl IsSubjectNear1500
	ApplyContext "SaidFarm03_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path09ZoeyTeenGirl
}

Response PlayerRemarkFarm02_path01TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0216.vcd"  //Down the stairs!
}
Rule PlayerRemarkFarm02_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path01 IsNotSaidFarm02_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm02_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path01TeenGirl
}

Response PlayerRemarkFarm02_path02TeenGirl
{
	scene "scenes/TeenGirl/ContextModifierCalm05.vcd"  //Down there.
}
Rule PlayerRemarkFarm02_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02TeenGirl
}

Response PlayerRemarkFarm02_path02aTeenGirl
{
	scene "scenes/TeenGirl/Look06.vcd"  then Biker Farm02_path02b foo:0 0.05 //Over there!
}
Rule PlayerRemarkFarm02_path02aTeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path02 IsNotSaidFarm02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsBikerNear125 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path02:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02aTeenGirl
}

Rule PlayerRemarkFarm02_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02TeenGirl
}

Rule PlayerRemarkFarm02_path03aTeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path03 IsNotSaidFarm02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow IsBikerNear125
	ApplyContext "SaidFarm02_path03:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02aTeenGirl
}

Rule PlayerRemarkFarm02_path04TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02TeenGirl
}

Rule PlayerRemarkFarm02_path04aTeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path04 IsNotSaidFarm02_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow  IsBikerNear125
	ApplyContext "SaidFarm02_path04:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02aTeenGirl
}

Rule PlayerRemarkFarm02_path05TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow
	ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02TeenGirl
}

Rule PlayerRemarkFarm02_path05aTeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path05 IsNotSaidFarm02_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 NotSaidFarm02_TracksBelow IsBikerNear125
	ApplyContext "SaidFarm02_path05:1:0,SaidFarm02_TracksBelow:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path02aTeenGirl
}

Response PlayerRemarkFarm02_path06TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  then any RespondAffirmative foo:0 0 //
}
Rule PlayerRemarkFarm02_path06TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path06 IsNotSaidFarm02_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path06TeenGirl
}

Response PlayerRemarkFarm02_path09TeenGirl
{
	scene "scenes/TeenGirl/GenericDirections03.vcd"  then any RespondAffirmative foo:0 0 //We need to go up that ladder!
}
Rule PlayerRemarkFarm02_path09TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path09 IsNotSaidFarm02_path09 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm02_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path09TeenGirl
}

Rule PlayerRemarkFarm02_path10TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm02_path10 IsNotSaidFarm02_path10 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "SaidFarm02_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path14TeenGirl
}

Response PlayerRemarkFarm03_path03TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0315.vcd"  //Let's go through here.
}
Rule PlayerRemarkFarm03_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm03_path03 IsNotSaidFarm03_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm03_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path03TeenGirl
}

Response PlayerRemarkFarm03_path06TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0112.vcd"  then any ResponseSoftDispleasureSwear foo:0 0.05 //This way is blocked.
}
Rule PlayerRemarkFarm03_path06TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm03_path06 IsNotSaidFarm03_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidFarm03_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path06TeenGirl
}

Response PlayerRemarkFarm03_path07TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerRemarkFarm03_path07TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm03_path07 IsNotSaidFarm03_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100
	ApplyContext "SaidFarm03_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path07TeenGirl
}

Rule PlayerRemarkFarm03_path09TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm03_path09 IsNotSaidFarm03_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "SaidFarm03_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm01_path09TeenGirl
}

Response PlayerRemarkFarm03_path10TeenGirl
{
	scene "scenes/TeenGirl/ContextModifierLoud03.vcd"  then any RespondAffirmative foo:0 0.05 //Up there!
}
Rule PlayerRemarkFarm03_path10TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm03_path10 Farm03BridgeDown IsNotSaidFarm03_path10 IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidFarm03_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path10TeenGirl
}

Response PlayerRemarkFarm04_path01aTeenGirl
{
}
Rule PlayerRemarkFarm04_path01aTeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm04_path01 IsNotSaidFarm04_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm04_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path01aTeenGirl
}

Response PlayerRemarkFarm04_path04TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerRemarkFarm04_path04TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm04_path04 IsNotSaidFarm04_path04 IsSubjectNear1000 IsTalkTeenGirl
	ApplyContext "SaidFarm04_path04:1:0,SaidFarm04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path04TeenGirl
}

Rule PlayerRemarkFarm04_path05TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm04_path05 IsNotSaidFarm04_path05 IsSubjectNear600 IsTalkTeenGirl
	ApplyContext "SaidFarm04_path05:1:0,SaidFarm04_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path04TeenGirl
}

Response PlayerRemarkFarm04_path06TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerRemarkFarm04_path06TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm04_path06 IsNotSaidFarm04_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500
	ApplyContext "SaidFarm04_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path06TeenGirl
}

Response PlayerRemarkFarm04_path07TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0115.vcd"  //Up here guys! Let's go!
}
Rule PlayerRemarkFarm04_path07TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm04_path07 IsNotSaidFarm04_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm04_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path07TeenGirl
}

Response PlayerRemarkFarm04_path08TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0204.vcd"  //Through here!
}
Rule PlayerRemarkFarm04_path08TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm04_path08 IsNotSaidFarm04_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm04_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path08TeenGirl
}

Response PlayerRemarkFarm04_path09TeenGirl
{
	scene "scenes/TeenGirl/SafeSpotAhead06.vcd"  then any SafeSpotAheadResponse foo:0 0.05 //Safe house ahead!
}
Rule PlayerRemarkFarm04_path09TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm04_path09 IsNotSaidFarm04_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear1000
	ApplyContext "SaidFarm04_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path09TeenGirl
}

Response PlayerRemarkFarm04_path10TeenGirl
{
	scene "scenes/TeenGirl/SafeSpotAheadReaction14.vcd"  //Sweet Jesus!
	scene "scenes/TeenGirl/ViolenceAwe13.vcd"  //Holy crap.
	scene "scenes/TeenGirl/ViolenceAwe15.vcd"  //Holy shit...
}
Rule PlayerRemarkFarm04_path10TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm04_path10 IsNotSaidFarm04_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100
	ApplyContext "SaidFarm04_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm04_path10TeenGirl
}

Rule PlayerRemarkFarm05_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm05_path01 IsNotSaidFarm05_path01 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm05_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm03_path06TeenGirl
}

Rule PlayerRemarkFarm05_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm05_path02 IsNotSaidFarm05_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "SaidFarm05_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm02_path09TeenGirl
}

Response PlayerRemarkFarm05_path06TeenGirl
{
	scene "scenes/TeenGirl/WorldFarmHouse0501.vcd"  //Get to the farm house!
	scene "scenes/TeenGirl/WorldFarmHouse0503.vcd"  //Hurry! Get to the farm house!
}
Rule PlayerRemarkFarm05_path06TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm05_path06 IsNotSaidFarm05_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800
	ApplyContext "SaidFarm05_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path06TeenGirl
}

Response PlayerRemarkFarm05_path08TeenGirl
{
	scene "scenes/TeenGirl/FinaleAhead01.vcd"  //Hey guys, I think we're almost there.
}
Rule PlayerRemarkFarm05_path08TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm05_path08 IsNotSaidFarm05_path09 IsNotSaidFarm05_path10 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear500
	ApplyContext "SaidFarm05_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path08TeenGirl
}

Rule PlayerRemarkFarm05_path09TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm05_path09 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotSaidFarm05_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidFarm05_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path08TeenGirl
}

Rule PlayerRemarkFarm05_path10TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsFarm05_path10 IsNotSaidFarm05_path10 IsNotSaidFarm05_path09 IsNotSaidFarm05_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidFarm05_path10:1:0,SaidFarm05_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkFarm05_path08TeenGirl
}

Response PlayerRemarkhospital01_path03TeenGirl
{
	scene "scenes/TeenGirl/SafeSpotAhead06.vcd"  then Any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
	scene "scenes/TeenGirl/SafeSpotAhead08.vcd"  then Any SafeSpotAheadResponse foo:0 0 //There's a safe house ahead.
}
Rule PlayerRemarkhospital01_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital01_path03 IsNotSaidhospital01_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear
	ApplyContext "Saidhospital01_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital01_path03TeenGirl
}

Response PlayerRemarkhospital02_safehouseTeenGirl
{
	scene "scenes/TeenGirl/SafeSpotAhead06.vcd"  //Safe house ahead!
	scene "scenes/TeenGirl/SafeSpotAhead08.vcd"  //There's a safe house ahead.
}
Rule PlayerRemarkhospital02_safehouseTeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital02_safehouse IsNotSaidhospital02_safehouse IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000
	ApplyContext "Saidhospital02_safehouse:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital02_safehouseTeenGirl
}

Response PlayerRemarkhospital03_path04TeenGirl
{
	scene "scenes/TeenGirl/FollowMe05.vcd"  //This way!
	scene "scenes/TeenGirl/FollowMe20.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe23.vcd"  //This way!
}
Rule PlayerRemarkhospital03_path04TeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital03_path04 IsNotSaidhospital03_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "Saidhospital03_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital03_path04TeenGirl
}

Response PlayerRemarkhospital03_path08TeenGirl
{
	scene "scenes/TeenGirl/WorldHospital0301.vcd"  //The subway smelled bad, but this...
}
Rule PlayerRemarkhospital03_path08TeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ChanceToFire50Percent
	ApplyContext "Saidhospital03_path08:1:0"
	Response PlayerRemarkhospital03_path08TeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkhospital03_path08TeenGirl : ChanceToFire50Percent
Rule AUTOBLANK_PlayerRemarkhospital03_path08TeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital03_path08 IsNotSaidhospital03_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "Saidhospital03_path08:1:0"
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerRemarkhospital03_path11TeenGirl
{
	scene "scenes/TeenGirl/WorldHospital0302.vcd"  //We've go to get to the hospital.
	scene "scenes/TeenGirl/WorldHospital0303.vcd"  //Into the hospital!
	scene "scenes/TeenGirl/WorldHospital0304.vcd"  //There's a safe house in the hospital!
	scene "scenes/TeenGirl/WorldHospital0305.vcd"  //Hurry up! Get to the hospital!
	scene "scenes/TeenGirl/WorldHospital0306.vcd"  //Go, go! Get to the hospital!
	scene "scenes/TeenGirl/WorldHospitalGeneric01.vcd"  //We just need to get to the hospital.
}
Rule PlayerRemarkhospital03_path11TeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital03_path11 IsNotSaidhospital03_path11 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000
	ApplyContext "Saidhospital03_path11:1:0,SaidSafeSpotAhead:1:90"
	applycontexttoworld
	Response PlayerRemarkhospital03_path11TeenGirl
}

Response PlayerRemarkhospital04_path03TeenGirl
{
	scene "scenes/TeenGirl/WorldHospital0403.vcd"  //Louis, you'd look good in one of those hospital gowns.
}
Rule PlayerRemarkhospital04_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital04_path03 IsNotSaidhospital04_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ChanceToFire30Percent  IsManagerNear200 IsManagerAlive
	ApplyContext "Saidhospital04_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital04_path03TeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkhospital04_path03TeenGirl : ChanceToFire30Percent
Rule AUTOBLANK_PlayerRemarkhospital04_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital04_path03 IsNotSaidhospital04_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 IsManagerNear200 IsManagerAlive
	ApplyContext "Saidhospital04_path03:1:0"
	applycontexttoworld
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerRemarkhospital05_path01TeenGirl
{
	scene "scenes/TeenGirl/GenericResponses39.vcd"  //Almost there. Almost there.
	scene "scenes/TeenGirl/WorldHospital0402.vcd"  then Biker hospital05_path01a foo:0 0 //That helicopter pilot better be here.
}
Rule PlayerRemarkhospital05_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital05_path01 IsNotSaidhospital05_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidhospital05_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital05_path01TeenGirl
}

Response PlayerRemarkhospital05_path02TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0305.vcd"  //Through here!
	scene "scenes/TeenGirl/WorldSmallTown0113.vcd"  //I think we can go through here, guys.
}
Rule PlayerRemarkhospital05_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl Ishospital05_path02 IsNotSaidhospital05_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "Saidhospital05_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkhospital05_path02TeenGirl
}

Response PlayerRemarkPathClearVanTeenGirl
{
	scene "scenes/TeenGirl/MoveOn08.vcd"  //Come on, lets go!
	scene "scenes/TeenGirl/MoveOn09.vcd"  //Come on, come on, lets go!
	scene "scenes/TeenGirl/PathClear01.vcd"  //Path's clear! Let's go!
	scene "scenes/TeenGirl/WorldAirport0308.vcd"  //The path is clear!
}
Rule PlayerRemarkPathClearVanTeenGirl
{
	criteria ConceptPathClearVan IsTeenGirl IsNotSaidPathClearVan IsNotCoughing  IsTalk IsTalkTeenGirl
	ApplyContext "SaidPathClearVan:1:0"
	applycontexttoworld
	Response PlayerRemarkPathClearVanTeenGirl
}

Response PlayerRemarkSmalltown01_path01TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0107.vcd"  then any ResponseSoftDispleasureSwear foo:0 0 //And of course the bridge is out...
}
Rule PlayerRemarkSmalltown01_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown01_path01 IsNotSaidSmalltown01_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidSmalltown01_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path01TeenGirl
}

Response PlayerRemarkSmalltown01_path02TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0110.vcd"  //Looks like we can get back up the other side.
}
Rule PlayerRemarkSmalltown01_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown01_path02 IsNotSaidSmalltown01_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsNotSaidSmalltown01_path04 IsSaidSmalltown01_path01
	ApplyContext "SaidSmalltown01_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path02TeenGirl
}

Response PlayerRemarkSmalltown01_path03TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0203.vcd"  //Up here guys!
}
Rule PlayerRemarkSmalltown01_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown01_path03 IsNotSaidSmalltown01_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidSmalltown01_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path03TeenGirl
}

Response PlayerRemarkSmalltown01_path07TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0112.vcd"  //This way is blocked.
}
Rule PlayerRemarkSmalltown01_path07TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown01_path07 IsNotSaidSmalltown01_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000 IsNotSaidSmalltown01_path08
	ApplyContext "SaidSmalltown01_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path07TeenGirl
}

Response PlayerRemarkSmalltown01_path08TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0113.vcd"  //I think we can go through here, guys.
	scene "scenes/TeenGirl/WorldSmallTown0204.vcd"  //Through here!
}
Rule PlayerRemarkSmalltown01_path08TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown01_path08 IsNotSaidSmalltown01_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown01_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path08TeenGirl
}

Response PlayerRemarkSmalltown01_path09TeenGirl
{
	scene "scenes/TeenGirl/SafeSpotAhead01.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house just ahead.
	scene "scenes/TeenGirl/SafeSpotAhead06.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
	scene "scenes/TeenGirl/SafeSpotAhead08.vcd"  then any SafeSpotAheadResponse foo:0 0 //There's a safe house ahead.
}
Rule PlayerRemarkSmalltown01_path09TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown01_path09 IsNotSaidSmalltown01_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear1500
	ApplyContext "SaidSmalltown01_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown01_path09TeenGirl
}

Response PlayerRemarksmalltown02_path02TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0204.vcd"  //Through here!
}
Rule PlayerRemarksmalltown02_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl Issmalltown02_path02 IsNotSaidsmalltown02_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidsmalltown02_path02:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path02TeenGirl
}

Response PlayerRemarksmalltown02_path03TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0204.vcd"  //Through here!
}
Rule PlayerRemarksmalltown02_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl Issmalltown02_path03 IsNotSaidsmalltown02_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidsmalltown02_path03:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path03TeenGirl
}

Response PlayerRemarksmalltown02_path04TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0204.vcd"  //Through here!
}
Rule PlayerRemarksmalltown02_path04TeenGirl
{
	criteria ConceptRemark IsTeenGirl Issmalltown02_path04 IsNotSaidsmalltown02_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "Saidsmalltown02_path04:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path04TeenGirl
}

Response PlayerRemarksmalltown02_path05TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0205.vcd"  //Fresh air!
}
Rule PlayerRemarksmalltown02_path05TeenGirl
{
	criteria ConceptRemark IsTeenGirl Issmalltown02_path05 IsNotSaidsmalltown02_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100
	ApplyContext "Saidsmalltown02_path05:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path05TeenGirl
}

Response PlayerRemarksmalltown02_path06TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0213.vcd"  //There must be a panel or something to activate that bridge.
}
Rule PlayerRemarksmalltown02_path06TeenGirl
{
	criteria ConceptRemark IsTeenGirl Issmalltown02_path06 IsNotSaidsmalltown02_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear700
	ApplyContext "Saidsmalltown02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path06TeenGirl
}

Response PlayerRemarksmalltown02_path07TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0210.vcd"  then biker smalltown02_path07a foo:0 0 //Into the caboose!
}
Rule PlayerRemarksmalltown02_path07TeenGirl
{
	criteria ConceptRemark IsTeenGirl Issmalltown02_path07 IsNotSaidsmalltown02_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear600
	ApplyContext "Saidsmalltown02_path07:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path07TeenGirl
}

Response PlayerRemarksmalltown02_path08TeenGirl
{
	scene "scenes/TeenGirl/PositiveNoise14.vcd"  then manager smalltown02_path08a foo:0 0 //[pleasure & interest sounds]
}
Rule PlayerRemarksmalltown02_path08TeenGirl
{
	criteria ConceptRemark IsTeenGirl Issmalltown02_path08 IsNotSaidsmalltown02_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100
	ApplyContext "Saidsmalltown02_path08:1:0,Saidsmalltown02_path06:1:0"
	applycontexttoworld
	Response PlayerRemarksmalltown02_path08TeenGirl
}

Response PlayerRemarkSmalltown02_path09TeenGirl
{
	scene "scenes/TeenGirl/SafeSpotAhead01.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house just ahead.
	scene "scenes/TeenGirl/SafeSpotAhead06.vcd"  then any SafeSpotAheadResponse foo:0 0 //Safe house ahead!
	scene "scenes/TeenGirl/SafeSpotAhead08.vcd"  then any SafeSpotAheadResponse foo:0 0 //There's a safe house ahead.
}
Rule PlayerRemarkSmalltown02_path09TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown02_path09 IsNotSaidSmalltown02_path09 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear1000
	ApplyContext "SaidSmalltown02_path09:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown02_path09TeenGirl
}

Response PlayerRemarkSmalltown03_path01TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0302.vcd"  //Not a fan of creepy old train yards.
}
Rule PlayerRemarkSmalltown03_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path01 IsNotSaidSmalltown03_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown03_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path01TeenGirl
}

Response PlayerRemarkSmalltown03_path02TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0302.vcd"  //Not a fan of creepy old train yards.
}
Rule PlayerRemarkSmalltown03_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path02 IsNotSaidSmalltown03_path01 IsNotSaidSmalltown03_path02 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown03_path02:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path02TeenGirl
}

Response PlayerRemarkSmalltown03_path03TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0307.vcd"  //We need to get over this fence.
}
Rule PlayerRemarkSmalltown03_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path03 IsNotSaidSmalltown03_path03 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown03_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path03TeenGirl
}

Response PlayerRemarkSmalltown03_path04TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0203.vcd"  //Up here guys!
	scene "scenes/TeenGirl/WorldSmallTown0303.vcd"  //We can get on the other side of the fence up here!
}
Rule PlayerRemarkSmalltown03_path04TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path04 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown03_path04:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path04TeenGirl
}

Response PlayerRemarkSmalltown03_path05TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0203.vcd"  //Up here guys!
	scene "scenes/TeenGirl/WorldSmallTown0303.vcd"  //We can get on the other side of the fence up here!
}
Rule PlayerRemarkSmalltown03_path05TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path05 IsNotSaidSmalltown03_path04 IsNotSaidSmalltown03_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown03_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path05TeenGirl
}

Response PlayerRemarkSmalltown03_path06TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerRemarkSmalltown03_path06TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path06 IsNotSaidSmalltown03_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "SaidSmalltown03_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path06TeenGirl
}

Response PlayerRemarkSmalltown03_path07TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0102.vcd"  //Let's stick to the road.
}
Rule PlayerRemarkSmalltown03_path07TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path07 IsNotSaidSmalltown03_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidSmalltown03_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path07TeenGirl
}

Response PlayerRemarkSmalltown03_path08TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0306.vcd"  //Almost to Riverside.
	scene "scenes/TeenGirl/WorldSmallTown0318.vcd"  //Looks like we're getting close to Riverside.
}
Rule PlayerRemarkSmalltown03_path08TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path08 IsNotSaidSmalltown03_path08 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidSmalltown03_path08:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path08TeenGirl
}

Response PlayerRemarkSmalltown03_path10TeenGirl
{
	scene "scenes/TeenGirl/SeeCabin01.vcd"  //Oh, nice. A cabin in the middle of nowhere. I know how this movie ends.
}
Rule PlayerRemarkSmalltown03_path10TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path10 IsNotSaidSmalltown03_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800
	ApplyContext "SaidSmalltown03_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path10TeenGirl
}

Response PlayerRemarkSmalltown03_path11TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0310.vcd"  //The town's pretty quiet. I hope that means they killed all the zombies.
	scene "scenes/TeenGirl/WorldSmallTown0321.vcd"  //I can see Riverside!
}
Rule PlayerRemarkSmalltown03_path11TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path11 IsNotSaidSmalltown03_path11 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear100
	ApplyContext "SaidSmalltown03_path11:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path11TeenGirl
}

Response PlayerRemarkSmalltown03_path12TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0322.vcd"  //There's lights on in that church!
}
Rule PlayerRemarkSmalltown03_path12TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path12 IsNotSaidSmalltown03_path12 IsNotSaidSmalltown03_path13 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "SaidSmalltown03_path12:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path12TeenGirl
}

Response PlayerRemarkSmalltown03_path13TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0322.vcd"  //There's lights on in that church!
}
Rule PlayerRemarkSmalltown03_path13TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown03_path13 IsNotSaidSmalltown03_path13 IsNotSaidSmalltown03_path12 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "SaidSmalltown03_path13:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path13TeenGirl
}

Response PlayerRemarkSmalltown04_path01TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  then any RiversideIsDead foo:0 0 //
}
Rule PlayerRemarkSmalltown04_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown04_path01 IsNotSaidSmalltown04_path01 IsNotSaidSmalltown04_path02 IsNotCoughing NotInCombat IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown04_path01:1:0,Talk:1:12"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path01TeenGirl
}

Response PlayerRemarkSmalltown04_path02TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  then any RiversideIsDead foo:0 0 //
}
Rule PlayerRemarkSmalltown04_path02TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown04_path02 IsNotSaidSmalltown04_path02 IsNotSaidSmalltown04_path01 IsNotCoughing NotInCombat IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown04_path02:1:0,Talk:1:12"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path02TeenGirl
}

Response PlayerRemarkSmalltown04_path03TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0309.vcd"  //I don't think this barricade held...
}
Rule PlayerRemarkSmalltown04_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown04_path03 IsNotSaidSmalltown04_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsSmalltownBarricadeTeenGirl
	ApplyContext "SaidSmalltown04_path03:1:0,SmallTownBarricadeTeenGirl:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path03TeenGirl
}

Response PlayerRemarkSmalltown04_path04TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0309.vcd"  //I don't think this barricade held...
}
Rule PlayerRemarkSmalltown04_path04TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown04_path04 IsNotSaidSmalltown04_path04 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsSmalltownBarricadeTeenGirl
	ApplyContext "SaidSmalltown04_path04:1:0,SmallTownBarricadeTeenGirl:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path04TeenGirl
}

Response PlayerRemarkSmalltown04_path05TeenGirl
{
	scene "scenes/TeenGirl/FollowMe02.vcd"  //This way, guys!
	scene "scenes/TeenGirl/FollowMe05.vcd"  //This way!
}
Rule PlayerRemarkSmalltown04_path05TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown04_path05 IsNotSaidSmalltown04_path05 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidSmalltown04_path05:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path05TeenGirl
}

Response PlayerRemarkSmalltown04_path07TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0403.vcd"  then Manager Smalltown04_path07A foo:0 0 //I've been here before. I always liked this main street.
	scene "scenes/TeenGirl/blank.vcd"  //
	scene "scenes/TeenGirl/blank.vcd"  //
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerRemarkSmalltown04_path07TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown04_path07 IsNotSaidSmalltown04_path07 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear800
	ApplyContext "SaidSmalltown04_path07:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path07TeenGirl
}

Response PlayerRemarkSmalltown04_path09TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0309.vcd"  //I don't think this barricade held...
}
Rule PlayerRemarkSmalltown04_path09TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown04_path09 IsNotSaidSmalltown04_path09 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200 IsSmalltownBarricadeTeenGirl
	ApplyContext "SaidSmalltown04_path09:1:0,SmallTownBarricadeTeenGirl:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path09TeenGirl
}

Response PlayerRemarkSmalltown04_path10TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0202.vcd"  //Let's head back up.
	scene "scenes/TeenGirl/WorldSmallTown0203.vcd"  //Up here guys!
}
Rule PlayerRemarkSmalltown04_path10TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown04_path10 IsNotSaidSmalltown04_path10 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidSmalltown04_path10:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown04_path10TeenGirl
}

Rule PlayerRemarkSmalltown04_path11TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown04_path11 IsNotSaidSmalltown04_path11 IsNotCoughing IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown04_path11:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown03_path14TeenGirl
}

Response PlayerRemarkSmalltown05_path01TeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerRemarkSmalltown05_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown05_path01 IsNotSaidSmalltown05_path01 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear1000
	ApplyContext "SaidSmalltown05_path01:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path01TeenGirl
}

Response PlayerRemarkSmalltown05_path03TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0405.vcd"  then biker Smalltown05_path03a foo:0 0 //We can get to the river through here.
}
Rule PlayerRemarkSmalltown05_path03TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown05_path03 IsNotSaidSmalltown05_path03 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear300
	ApplyContext "SaidSmalltown05_path03:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path03TeenGirl
}

Response PlayerRemarkSmalltown05_path06TeenGirl
{
	scene "scenes/TeenGirl/GenericDirections05.vcd"  //Through here!
}
Rule PlayerRemarkSmalltown05_path06TeenGirl
{
	criteria ConceptRemark IsTeenGirl IsSmalltown05_path06 IsNotSaidSmalltown05_path06 IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear200
	ApplyContext "SaidSmalltown05_path06:1:0"
	applycontexttoworld
	Response PlayerRemarkSmalltown05_path06TeenGirl
}

Response PlayerRemarkThroughHereTeenGirl
{
	scene "scenes/TeenGirl/GenericDirections05.vcd"  //Through here!
	scene "scenes/TeenGirl/WorldAirport0305.vcd"  //Through here!
	scene "scenes/TeenGirl/WorldSmallTown0204.vcd"  //Through here!
}
Rule PlayerRemarkThroughHereTeenGirl
{
	criteria ConceptRemark IsTeenGirl IsThroughHere IsNotSaidThroughHere IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "SaidThroughHere:1:0"
	applycontexttoworld
	Response PlayerRemarkThroughHereTeenGirl
}

Response PlayerRemarkUpThatLadderTeenGirl
{
	scene "scenes/TeenGirl/GenericDirections03.vcd"  //We need to go up that ladder!
}
Rule PlayerRemarkUpThatLadderTeenGirl
{
	criteria ConceptRemark IsTeenGirl IsUpThatLadder IsNotSaidUpThatLadder IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400
	ApplyContext "SaidUpThatLadder:1:0"
	applycontexttoworld
	Response PlayerRemarkUpThatLadderTeenGirl
}

Response RespondAffirmativeTeenGirl
{
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
	scene "scenes/TeenGirl/Yes13.vcd"  //Okay.
	scene "scenes/TeenGirl/Yes14.vcd"  //Y'allright.
}
Rule RespondAffirmativeTeenGirl
{
	criteria ConceptRespondAffirmative IssuerMediumClose IsNotCoughing NotInCombat isTeenGirl IsTalkTeenGirl
	Response RespondAffirmativeTeenGirl
}

Response RiversideIsDeadTeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0316.vcd"  then any RiversideIsDeadB foo:0 0 //I guess Riverside couldn't hold out.
}
Rule RiversideIsDeadTeenGirl
{
	criteria ConceptRiversideIsDead IsTeenGirl IsNotCoughing IsTalkTeenGirl
	ApplyContext "SaidSmalltown04_path02:1:0"
	applycontexttoworld
	Response RiversideIsDeadTeenGirl
}

Response RiversideIsDeadPlanTeenGirl
{
	scene "scenes/TeenGirl/GenericResponses04.vcd"  //Sure, why not?
	scene "scenes/TeenGirl/GenericResponses08.vcd"  //Yeah, let's do it.
}
Rule RiversideIsDeadPlanTeenGirl
{
	criteria ConceptRiversideIsDeadPlan IsTeenGirl IsNotCoughing IsTalkTeenGirl
	ApplyContext "SaidSmalltown04_path02:1:0"
	applycontexttoworld
	Response RiversideIsDeadPlanTeenGirl
}

Response SafeSpotAheadResponse
{
	scene "scenes/TeenGirl/SafeSpotAheadReaction02.vcd"  //Finally!
	scene "scenes/TeenGirl/SafeSpotAheadReaction08.vcd"  //Thank God!
	scene "scenes/TeenGirl/SafeSpotAheadReaction10.vcd"  //Oh thank god!
}
Rule SafeSpotAheadResponse
{
	criteria IsTeenGirl IsNotCoughing NotInCombat IsTalk IsTalkTeenGirl IsSubjectNear400 ConceptSafeSpotAheadResponse ChanceToFire30Percent
	Response SafeSpotAheadResponse
}


//--------------------------------------------------------------------------------------------------------------
// Remarkable voice
//--------------------------------------------------------------------------------------------------------------
Response PlayerNearFinaleFarmTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerNearFinaleFarmTeenGirl
{
	criteria ConceptPlayerNearFinale IsNotCoughing IsTeenGirl IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkTeenGirl IsNotIncapacitated ismap_l4d_farm05_cornfield
	ApplyContext "SaidFinaleAhead:1:30"
	applycontexttoworld
	Response PlayerNearFinaleFarmTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Directional
//--------------------------------------------------------------------------------------------------------------
Response PlayerCoverMeTeenGirl
{
	scene "scenes/TeenGirl/CoverMe05.vcd"  //Cover me!
	scene "scenes/TeenGirl/CoverMe06.vcd"  //Watch my back!
	scene "scenes/TeenGirl/CoverMe10.vcd"  //Would you please cover me!
	scene "scenes/TeenGirl/CoverMe18.vcd"  //Cover me!
	scene "scenes/TeenGirl/CoverMe19.vcd"  //Watch my back, please!
	scene "scenes/TeenGirl/CoverMe20.vcd"  //Cover me!
	scene "scenes/TeenGirl/CoverMe25.vcd"  //Watch my back!
	scene "scenes/TeenGirl/CoverMe27.vcd"  //Come on, man, over me!
}
Rule PlayerCoverMeTeenGirl
{
	criteria ConceptPlayerCoverMe IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerCoverMeTeenGirl
}

Response PlayerFollowMeTeenGirl
{
	scene "scenes/TeenGirl/FollowMe01.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe02.vcd"  //This way, guys!
	scene "scenes/TeenGirl/FollowMe03.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe05.vcd"  //This way!
	scene "scenes/TeenGirl/FollowMe07.vcd"  //I think we should go this way.
	scene "scenes/TeenGirl/FollowMe10.vcd"  //I'll go first.
	scene "scenes/TeenGirl/FollowMe11.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe12.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe14.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe15.vcd"  //Over here, this way!
	scene "scenes/TeenGirl/FollowMe16.vcd"  //Okay, I'll go first.
	scene "scenes/TeenGirl/FollowMe17.vcd"  //I think we should go this way.
	scene "scenes/TeenGirl/FollowMe18.vcd"  //We need to go this way.
	scene "scenes/TeenGirl/FollowMe20.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe22.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe23.vcd"  //This way!
	scene "scenes/TeenGirl/FollowMe24.vcd"  //Over here, this way!
	scene "scenes/TeenGirl/FollowMe25.vcd"  //I'll go first.
	scene "scenes/TeenGirl/FollowMe27.vcd"  //We need to go this way.
	scene "scenes/TeenGirl/FollowMe28.vcd"  //Follow me! I know where I'm going. Come on!
}
Rule PlayerFollowMeTeenGirl
{
	criteria ConceptPlayerFollowMe IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerFollowMeTeenGirl
}

Response PlayerHelpTeenGirl
{
	scene "scenes/TeenGirl/Help01.vcd"  //Help!
	scene "scenes/TeenGirl/Help02.vcd"  //Help please!
	scene "scenes/TeenGirl/Help03.vcd"  //Someone help!
	scene "scenes/TeenGirl/Help04.vcd"  //Guys, I need some help!
	scene "scenes/TeenGirl/Help07.vcd"  //Come on guys, I need some help!
	scene "scenes/TeenGirl/Help08.vcd"  //Guys, I could use a hand!
	scene "scenes/TeenGirl/Help12.vcd"  //Guys, over here - I could use a hand!
	scene "scenes/TeenGirl/Help13.vcd"  //Hey! Help!
	scene "scenes/TeenGirl/Help14.vcd"  //I need some help!
	scene "scenes/TeenGirl/Help15.vcd"  //Help!                                                                                                                                                                                                                                                     -H
	scene "scenes/TeenGirl/Help16.vcd"  //Help me!
	scene "scenes/TeenGirl/Help17.vcd"  //Help!
}
Rule PlayerHelpTeenGirl
{
	criteria ConceptPlayerHelp IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerHelpTeenGirl
}

Response PlayerHurryUpTeenGirl
{
	scene "scenes/TeenGirl/HurryUp01.vcd"  //Hurry up!
	scene "scenes/TeenGirl/HurryUp04.vcd"  //We have to hurry guys!
	scene "scenes/TeenGirl/HurryUp05.vcd"  //Lets go guys!
	scene "scenes/TeenGirl/HurryUp06.vcd"  //Hurry!
	scene "scenes/TeenGirl/HurryUp08.vcd"  //Guys, hurry!
	scene "scenes/TeenGirl/HurryUp09.vcd"  //Lets go, Lets go!
}
Rule PlayerHurryUpTeenGirl
{
	criteria ConceptPlayerHurryUp IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerHurryUpTeenGirl
}

Response PlayerKillThatLightTeenGirl
{
	scene "scenes/TeenGirl/KillThatLight02.vcd"  //Turn off that light *quiet*
	scene "scenes/TeenGirl/KillThatLight03.vcd"  //Lights off!
	scene "scenes/TeenGirl/KillThatLight04.vcd"  //Flashlights off!
	scene "scenes/TeenGirl/KillThatLight05.vcd"  //Can you turn off that light?
	scene "scenes/TeenGirl/KillThatLight06.vcd"  //Lights out!
	scene "scenes/TeenGirl/KillThatLight07.vcd"  //Flashlights out!
	scene "scenes/TeenGirl/KillThatLight08.vcd"  //Kill the light
	scene "scenes/TeenGirl/KillThatLight10.vcd"  //Shut off your flashlight
	scene "scenes/TeenGirl/KillThatLight11.vcd"  //Come on,  shut off your flashlight *quiet*
	scene "scenes/TeenGirl/KillThatLight12.vcd"  //Can you kill that light?
	scene "scenes/TeenGirl/KillThatLight13.vcd"  //Turn it off.
	scene "scenes/TeenGirl/KillThatLight14.vcd"  //Lights off! Shhh.
}
Rule PlayerKillThatLightTeenGirl
{
	criteria ConceptPlayerKillThatLight IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerKillThatLightTeenGirl
}

Response PlayerLeadOnTeenGirl
{
	scene "scenes/TeenGirl/LeadOn04.vcd"  //You go ahead, I'll follow
	scene "scenes/TeenGirl/LeadOn06.vcd"  //Lead on
	scene "scenes/TeenGirl/LeadOn07.vcd"  //Go ahead I'l follow
	scene "scenes/TeenGirl/LeadOn08.vcd"  //I'll follow behind you
	scene "scenes/TeenGirl/LeadOn09.vcd"  //Go on, I'm coming
	scene "scenes/TeenGirl/LeadOn10.vcd"  //I'm right behind you.
	scene "scenes/TeenGirl/LeadOn12.vcd"  //You take the lead
	scene "scenes/TeenGirl/LeadOn13.vcd"  //Go ahead
	scene "scenes/TeenGirl/LeadOn16.vcd"  //I'll follow
	scene "scenes/TeenGirl/LeadOn22.vcd"  //Go on, I'm coming
	scene "scenes/TeenGirl/LeadOn24.vcd"  //Go ahead
	scene "scenes/TeenGirl/LeadOn25.vcd"  //I guess I'll follow you
	scene "scenes/TeenGirl/LeadOn26.vcd"  //You go ahead, I'll follow
	scene "scenes/TeenGirl/LeadOn27.vcd"  //I'll follow
	scene "scenes/TeenGirl/LeadOn28.vcd"  //Lead on
}
Rule PlayerLeadOnTeenGirl
{
	criteria ConceptPlayerLeadOn IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerLeadOnTeenGirl
}

Response PlayerMoveOnTeenGirl
{
	scene "scenes/TeenGirl/MoveOn01.vcd"  //Can we get going?
	scene "scenes/TeenGirl/MoveOn02.vcd"  //Let's go
	scene "scenes/TeenGirl/MoveOn03.vcd"  //We should go
	scene "scenes/TeenGirl/MoveOn04.vcd"  //Let's get moving
	scene "scenes/TeenGirl/MoveOn05.vcd"  //We need  to get moving
	scene "scenes/TeenGirl/MoveOn06.vcd"  //I think we should go
	scene "scenes/TeenGirl/MoveOn08.vcd"  //Come on, lets go!
	scene "scenes/TeenGirl/MoveOn09.vcd"  //Come on, come on, lets go!
	scene "scenes/TeenGirl/MoveOn10.vcd"  //We need  to get going guys
	scene "scenes/TeenGirl/MoveOn12.vcd"  //We should probably go
	scene "scenes/TeenGirl/MoveOn13.vcd"  //Let's go, ;et's go
}
Rule PlayerMoveOnTeenGirl
{
	criteria ConceptPlayerMoveOn IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerMoveOnTeenGirl
}

Response PlayerStayTogetherTeenGirl
{
	scene "scenes/TeenGirl/StayTogether02.vcd"  //We should stay together
	scene "scenes/TeenGirl/StayTogether03.vcd"  //Let's stick together!
	scene "scenes/TeenGirl/StayTogether04.vcd"  //Come on, we're together.
	scene "scenes/TeenGirl/StayTogether05.vcd"  //Stick together!
	scene "scenes/TeenGirl/StayTogether06.vcd"  //Stay close!
	scene "scenes/TeenGirl/StayTogether07.vcd"  //Let's try to stay together
	scene "scenes/TeenGirl/StayTogether08.vcd"  //Stay together!
	scene "scenes/TeenGirl/StayTogether09.vcd"  //Stay, together! C'mon, guys, let's make an effort
	scene "scenes/TeenGirl/StayTogether10.vcd"  //Can you stay together, guys?
	scene "scenes/TeenGirl/StayTogether11.vcd"  //We need to stick together
}
Rule PlayerStayTogetherTeenGirl
{
	criteria ConceptPlayerStayTogether IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerStayTogetherTeenGirl
}

Response PlayerWatchOutBehindTeenGirl
{
	scene "scenes/TeenGirl/WatchOutBehind01.vcd"  //Behind us!
	scene "scenes/TeenGirl/WatchOutBehind02.vcd"  //They're behind us!
	scene "scenes/TeenGirl/WatchOutBehind03.vcd"  //Behind us!
}
Rule PlayerWatchOutBehindTeenGirl
{
	criteria ConceptPlayerWatchOutBehind IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerWatchOutBehindTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Manners
//--------------------------------------------------------------------------------------------------------------
Response PlayerAskReadyTeenGirl
{
	scene "scenes/TeenGirl/AskReady03.vcd"  //Ready guys?
	scene "scenes/TeenGirl/AskReady11.vcd"  //Ready?
	scene "scenes/TeenGirl/AskReady12.vcd"  //Let's go, you guys ready?
	scene "scenes/TeenGirl/AskReady13.vcd"  //You ready guys?
	scene "scenes/TeenGirl/AskReady14.vcd"  //Are you ready for this?
	scene "scenes/TeenGirl/AskReady15.vcd"  //You guys ready?
	scene "scenes/TeenGirl/AskReady17.vcd"  //Are you guys ready?
	scene "scenes/TeenGirl/AskReady18.vcd"  //You guys ready?
	scene "scenes/TeenGirl/AskReady19.vcd"  //Everyone ready?
	scene "scenes/TeenGirl/AskReady21.vcd"  //Are you ready?
}
Rule PlayerAskReadyTeenGirl
{
	criteria ConceptPlayerAskReady IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerAskReadyTeenGirl
}

Response PlayerImWithYouTeenGirl
{
	scene "scenes/TeenGirl/ImWithYou10.vcd"  //I'm here.
	scene "scenes/TeenGirl/ImWithYou11.vcd"  //Let's go.
	scene "scenes/TeenGirl/ImWithYou12.vcd"  //I'm coming!
	scene "scenes/TeenGirl/ImWithYou15.vcd"  //I'm with you.
	scene "scenes/TeenGirl/ImWithYou16.vcd"  //I got your back.
	scene "scenes/TeenGirl/ImWithYou17.vcd"  //I'm right behind you!
	scene "scenes/TeenGirl/ImWithYou18.vcd"  //Coming
	scene "scenes/TeenGirl/ImWithYou19.vcd"  //I'll be there.
	scene "scenes/TeenGirl/ImWithYou20.vcd"  //I'm there.
	scene "scenes/TeenGirl/ImWithYou22.vcd"  //Right behind you!
	scene "scenes/TeenGirl/ImWithYou26.vcd"  //I'm with you.
	scene "scenes/TeenGirl/ImWithYou27.vcd"  //I got your back.
	scene "scenes/TeenGirl/ImWithYou31.vcd"  //Right behind you!
	scene "scenes/TeenGirl/ImWithYou32.vcd"  //I'm coming!
	scene "scenes/TeenGirl/ImWithYou37.vcd"  //I'm right behind you!
	scene "scenes/TeenGirl/ImWithYou38.vcd"  //Coming
}
Rule PlayerImWithYouTeenGirl
{
	criteria ConceptPlayerImWithYou IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerImWithYouTeenGirl
}

Response PlayerLaughTeenGirl
{
	scene "scenes/TeenGirl/Laughter02.vcd"  //<Hearty Laugh>
	scene "scenes/TeenGirl/Laughter06.vcd"  //<Hearty Laugh>
	scene "scenes/TeenGirl/Laughter11.vcd"  //<Hearty Laugh>
	scene "scenes/TeenGirl/Laughter14.vcd"  //<Hearty Laugh>
	scene "scenes/TeenGirl/Laughter18.vcd"  //<Short laugh>
	scene "scenes/TeenGirl/Laughter21.vcd"  //<Short laugh>
}
Rule PlayerLaughTeenGirl
{
	criteria ConceptPlayerLaugh IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerLaughTeenGirl
}

Response PlayerLostCallTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerLostCallTeenGirl
{
	criteria ConceptPlayerLostCall IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerLostCallTeenGirl
}

Response PlayerNiceJobResponseTeenGirl
{
	scene "scenes/TeenGirl/NiceJob01.vcd"  //Yeah!
	scene "scenes/TeenGirl/NiceJob02.vcd"  //Kick ass!
	scene "scenes/TeenGirl/NiceJob05.vcd"  //Well done!
	scene "scenes/TeenGirl/NiceJob06.vcd"  //Kick ass!
	scene "scenes/TeenGirl/NiceJob07.vcd"  //Nicely played sir
	scene "scenes/TeenGirl/NiceJob08.vcd"  //Oh hell yeah!
	scene "scenes/TeenGirl/NiceJob11.vcd"  //Nice job.
	scene "scenes/TeenGirl/NiceJob17.vcd"  //That was good
	scene "scenes/TeenGirl/NiceJob18.vcd"  //Okay.
	scene "scenes/TeenGirl/NiceJob20.vcd"  //Lovely.
	scene "scenes/TeenGirl/NiceJob21.vcd"  //Yess!
	scene "scenes/TeenGirl/NiceJob22.vcd"  //Hell yeah!
	scene "scenes/TeenGirl/NiceJob23.vcd"  //Yeah!
	scene "scenes/TeenGirl/NiceJob26.vcd"  //Yeah.
	scene "scenes/TeenGirl/NiceJob29.vcd"  //Well done!
	scene "scenes/TeenGirl/NiceJob33.vcd"  //Hot
	scene "scenes/TeenGirl/NiceJob36.vcd"  //Yeah!
	scene "scenes/TeenGirl/NiceJob38.vcd"  //Sweet
	scene "scenes/TeenGirl/NiceJob42.vcd"  //Oh hell yeah!
	scene "scenes/TeenGirl/NiceJob43.vcd"  //Hell yeah!
	scene "scenes/TeenGirl/NiceJob44.vcd"  //Nice job.
	scene "scenes/TeenGirl/NiceJob48.vcd"  //Nice.
	scene "scenes/TeenGirl/NiceJob51.vcd"  //Okay.
	scene "scenes/TeenGirl/NiceJob52.vcd"  //Good work.
	scene "scenes/TeenGirl/NiceJob54.vcd"  //Lovely.
	scene "scenes/TeenGirl/NiceJob56.vcd"  //Nice job.
	scene "scenes/TeenGirl/NiceJob57.vcd"  //Nice.
	scene "scenes/TeenGirl/NiceJob58.vcd"  //Hello!
	scene "scenes/TeenGirl/NiceJob59.vcd"  //Nice work.
	scene "scenes/TeenGirl/NiceJob60.vcd"  //Louis!
	scene "scenes/TeenGirl/NiceJob61.vcd"  //Louis!
}
Rule PlayerNiceJobResponseTeenGirl
{
	criteria ConceptPlayerNiceJob IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerNiceJobResponseTeenGirl
}

Response PlayerNoTeenGirl
{
	scene "scenes/TeenGirl/No01.vcd"  //Uh, no
	scene "scenes/TeenGirl/No07.vcd"  //Seriously, no
	scene "scenes/TeenGirl/No07.vcd"  //Seriously, no
	scene "scenes/TeenGirl/No08.vcd"  //NO!
	scene "scenes/TeenGirl/No09.vcd"  //Yeah... right!
	scene "scenes/TeenGirl/No10.vcd"  //No!
	scene "scenes/TeenGirl/No11.vcd"  //No.
	scene "scenes/TeenGirl/No14.vcd"  //I don't think so.
	scene "scenes/TeenGirl/No15.vcd"  //Mmmm Mm
	scene "scenes/TeenGirl/No18.vcd"  //Not gonna happen.
	scene "scenes/TeenGirl/No21.vcd"  //No.
	scene "scenes/TeenGirl/No22.vcd"  //Uh-uh.
	scene "scenes/TeenGirl/No23.vcd"  //Nah.
	scene "scenes/TeenGirl/No24.vcd"  //Not on your life.
	scene "scenes/TeenGirl/No25.vcd"  //Not a chance.
	scene "scenes/TeenGirl/No31.vcd"  //Nooo!
	scene "scenes/TeenGirl/No36.vcd"  //Um no.
	scene "scenes/TeenGirl/No38.vcd"  //No way.
	scene "scenes/TeenGirl/No43.vcd"  //No.
	scene "scenes/TeenGirl/No48.vcd"  //Nope.
	scene "scenes/TeenGirl/No49.vcd"  //No, NO.
}
Rule PlayerNoTeenGirl
{
	criteria ConceptPlayerNo IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerNoTeenGirl
}

Response PlayerProfanityTeenGirl
{
	scene "scenes/TeenGirl/ReactionNegative01.vcd"  //Uh oh
	scene "scenes/TeenGirl/ReactionNegative01.vcd"  //Uh oh
	scene "scenes/TeenGirl/ReactionNegative02.vcd"  //This is so messed up
	scene "scenes/TeenGirl/ReactionNegative03.vcd"  //This sucks
	scene "scenes/TeenGirl/ReactionNegative04.vcd"  //This sucks big time
	scene "scenes/TeenGirl/ReactionNegative05.vcd"  //Oh damn
	scene "scenes/TeenGirl/ReactionNegative06.vcd"  //This isn't working
	scene "scenes/TeenGirl/ReactionNegative08.vcd"  //What the hell was that?
	scene "scenes/TeenGirl/ReactionNegative10.vcd"  //This is so messed up
	scene "scenes/TeenGirl/ReactionNegative11.vcd"  //Are you kidding me?
	scene "scenes/TeenGirl/ReactionNegative12.vcd"  //Not again
	scene "scenes/TeenGirl/ReactionNegative14.vcd"  //This is never going to end
	scene "scenes/TeenGirl/ReactionNegative15.vcd"  //This is not going well
	scene "scenes/TeenGirl/ReactionNegative16.vcd"  //Oh man oh man oh man
	scene "scenes/TeenGirl/ReactionNegative18.vcd"  //This sucks
	scene "scenes/TeenGirl/ReactionNegative19.vcd"  //This sucks big time
	scene "scenes/TeenGirl/ReactionNegative21.vcd"  //Oh no
	scene "scenes/TeenGirl/ReactionNegative22.vcd"  //Ah crapl
	scene "scenes/TeenGirl/ReactionNegative23.vcd"  //This is bad
	scene "scenes/TeenGirl/ReactionNegative25.vcd"  //Crap
	scene "scenes/TeenGirl/ReactionNegative26.vcd"  //No No No No NO
	scene "scenes/TeenGirl/ReactionNegative27.vcd"  //This is never going to end
	scene "scenes/TeenGirl/ReactionNegative28.vcd"  //This is not going well
	scene "scenes/TeenGirl/ReactionNegative29.vcd"  //Oh man oh man oh man
	scene "scenes/TeenGirl/ReactionNegative32.vcd"  //This is bad
	scene "scenes/TeenGirl/ReactionNegative33.vcd"  //Ah crapl
}
Rule PlayerProfanityTeenGirl
{
	criteria ConceptPlayerAnswerLostCall IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerProfanityTeenGirl
}

Response PlayerSorryTeenGirl
{
	scene "scenes/TeenGirl/Sorry04.vcd"  //Oops, sorry
	scene "scenes/TeenGirl/Sorry05.vcd"  //Sorry about that
	scene "scenes/TeenGirl/Sorry06.vcd"  //Oh, my bad
	scene "scenes/TeenGirl/Sorry07.vcd"  //Sorry
	scene "scenes/TeenGirl/Sorry08.vcd"  //I am really sorry
	scene "scenes/TeenGirl/Sorry09.vcd"  //My bad
	scene "scenes/TeenGirl/Sorry10.vcd"  //I am so sorry
	scene "scenes/TeenGirl/Sorry11.vcd"  //Ohh, sorry!
	scene "scenes/TeenGirl/Sorry12.vcd"  //I really am sorry 'bout that
	scene "scenes/TeenGirl/Sorry13.vcd"  //Oops, sorry
	scene "scenes/TeenGirl/Sorry14.vcd"  //Sorry
	scene "scenes/TeenGirl/Sorry15.vcd"  //Sorry about that
	scene "scenes/TeenGirl/Sorry16.vcd"  //Oh, my bad
	scene "scenes/TeenGirl/Sorry17.vcd"  //I'm really sorry
	scene "scenes/TeenGirl/Sorry18.vcd"  //I'm really sorry
	scene "scenes/TeenGirl/Sorry20.vcd"  //I am so sorry
	scene "scenes/TeenGirl/Sorry23.vcd"  //Ohh, sorry!
}
Rule PlayerSorryTeenGirl
{
	criteria ConceptPlayerSorry IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerSorryTeenGirl
}

Response PlayerThanksTeenGirl
{
	scene "scenes/TeenGirl/Thanks01.vcd"  //Thanks, I owe you.
	scene "scenes/TeenGirl/Thanks02.vcd"  //Thanks
	scene "scenes/TeenGirl/Thanks03.vcd"  //Thanks!
	scene "scenes/TeenGirl/Thanks04.vcd"  //Thanks, thanks a lot
	scene "scenes/TeenGirl/Thanks06.vcd"  //Thanks a bunch.
	scene "scenes/TeenGirl/Thanks07.vcd"  //Hey, thanks!
	scene "scenes/TeenGirl/Thanks08.vcd"  //Thank you
	scene "scenes/TeenGirl/Thanks11.vcd"  //Thanks, man
	scene "scenes/TeenGirl/Thanks13.vcd"  //Really, thanks
	scene "scenes/TeenGirl/Thanks19.vcd"  //Thanks
	scene "scenes/TeenGirl/Thanks20.vcd"  //Thanks, I owe you.
	scene "scenes/TeenGirl/Thanks23.vcd"  //I really appreciate it.
	scene "scenes/TeenGirl/Thanks24.vcd"  //Thanks a bunch.
	scene "scenes/TeenGirl/Thanks25.vcd"  //Hey, thanks!
	scene "scenes/TeenGirl/Thanks27.vcd"  //Thank you very much
	scene "scenes/TeenGirl/Thanks28.vcd"  //Like, thanks
	scene "scenes/TeenGirl/Thanks30.vcd"  //Phew, thanks!
	scene "scenes/TeenGirl/Thanks34.vcd" odds 2 //Thank you, Louis. It's about time you helped me.
	scene "scenes/TeenGirl/Thanks35.vcd" odds 2 //Thanks, Louis. It's about time you were some help.
}
Rule PlayerThanksTeenGirl
{
	criteria ConceptPlayerThanks IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerThanksTeenGirl
}

Response PlayerYesTeenGirl
{
	scene "scenes/TeenGirl/Yes01.vcd"  //Yeah.
	scene "scenes/TeenGirl/Yes02.vcd"  //Yes.
	scene "scenes/TeenGirl/Yes04.vcd"  //Okay.
	scene "scenes/TeenGirl/Yes05.vcd"  //Y'allright.
	scene "scenes/TeenGirl/Yes06.vcd"  //Yeah, okay
	scene "scenes/TeenGirl/Yes08.vcd"  //Yep
	scene "scenes/TeenGirl/Yes09.vcd"  //Yeah sure.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
	scene "scenes/TeenGirl/Yes13.vcd"  //Okay.
	scene "scenes/TeenGirl/Yes14.vcd"  //Y'allright.
	scene "scenes/TeenGirl/Yes15.vcd"  //Yeah, okay
	scene "scenes/TeenGirl/Yes16.vcd"  //Yes.
	scene "scenes/TeenGirl/Yes17.vcd"  //Yep
	scene "scenes/TeenGirl/Yes18.vcd"  //Yeah sure.
}
Rule PlayerYesTeenGirl
{
	criteria ConceptPlayerYes IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerYesTeenGirl
}

Response PlayerYouAreWelcomeTeenGirl
{
	scene "scenes/TeenGirl/YouAreWelcome03.vcd"  //You are welcome, sir.
	scene "scenes/TeenGirl/YouAreWelcome04.vcd"  //That's okay.
	scene "scenes/TeenGirl/YouAreWelcome05.vcd"  //Hey, no problem.
	scene "scenes/TeenGirl/YouAreWelcome06.vcd"  //No problem.
	scene "scenes/TeenGirl/YouAreWelcome08.vcd"  //Sure thing.
	scene "scenes/TeenGirl/YouAreWelcome09.vcd"  //ah, whatever.
	scene "scenes/TeenGirl/YouAreWelcome11.vcd"  //We're cool.
	scene "scenes/TeenGirl/YouAreWelcome12.vcd"  //It was my pleasure.
	scene "scenes/TeenGirl/YouAreWelcome13.vcd"  //My pleasure.
	scene "scenes/TeenGirl/YouAreWelcome14.vcd"  //Anytime.
	scene "scenes/TeenGirl/YouAreWelcome15.vcd"  //Yeah, cool.
	scene "scenes/TeenGirl/YouAreWelcome16.vcd"  //Cool
	scene "scenes/TeenGirl/YouAreWelcome17.vcd"  //Don't worry about it.
	scene "scenes/TeenGirl/YouAreWelcome18.vcd"  //You're welcome.
	scene "scenes/TeenGirl/YouAreWelcome20.vcd"  //That's okay.
	scene "scenes/TeenGirl/YouAreWelcome21.vcd"  //Hey, no problem.
	scene "scenes/TeenGirl/YouAreWelcome23.vcd"  //Sure.
	scene "scenes/TeenGirl/YouAreWelcome25.vcd"  //ah, whatever.
	scene "scenes/TeenGirl/YouAreWelcome26.vcd"  //No worries.
	scene "scenes/TeenGirl/YouAreWelcome30.vcd"  //Anytime.
	scene "scenes/TeenGirl/YouAreWelcome32.vcd"  //Anytihing for you, Louis.
	scene "scenes/TeenGirl/YouAreWelcome36.vcd"  //Glad to be of help, old man.
	scene "scenes/TeenGirl/YouAreWelcome39.vcd"  //Anytihing for you, Louis.
}
Rule PlayerYouAreWelcomeTeenGirl
{
	criteria ConceptPlayerYouAreWelcome IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl IsNotSpeaking
	Response PlayerYouAreWelcomeTeenGirl
}

Rule PlayerFriendlyFireInflictorTeenGirl
{
	criteria ConceptPlayerFriendlyFireInflictor IsNotCoughing IsNotSpeaking IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerSorryTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Responses
//--------------------------------------------------------------------------------------------------------------
Response PlayerNegativeTeenGirl
{
	scene "scenes/TeenGirl/NegativeNoise13.vcd"  //[Improv non-verbal displeasure sounds]
	scene "scenes/TeenGirl/ReactionNegative03.vcd"  //This sucks
	scene "scenes/TeenGirl/ReactionNegative04.vcd"  //This sucks big time
	scene "scenes/TeenGirl/ReactionNegative23.vcd"  //This is bad
	scene "scenes/TeenGirl/ReactionNegative26.vcd"  //No No No No NO
	scene "scenes/TeenGirl/ReactionNegativeSpecial03.vcd"  //[Frustration sound]
	scene "scenes/TeenGirl/ReactionNegativeSpecial12.vcd"  //[Frustration sound]
	scene "scenes/TeenGirl/ReactionNegativeSpecial13.vcd"  //[Frustration sound]
}
Rule PlayerNegativeTeenGirl
{
	criteria ConceptPlayerNegative IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerNegativeTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Rosetta - Warning
//--------------------------------------------------------------------------------------------------------------
Response PlayerAreaClearTeenGirl
{
	scene "scenes/TeenGirl/AreaClear01.vcd"  //Clear!
	scene "scenes/TeenGirl/AreaClear02.vcd"  //Looks empty.
	scene "scenes/TeenGirl/AreaClear03.vcd"  //Nothing!
	scene "scenes/TeenGirl/AreaClear04.vcd"  //Clear.
	scene "scenes/TeenGirl/AreaClear05.vcd"  //Nothing here
	scene "scenes/TeenGirl/AreaClear08.vcd"  //Don't see anything.
	scene "scenes/TeenGirl/AreaClear09.vcd"  //I got nothin.
	scene "scenes/TeenGirl/AreaClear10.vcd"  //Nothing to see here.
	scene "scenes/TeenGirl/AreaClear11.vcd"  //It's empty.
	scene "scenes/TeenGirl/AreaClear12.vcd"  //Nothing to see here, folks.
}
Rule PlayerAreaClearTeenGirl
{
	criteria ConceptPlayerAreaClear IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerAreaClearTeenGirl
}

Response PlayerHeardBoomerTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerHeardBoomerTeenGirl
{
	criteria ConceptPlayerHeardBoomer IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerHeardBoomerTeenGirl
}

Response PlayerHeardHunterTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerHeardHunterTeenGirl
{
	criteria ConceptPlayerHeardHunter IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerHeardHunterTeenGirl
}

Response PlayerHeardSmokerTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerHeardSmokerTeenGirl
{
	criteria ConceptPlayerHeardSmoker IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerHeardSmokerTeenGirl
}

Response PlayerHeardTankTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerHeardTankTeenGirl
{
	criteria ConceptPlayerHeardTank IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerHeardTankTeenGirl
}

Response PlayerHeardWitchTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule PlayerHeardWitchTeenGirl
{
	criteria ConceptPlayerHeardWitch IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerHeardWitchTeenGirl
}

Response PlayerHurrahTeenGirl
{
	scene "scenes/TeenGirl/Hurrah07.vcd"  //I think we're gonna make it
	scene "scenes/TeenGirl/Hurrah08.vcd"  //Looks good
	scene "scenes/TeenGirl/Hurrah10.vcd"  //We're doing all right.
	scene "scenes/TeenGirl/Hurrah13.vcd"  //We're gonna be okay
	scene "scenes/TeenGirl/Hurrah16.vcd"  //Oh yeah!
	scene "scenes/TeenGirl/Hurrah19.vcd"  then Any HurrahAlso foo:0 0 //No stopping us!
	scene "scenes/TeenGirl/Hurrah20.vcd"  then Any HurrahAlso foo:0 0 //We are unstoppable
	scene "scenes/TeenGirl/Hurrah22.vcd" odds 5 then  HurrahAlso foo:0 0 //Oh yeah, oh yeah, oh yeah
	scene "scenes/TeenGirl/Hurrah23.vcd" odds 5 //Well, that was refreshing
	scene "scenes/TeenGirl/Hurrah31.vcd"  //Oh god, we're gonna be okay
	scene "scenes/TeenGirl/Hurrah34.vcd" odds 4 //Okayyy, okayyy, okay.
	scene "scenes/TeenGirl/Hurrah35.vcd"  //We might actually make it through this
	scene "scenes/TeenGirl/Hurrah38.vcd"  //We're doing all right.
	scene "scenes/TeenGirl/Hurrah46.vcd"  //Oh, thank god!
	scene "scenes/TeenGirl/Hurrah48.vcd"  //Wow, I can't believe we did that.
	scene "scenes/TeenGirl/Hurrah52.vcd"  //Whoo!
	scene "scenes/TeenGirl/Hurrah53.vcd"  then Any HurrahAlso foo:0 0 //We are awesome together.
	scene "scenes/TeenGirl/Hurrah54.vcd"  then Any HurrahAlso foo:0 0 //Oh my god, we made that. Can you believe it?
	scene "scenes/TeenGirl/Hurrah55.vcd"  //Wow, oh, thank god!
	scene "scenes/TeenGirl/Hurrah56.vcd"  //Oh man, ha!
	scene "scenes/TeenGirl/Hurrah57.vcd"  //Wow.
	scene "scenes/TeenGirl/Hurrah58.vcd"  //We did it. Can you believe it?
}
Rule PlayerHurrahTeenGirl
{
	criteria ConceptPlayerHurrah IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerHurrahTeenGirl
}

Response PlayerWarnCarefulTeenGirl
{
	scene "scenes/TeenGirl/WarnCareful04.vcd"  //Be Careful.
	scene "scenes/TeenGirl/WarnCareful07.vcd"  //Everyone be careful.
	scene "scenes/TeenGirl/WarnCareful09.vcd"  //Let's be careful.
	scene "scenes/TeenGirl/WarnCareful13.vcd"  //Careful.
	scene "scenes/TeenGirl/WarnCareful17.vcd"  //Careful now.
	scene "scenes/TeenGirl/WarnCareful18.vcd"  //Guys, be careful.
	scene "scenes/TeenGirl/WarnCareful20.vcd"  //Careful, guys.
}
Rule PlayerWarnCarefulTeenGirl
{
	criteria ConceptPlayerWarnCareful IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerWarnCarefulTeenGirl
}

Response SurvivorSpottedWorldFarTeenGirl
{
	scene "scenes/TeenGirl/Look01.vcd"  //Over there!
	scene "scenes/TeenGirl/Look03.vcd"  //Look!
	scene "scenes/TeenGirl/Look06.vcd"  //Over there!
	scene "scenes/TeenGirl/Look09.vcd"  //Look!
}
Rule SurvivorSpottedWorldFarTeenGirl
{
	criteria ConceptPlayerLook IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	Response SurvivorSpottedWorldFarTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Smalltown Intro
//--------------------------------------------------------------------------------------------------------------
Response IntroSmalltownTeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTown0103.vcd"  then teengirl IntroSmallTown2 foo:0 0.05 //I heard the military was holding out Riverside.
}
Rule IntroSmalltownTeenGirl
{
	criteria ConceptIntroSmalltown IsTeenGirl
	ApplyContext "talk:1:10"
	applycontexttoworld
	Response IntroSmalltownTeenGirl
}

Response IntroSmalltown2TeenGirl
{
	scene "scenes/TeenGirl/WorldSmallTownIntro04.vcd"  then any IntroSmallTown3 foo:0 0.05 //Unless anyone has a better plan, I say we head there.
}
Rule IntroSmalltown2TeenGirl
{
	criteria ConceptIntroSmalltown2 IsTeenGirl
	ApplyContext "talk:1:5"
	applycontexttoworld
	Response IntroSmalltown2TeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Spawn  - Join
//--------------------------------------------------------------------------------------------------------------
Response SurvivorSpawnTeenGirl
{
	scene "scenes/TeenGirl/ScenarioJoin02.vcd"  //Hello!
	scene "scenes/TeenGirl/ScenarioJoin07.vcd"  //Hello!
	scene "scenes/TeenGirl/ScenarioJoin12.vcd"  //Hello!
	scene "scenes/TeenGirl/ScenarioJoin13.vcd"  //Hey, I'm here.
	scene "scenes/TeenGirl/ScenarioJoin14.vcd"  //Hey, I'm here.
	scene "scenes/TeenGirl/ScenarioJoin15.vcd"  //I'm here!
	scene "scenes/TeenGirl/ScenarioJoin16.vcd"  //I'm here!
	scene "scenes/TeenGirl/ScenarioJoin21.vcd"  //Hey, I'm here.
}
Rule SurvivorSpawnTeenGirl
{
	criteria ConceptPlayerScenarioJoin IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorSpawnTeenGirl
}

Response SurvivorSpawnLastMainstreetTeenGirl
{
	scene "scenes/TeenGirl/blank.vcd"  //
}
Rule SurvivorSpawnLastMainstreetTeenGirl
{
	criteria ConceptPlayerScenarioJoinLast IsTeenGirl IsSmalltown04
	ApplyContext "RemarkableReadyToGo:1:500,RemarkableBlocker:1:5"
	applycontexttoworld
	Response SurvivorSpawnLastMainstreetTeenGirl
}


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

Response PlayerBounceReactionTeenGirl
{
	scene "scenes/TeenGirl/AnswerReady05.vcd"  //Yeah... yeah, I'm ready to bounce (laughing)
}
Rule PlayerBounceReactionTeenGirl
{
	criteria ConceptBounceReaction IsTeenGirl IsNotCoughing NotInCombat IsSubjectAlmostNear IsTalk IsTalkTeenGirl
	Response PlayerBounceReactionTeenGirl
}

Response PlayerEatPillsTeenGirl
{
	scene "scenes/TeenGirl/PainReliefSigh02.vcd"  //Ahhh
	scene "scenes/TeenGirl/PainReliefSigh08.vcd"  //Ahhh
}
Rule PlayerEatPillsTeenGirl
{
	criteria ConceptEatPills IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerEatPillsTeenGirl
}

Response PlayerFrancisPouncedTeenGirl
{
	scene "scenes/TeenGirl/HunterFrancisPounced01.vcd" predelay ".5,1" //Francis!
	scene "scenes/TeenGirl/HunterFrancisPounced02.vcd" predelay ".5,1" //Hunter's got Francis!
}
Rule PlayerFrancisPouncedTeenGirl
{
	criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsBiker IsNotSaidFrancisPounced IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "FrancisPounced:1:60"
	applycontexttoworld
	Response PlayerFrancisPouncedTeenGirl
}

Response PlayerGetInsideCheckPointTeenGirl
{
	scene "scenes/TeenGirl/StayTogetherInside02.vcd"  //Everyone inside!
	scene "scenes/TeenGirl/StayTogetherInside03.vcd"  //Get inside!
	scene "scenes/TeenGirl/StayTogetherInside04.vcd"  //Guys, get inside!
	scene "scenes/TeenGirl/StayTogetherInside05.vcd"  //Come on, come on! Everyone in here!
	scene "scenes/TeenGirl/StayTogetherInside06.vcd"  //Everyone, in here!
	scene "scenes/TeenGirl/StayTogetherInside07.vcd"  //Everyone inside!
}
Rule PlayerGetInsideCheckPointTeenGirl
{
	criteria ConceptPlayerGetInsideCheckPoint  IsNotCoughing IsTeenGirl IsInSafeSpot IsTalk IsTalkTeenGirl SomeoneOutsideSafeSpot
	Response PlayerGetInsideCheckPointTeenGirl
}

Response PlayerGrenadeTeenGirl
{
	scene "scenes/TeenGirl/Grenade02.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
	scene "scenes/TeenGirl/Grenade04.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!
	scene "scenes/TeenGirl/Grenade09.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
	scene "scenes/TeenGirl/Grenade10.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!
	scene "scenes/TeenGirl/Grenade12.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //GRENADE!
	scene "scenes/TeenGirl/Grenade13.vcd" predelay ".5,1" then Any GrenadeCareful foo:0 0 //FIRE IN THE HOLE!
}
Rule PlayerGrenadeTeenGirl
{
	criteria ConceptThrewGrenade IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerGrenadeTeenGirl
}

Response PlayerGrenadeCarefulTeenGirl
{
	scene "scenes/TeenGirl/ReactionApprehensive04.vcd"  //Watch yourself
	scene "scenes/TeenGirl/ReactionApprehensive18.vcd"  //I have a bad feeling about this
	scene "scenes/TeenGirl/WarnCareful13.vcd"  //Careful.
	scene "scenes/TeenGirl/WarnCareful17.vcd"  //Careful now.
}
Rule PlayerGrenadeCarefulTeenGirl
{
	criteria ConceptGrenadeCareful IsNotCoughing IsTeenGirl IsWitchPresent NotInCombat IssuerClose IsTalk IsTalkTeenGirl
	Response PlayerGrenadeCarefulTeenGirl
}

Response PlayerIncapacitatedInitialTeenGirl
{
	scene "scenes/TeenGirl/IncapacitatedInitial01.vcd"  //Ahhhh, I'm down!
	scene "scenes/TeenGirl/IncapacitatedInitial02.vcd"  //Crap, I'm down
	scene "scenes/TeenGirl/IncapacitatedInitial03.vcd"  //GODdamnit, I'm down!
	scene "scenes/TeenGirl/IncapacitatedInitial05.vcd"  //Ahhhh, I'm down!
}
Rule PlayerIncapacitatedInitialTeenGirl
{
	criteria ConceptPlayerIncapacitated IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "TalkTeenGirl:1:2"
	Response PlayerIncapacitatedInitialTeenGirl
}

Response PlayerKillConfirmationTeenGirl
{
	scene "scenes/TeenGirl/KillConfirmation01.vcd"  then Any PlayerNiceShot foo:0 0 //Got it!
	scene "scenes/TeenGirl/KillConfirmation03.vcd"  then Any PlayerNiceShot foo:0 0 //Nailed it!
	scene "scenes/TeenGirl/KillConfirmation04.vcd"  then Any PlayerNiceShot foo:0 0 //Got 'em
	scene "scenes/TeenGirl/KillConfirmation05.vcd"  then Any PlayerNiceShot foo:0 0 //Got it!
	scene "scenes/TeenGirl/KillConfirmation06.vcd"  then Any PlayerNiceShot foo:0 0 //Got 'em
	scene "scenes/TeenGirl/KillConfirmation08.vcd"  then Any PlayerNiceShot foo:0 0 //Got 'em
}
Rule PlayerKillConfirmationTeenGirl
{
	criteria ConceptKilledZombie IsNotCoughing IsTeenGirl  IsTalk IsTalkTeenGirl IsSubjectFar300 ChanceToFire40Percent
	Response PlayerKillConfirmationTeenGirl
}

Response PlayerLockTheDoorCheckPointTeenGirl
{
	scene "scenes/TeenGirl/CloseTheDoor01.vcd"  //Lock the door.
	scene "scenes/TeenGirl/CloseTheDoor16.vcd"  //Close the door, please! (angry)
	scene "scenes/TeenGirl/CloseTheDoor17.vcd"  //Lock that door.
	scene "scenes/TeenGirl/CloseTheDoor22.vcd"  //Can you lock that door?!
	scene "scenes/TeenGirl/CloseTheDoor28.vcd"  //Close the door, please! (angry)
	scene "scenes/TeenGirl/CloseTheDoor29.vcd"  //Lock that door.
	scene "scenes/TeenGirl/CloseTheDoor42.vcd"  //Lock the door.
	scene "scenes/TeenGirl/CloseTheDoor45.vcd"  //Can you lock that door?!
}
Rule PlayerLockTheDoorCheckPointTeenGirl
{
	criteria ConceptPlayerLockTheDoorCheckPoint IsNotCoughing IsTeenGirl IsInSafeSpot IsTalk IsTalkTeenGirl
	Response PlayerLockTheDoorCheckPointTeenGirl
}

Response PlayerLouisPouncedTeenGirl
{
	scene "scenes/TeenGirl/HunterLouisPounced01.vcd" predelay ".5,1" //Louis!
	scene "scenes/TeenGirl/HunterLouisPounced02.vcd" predelay ".5,1" //Hunter's got Louis!
}
Rule PlayerLouisPouncedTeenGirl
{
	criteria ConceptSurvivorWasPounced ChanceToFire30Percent IsNotCoughing SubjectIsManager IsNotSaidLouisPounced IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "LouisPounced:1:60"
	applycontexttoworld
	Response PlayerLouisPouncedTeenGirl
}

Response PlayerRemarkairport01_burningTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0105.vcd"  //Last time I was here, the city wasn't so much on fire...
}
Rule PlayerRemarkairport01_burningTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkTeenGirl
	ApplyContext "Saidairport01_burning:1:0"
	Response PlayerRemarkairport01_burningTeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport01_burningTeenGirl : ChanceToFire40Percent
Rule AUTOBLANK_PlayerRemarkairport01_burningTeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport01_burning IsNotSaidairport01_burning IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkTeenGirl
	ApplyContext "Saidairport01_burning:1:0"
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerRemarkairport01_path01TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0101.vcd"  //Through the greenhouse
}
Rule PlayerRemarkairport01_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport01_path01 IsNotSaidairport01_path01 IsNotCoughing NotInCombat IsSubjectReallyNear ChanceToFire40Percent IsTalk IsTalkTeenGirl
	ApplyContext "Saidairport01_path01:1:0"
	Response PlayerRemarkairport01_path01TeenGirl
}

//AUTOGENERATED BLANK FOR PlayerRemarkairport01_path01TeenGirl : ChanceToFire40Percent
Rule AUTOBLANK_PlayerRemarkairport01_path01TeenGirl
{
	criteria ConceptRemark IsTeenGirl Isairport01_path01 IsNotSaidairport01_path01 IsNotCoughing NotInCombat IsSubjectReallyNear IsTalk IsTalkTeenGirl
	ApplyContext "Saidairport01_path01:1:0"
	Response _PlayerInfoRemarkableBlankTeenGirl
}

Response PlayerStayTogetherInsideTeenGirl
{
	scene "scenes/TeenGirl/StayTogetherInside02.vcd"  //Everyone inside!
	scene "scenes/TeenGirl/StayTogetherInside03.vcd"  //Get inside!
	scene "scenes/TeenGirl/StayTogetherInside04.vcd"  //Guys, get inside!
	scene "scenes/TeenGirl/StayTogetherInside05.vcd"  //Come on, come on! Everyone in here!
	scene "scenes/TeenGirl/StayTogetherInside06.vcd"  //Everyone, in here!
	scene "scenes/TeenGirl/StayTogetherInside07.vcd"  //Everyone inside!
}
Rule PlayerStayTogetherInsideTeenGirl
{
	criteria ConceptPlayerStayTogether IsNotCoughing IsTeenGirl IsInSafeSpot IsTalk IsTalkTeenGirl SomeoneOutsideSafeSpot
	Response PlayerStayTogetherInsideTeenGirl
}

Response PlayerSuggestHealthBillTeenGirl
{
	scene "scenes/TeenGirl/PlayerSuggestHealth05.vcd"  //Might be a good time for a health kit.
	scene "scenes/TeenGirl/PlayerSuggestHealthSpecific06.vcd"  //Bill, might be time to heal up.
	scene "scenes/TeenGirl/PlayerSuggestHealthSpecific07.vcd"  //Bill, might be time to heal up.
	scene "scenes/TeenGirl/SuggestHealth01.vcd"  //You should heal up
	scene "scenes/TeenGirl/SuggestHealth02.vcd"  //C'mon man, use your first aid kit
	scene "scenes/TeenGirl/SuggestHealth03.vcd"  //You might want to heal up.
	scene "scenes/TeenGirl/SuggestHealth04.vcd"  //Use your first aid kit
	scene "scenes/TeenGirl/SuggestHealthBill01.vcd"  //Bill, use your first aid kit
	scene "scenes/TeenGirl/SuggestHealthBill02.vcd"  //Bill, use your first aid kit
}
Rule PlayerSuggestHealthBillTeenGirl
{
	criteria ConceptPlayerSuggestHealthNamVet IsTeenGirl IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkTeenGirl  NotInCombat
	ApplyContext "SuggestedHealth:1:120"
	applycontexttoworld
	Response PlayerSuggestHealthBillTeenGirl
}

Response PlayerSuggestHealthFrancisTeenGirl
{
	scene "scenes/TeenGirl/PlayerSuggestHealthSpecific04.vcd"  //Francis, you might want to heal.
	scene "scenes/TeenGirl/PlayerSuggestHealthSpecific05.vcd"  //Francis, you might want to heal.
	scene "scenes/TeenGirl/SuggestHealth01.vcd"  //You should heal up
	scene "scenes/TeenGirl/SuggestHealth02.vcd"  //C'mon man, use your first aid kit
	scene "scenes/TeenGirl/SuggestHealth03.vcd"  //You might want to heal up.
	scene "scenes/TeenGirl/SuggestHealth04.vcd"  //Use your first aid kit
	scene "scenes/TeenGirl/SuggestHealthFrancis01.vcd"  //Francis, use your first aid kit
}
Rule PlayerSuggestHealthFrancisTeenGirl
{
	criteria ConceptPlayerSuggestHealthBiker IsTeenGirl IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkTeenGirl  NotInCombat
	ApplyContext "SuggestedHealth:1:120"
	applycontexttoworld
	Response PlayerSuggestHealthFrancisTeenGirl
}

Response PlayerSuggestHealthLouisTeenGirl
{
	scene "scenes/TeenGirl/PlayerSuggestHealthSpecific08.vcd"  //Louis, come on, patch yourself up.
	scene "scenes/TeenGirl/SuggestHealth01.vcd"  //You should heal up
	scene "scenes/TeenGirl/SuggestHealth02.vcd"  //C'mon man, use your first aid kit
	scene "scenes/TeenGirl/SuggestHealth03.vcd"  //You might want to heal up.
	scene "scenes/TeenGirl/SuggestHealth04.vcd"  //Use your first aid kit
	scene "scenes/TeenGirl/SuggestHealthLouis01.vcd"  //Louis, use your first aid kit
	scene "scenes/TeenGirl/SuggestHealthLouis02.vcd"  //Louis, use your first aid kit
}
Rule PlayerSuggestHealthLouisTeenGirl
{
	criteria ConceptPlayerSuggestHealthManager IsTeenGirl IssuerReallyClose IsNotSuggestedHealth IsNotBeingHealed IsTalk IsTalkTeenGirl  NotInCombat
	ApplyContext "SuggestedHealth:1:120"
	applycontexttoworld
	Response PlayerSuggestHealthLouisTeenGirl
}

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

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

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

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

Response PlayerTransitionTeenGirl
{
	scene "scenes/TeenGirl/Hurrah04.vcd"  //YESSS!
	scene "scenes/TeenGirl/Hurrah18.vcd"  //We are kickin' ass
	scene "scenes/TeenGirl/Hurrah52.vcd"  //Whoo!
	scene "scenes/TeenGirl/Hurrah54.vcd"  //Oh my god, we made that. Can you believe it?
	scene "scenes/TeenGirl/Hurrah58.vcd"  //We did it. Can you believe it?
	scene "scenes/TeenGirl/NiceJob17.vcd"  //That was good
	scene "scenes/TeenGirl/NiceShot08.vcd"  //Nice
	scene "scenes/TeenGirl/ReactionPositive01.vcd"  //Sweet
	scene "scenes/TeenGirl/ReactionPositive02.vcd"  //Killer
	scene "scenes/TeenGirl/ReactionPositive13.vcd"  //Sweet
	scene "scenes/TeenGirl/ReactionPositive14.vcd"  //Killer
}
Rule PlayerTransitionTeenGirl
{
	criteria ConceptPlayerTransition IsNotCoughing IsTeenGirl IsNotSaidPlayerTransition IsTalk IsTalkTeenGirl
	ApplyContext "SaidPlayerTransition:1:90"
	applycontexttoworld
	Response PlayerTransitionTeenGirl
}

Response PlayerTransitionCloseTeenGirl
{
	scene "scenes/TeenGirl/TransitionClose01.vcd"  //That was close
	scene "scenes/TeenGirl/TransitionClose05.vcd"  //Close one
	scene "scenes/TeenGirl/TransitionClose07.vcd"  //That was close
	scene "scenes/TeenGirl/TransitionClose09.vcd"  //That was close
	scene "scenes/TeenGirl/TransitionClose10.vcd"  //Close one
}
Rule PlayerTransitionCloseTeenGirl
{
	criteria ConceptPlayerTransition IsNotCoughing IsTeenGirl IsNotSaidPlayerTransition IsTalk IsTalkTeenGirl IntensityOver75 RecentGroupInCombat10 IsEveryoneNotAlive
	ApplyContext "SaidPlayerTransition:1:90"
	applycontexttoworld
	Response PlayerTransitionCloseTeenGirl
}

Response PlayerWarnHeardBoomerTeenGirl
{
	scene "scenes/TeenGirl/HeardBoomer01.vcd"  //I think one of those vomit bags is around here
	scene "scenes/TeenGirl/HeardBoomer02.vcd"  //Sounds like a boomer's around
	scene "scenes/TeenGirl/HeardBoomer03.vcd"  //Ahh a Boomer. Hear it?
	scene "scenes/TeenGirl/HeardBoomer05.vcd"  //Ugh, I can hear a boomer sloshing around
	scene "scenes/TeenGirl/HeardBoomer07.vcd"  //ah no... I think I hear a boomer
	scene "scenes/TeenGirl/HeardBoomer08.vcd"  //I hear a Boomer
	scene "scenes/TeenGirl/HeardBoomer09.vcd"  //Oh god, there's a boomer around
	scene "scenes/TeenGirl/HeardBoomer10.vcd"  //Hear that boomer?
	scene "scenes/TeenGirl/HeardBoomer11.vcd"  //I think I hear a boomer
	scene "scenes/TeenGirl/HeardBoomer14.vcd"  //Wait up, I hear a boomer
	scene "scenes/TeenGirl/HeardBoomer15.vcd"  //Boomer, hear it?
	scene "scenes/TeenGirl/HeardBoomer16.vcd"  //Ugh, yuck. Another Boomer. You hear that?
	scene "scenes/TeenGirl/HeardBoomer17.vcd"  //Hear that? Boomer.
	scene "scenes/TeenGirl/HeardBoomer19.vcd"  //Boomer, don't let it puke on you.
}
Rule PlayerWarnHeardBoomerTeenGirl
{
	criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsTeenGirl IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkTeenGirl
	ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardBoomerTeenGirl
}

Response PlayerWarnHeardHunterTeenGirl
{
	scene "scenes/TeenGirl/HeardHunter03.vcd"  //There's a Hunter around
	scene "scenes/TeenGirl/HeardHunter04.vcd"  //There's a Hunter out there.
	scene "scenes/TeenGirl/HeardHunter06.vcd"  //Hunter around, don't get pounced
	scene "scenes/TeenGirl/HeardHunter07.vcd"  //Careful, a Hunter's around.
	scene "scenes/TeenGirl/HeardHunter08.vcd"  //Crap, hunter.
	scene "scenes/TeenGirl/HeardHunter09.vcd"  //I think I hear a Hunter.
	scene "scenes/TeenGirl/HeardHunter10.vcd"  //Pretty sure I can hear a hunter [calm]
	scene "scenes/TeenGirl/HeardHunter11.vcd"  //Hear that hunter? [calm]
	scene "scenes/TeenGirl/HeardHunter13.vcd"  //I know that noise, Hunter
	scene "scenes/TeenGirl/HeardHunter23.vcd"  //Hunter, hear it?
	scene "scenes/TeenGirl/HeardHunter26.vcd"  //There's a Hunter out there.
	scene "scenes/TeenGirl/HeardHunter27.vcd"  //Hunter and it's close.
}
Rule PlayerWarnHeardHunterTeenGirl
{
	criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsTeenGirl IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkTeenGirl
	ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardHunterTeenGirl
}

Response PlayerWarnHeardSmokerTeenGirl
{
	scene "scenes/TeenGirl/HeardSmoker06.vcd"  //There's a Smoker around here.
	scene "scenes/TeenGirl/HeardSmoker09.vcd"  //Smoker... don't get hung.
	scene "scenes/TeenGirl/HeardSmoker10.vcd"  //Watch the roof tops, there's a smoker around.
	scene "scenes/TeenGirl/HeardSmoker11.vcd"  //I hear a Smoker.
	scene "scenes/TeenGirl/HeardSmoker12.vcd"  //Careful, Smoker.
	scene "scenes/TeenGirl/HeardSmoker13.vcd"  //There's a Smoker around here.
	scene "scenes/TeenGirl/HeardSmoker14.vcd"  //I know that sound - a Smoker!
	scene "scenes/TeenGirl/HeardSmoker16.vcd"  //Smoker... don't let him hang you.
}
Rule PlayerWarnHeardSmokerTeenGirl
{
	criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsTeenGirl IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkTeenGirl
	ApplyContext "WarnHeardSmoker :1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardSmokerTeenGirl
}

Response PlayerWarnHeardWitchTeenGirl
{
	scene "scenes/TeenGirl/HeardWitch01.vcd"  then Self PlayerKillThatLight foo:0 0 //I think I hear a Witch
	scene "scenes/TeenGirl/HeardWitch02.vcd"  then Self PlayerKillThatLight foo:0 0 //Sounds like a Witch
	scene "scenes/TeenGirl/HeardWitch03.vcd"  then Self PlayerKillThatLight foo:0 0 //Shhh.... witch
	scene "scenes/TeenGirl/HeardWitch04.vcd"  then Self PlayerKillThatLight foo:0 0 //Quiet, listen.
	scene "scenes/TeenGirl/HeardWitch05.vcd"  then Self PlayerKillThatLight foo:0 0 //Quiiii-et, I hear a Witch.
	scene "scenes/TeenGirl/HeardWitch06.vcd"  then Self PlayerKillThatLight foo:0 0 //That sounds like a Witch
	scene "scenes/TeenGirl/HeardWitch07.vcd"  then Self PlayerKillThatLight foo:0 0 //It's a Witch. Don't disturb her and we'll be okay.
}
Rule PlayerWarnHeardWitchTeenGirl
{
	criteria ConceptPlayerWarnHearZombie IsWitchClass IsNotCoughing IsTeenGirl IsNotWarnHeardWitch NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkTeenGirl
	ApplyContext "WarnHeardWitch:1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnHeardWitchTeenGirl
}

Response PlayerWarnMegaMobTeenGirl
{
	scene "scenes/TeenGirl/Incoming02.vcd" predelay "2.5,3.5" //Incoming!
	scene "scenes/TeenGirl/Incoming04.vcd" predelay "2.5,3.5" //They're coming!
	scene "scenes/TeenGirl/Incoming05.vcd" predelay "2.5,3.5" //Here they come!
	scene "scenes/TeenGirl/Incoming06.vcd" predelay "2.5,3.5" //Get ready!
	scene "scenes/TeenGirl/Incoming07.vcd" predelay "2.5,3.5" //Oh god, get ready, here they come!
	scene "scenes/TeenGirl/MiniFinaleGetReady01.vcd" predelay "2.5,3.5" //Get ready!
	scene "scenes/TeenGirl/MiniFinaleGetReady02.vcd" predelay "2.5,3.5" //Uh oh. Get ready!
	scene "scenes/TeenGirl/MiniFinaleGetReady03.vcd" predelay "2.5,3.5" //Uh oh. Here they come!
	scene "scenes/TeenGirl/MiniFinaleGetReady04.vcd" predelay "2.5,3.5" //They're coming, boys!
	scene "scenes/TeenGirl/MiniFinaleGetReady05.vcd" predelay "2.5,3.5" //They're coming!
	scene "scenes/TeenGirl/ViolenceAwe05.vcd" predelay "2.5,3.5" //Holy shit...
	scene "scenes/TeenGirl/gamespeech01.vcd" predelay "2.5,3.5"odds 1 //If it's not one of us, kill it. Notoneofus_01.wav
}
Rule PlayerWarnMegaMobTeenGirl
{
	criteria ConceptPlayerWarnMegaMob IsNotCoughing IsTeenGirl IsNotWarnMegaMob IsTalk IsTalkTeenGirl IsNotSpeaking
	ApplyContext "WarnMegaMob:1:300,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnMegaMobTeenGirl
}

Response PlayerWarnWitchAngryTeenGirl
{
	scene "scenes/TeenGirl/WitchGettingAngry02.vcd"  //The witch's getting mad!
	scene "scenes/TeenGirl/WitchGettingAngry05.vcd"  //Ohhh... that witch is not happy
	scene "scenes/TeenGirl/WitchGettingAngry07.vcd"  //Don't piss off the witch!
	scene "scenes/TeenGirl/WitchGettingAngry08.vcd"  //Don't make the witch angry!
}
Rule PlayerWarnWitchAngryTeenGirl
{
	criteria ConceptWitchGettingAngry IsNotCoughing IsTeenGirl IsNotWarnAngryWitch IsTalk IsTalkTeenGirl
	ApplyContext "WarnAngryWitch:1:5,SaidSpecialWarn:1:30"
	applycontexttoworld
	Response PlayerWarnWitchAngryTeenGirl
}

Response SurvivorCaughtVomitTeenGirl
{
	scene "scenes/TeenGirl/GenericResponses35.vcd" odds 5 //It slimed me!
	scene "scenes/TeenGirl/ReactionBoomerVomit01.vcd"  //sptting gross noises
	scene "scenes/TeenGirl/ReactionBoomerVomit02.vcd"  //sptting gross noises
	scene "scenes/TeenGirl/ReactionBoomerVomit03.vcd"  //sptting gross noises
}
Rule SurvivorCaughtVomitTeenGirl
{
	criteria ConceptPlayerVomitInFace IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorCaughtVomitTeenGirl
}

Response SurvivorCoughingTeenGirl
{
	scene "scenes/TeenGirl/Cough01.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough02.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough03.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough04.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough05.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough06.vcd"  //[Coughing from smoke]
}
Rule SurvivorCoughingTeenGirl
{
	criteria ConceptSurvivorCoughing IsCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorCoughingTeenGirl
}

Response SurvivorCoughingDeathTeenGirl
{
	scene "scenes/TeenGirl/Cough01.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough02.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough03.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough04.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough05.vcd"  //[Coughing from smoke]
	scene "scenes/TeenGirl/Cough06.vcd"  //[Coughing from smoke]
}
Rule SurvivorCoughingDeathTeenGirl
{
	criteria ConceptPlayerDeath IsCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorCoughingDeathTeenGirl
}

Response SurvivorDeathTeenGirl
{
	scene "scenes/TeenGirl/DeathScream01.vcd"  //[Death rattle]
	scene "scenes/TeenGirl/DeathScream02.vcd"  //[Death rattle]
	scene "scenes/TeenGirl/DeathScream03.vcd"  //[Death rattle]
	scene "scenes/TeenGirl/DeathScream04.vcd"  //[Death rattle]
	scene "scenes/TeenGirl/DeathScream05.vcd"  //[Short quick death scream]
	scene "scenes/TeenGirl/DeathScream06.vcd"  //[Short quick death scream]
	scene "scenes/TeenGirl/DeathScream07.vcd"  //[Short quick death scream]
	scene "scenes/TeenGirl/DeathScream08.vcd"  //[Short quick death scream]
	scene "scenes/TeenGirl/DeathScream09.vcd"  //[Loud painful death scream]
	scene "scenes/TeenGirl/DeathScream10.vcd"  //[Loud painful death scream]
	scene "scenes/TeenGirl/DeathScream11.vcd"  //[Loud painful death scream]
}
Rule SurvivorDeathTeenGirl
{
	criteria ConceptPlayerDeath IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorDeathTeenGirl
}

Response SurvivorGrabbedByTongueTeenGirl
{
	scene "scenes/TeenGirl/GrabbedBySmoker01c.vcd"  //no, No, No, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/TeenGirl/GrabbedBySmoker02c.vcd"  //no, No, No, NO, NO, NOOOOOOO!!!!!!!!!
	scene "scenes/TeenGirl/GrabbedBySmoker03c.vcd"  //no, No,  No, NO, NO!!!!!!!!
	scene "scenes/TeenGirl/GrabbedBySmoker04b.vcd"  //no, No,  No, NO!!!!!!!!
}
Rule SurvivorGrabbedByTongueTeenGirl
{
	criteria ConceptPlayerGrabbedByTongue IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorGrabbedByTongueTeenGirl
}

Response SurvivorNearFinaleTeenGirl
{
	scene "scenes/TeenGirl/FinaleAhead01.vcd"  //Hey guys, I think we're almost there.
	scene "scenes/TeenGirl/FinaleAhead02.vcd"  //Thank god, we're almost outta here!
	scene "scenes/TeenGirl/FinaleAhead03.vcd"  //Finally. You see that?  We're almost out of here!
	scene "scenes/TeenGirl/FinaleAhead04.vcd"  //This is all going to be over soon.
}
Rule SurvivorNearFinaleTeenGirl
{
	criteria ConceptPlayerNearFinale IsNotCoughing IsTeenGirl IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkTeenGirl IsNotIncapacitated
	ApplyContext "SaidFinaleAhead:1:30"
	applycontexttoworld
	Response SurvivorNearFinaleTeenGirl
}

Response SurvivorTankPoundTeenGirl
{
	scene "scenes/TeenGirl/TankPound01.vcd"  //Get him the hell off me!
	scene "scenes/TeenGirl/TankPound02.vcd"  //He's crushing me! He's crushing me!
	scene "scenes/TeenGirl/TankPound03.vcd"  //Oh God! He's crushing me!
	scene "scenes/TeenGirl/TankPound04.vcd"  //Kill him! KILL HIM!
	scene "scenes/TeenGirl/TankPound05.vcd"  //Get him off me! Get him off me!
}
Rule SurvivorTankPoundTeenGirl
{
	criteria ConceptPlayerGroundPoundedByTank IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorTankPoundTeenGirl
}

Response SurvivorVocalizeBackUpTeenGirl
{
	scene "scenes/TeenGirl/BackUp01.vcd"  //Back back back!
	scene "scenes/TeenGirl/BackUp02.vcd"  //Back back!
	scene "scenes/TeenGirl/BackUp04.vcd"  //Move back
	scene "scenes/TeenGirl/BackUp08.vcd"  //Back it up!
	scene "scenes/TeenGirl/BackUp09.vcd"  //Back back!
	scene "scenes/TeenGirl/BackUp15.vcd"  //Back up!
	scene "scenes/TeenGirl/BackUp16.vcd"  //Move back
	scene "scenes/TeenGirl/BackUp17.vcd"  //Get Back
}
Rule SurvivorVocalizeBackUpTeenGirl
{
	criteria ConceptPlayerBackUp IsTeenGirl IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkTeenGirl
	Response SurvivorVocalizeBackUpTeenGirl
}

Response SurvivorVocalizeEmphaticGoTeenGirl
{
	scene "scenes/TeenGirl/EmphaticGo01.vcd"  //Go go go!
	scene "scenes/TeenGirl/EmphaticGo02.vcd"  //Go go go!
	scene "scenes/TeenGirl/EmphaticGo04.vcd"  //Move move move!
	scene "scenes/TeenGirl/EmphaticGo05.vcd"  //Move move!
	scene "scenes/TeenGirl/EmphaticGo06.vcd"  //GO!
	scene "scenes/TeenGirl/EmphaticGo07.vcd"  //GO!
	scene "scenes/TeenGirl/EmphaticGo08.vcd"  //Go!
	scene "scenes/TeenGirl/EmphaticGo09.vcd"  //MOVE!
	scene "scenes/TeenGirl/EmphaticGo10.vcd"  //Come on, move
	scene "scenes/TeenGirl/EmphaticGo11.vcd"  //Let's go, Let's go
	scene "scenes/TeenGirl/EmphaticGo12.vcd"  //Go go go!
	scene "scenes/TeenGirl/EmphaticGo15.vcd"  //Move move move!
	scene "scenes/TeenGirl/EmphaticGo21.vcd"  //Come on, move
	scene "scenes/TeenGirl/EmphaticGo22.vcd"  //Let's go, Let's go
	scene "scenes/TeenGirl/EmphaticGo23.vcd"  //Come on, move
}
Rule SurvivorVocalizeEmphaticGoTeenGirl
{
	criteria ConceptPlayerEmphaticGo IsTeenGirl  IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkTeenGirl
	Response SurvivorVocalizeEmphaticGoTeenGirl
}

Response SurvivorVocalizeFollowMeTeenGirl
{
	scene "scenes/TeenGirl/FollowMe01.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe02.vcd"  //This way, guys!
	scene "scenes/TeenGirl/FollowMe03.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe05.vcd"  //This way!
	scene "scenes/TeenGirl/FollowMe07.vcd"  //I think we should go this way.
	scene "scenes/TeenGirl/FollowMe10.vcd"  //I'll go first.
	scene "scenes/TeenGirl/FollowMe11.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe12.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe14.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe15.vcd"  //Over here, this way!
	scene "scenes/TeenGirl/FollowMe16.vcd"  //Okay, I'll go first.
	scene "scenes/TeenGirl/FollowMe17.vcd"  //I think we should go this way.
	scene "scenes/TeenGirl/FollowMe18.vcd"  //We need to go this way.
	scene "scenes/TeenGirl/FollowMe20.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe22.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe23.vcd"  //This way!
	scene "scenes/TeenGirl/FollowMe24.vcd"  //Over here, this way!
	scene "scenes/TeenGirl/FollowMe25.vcd"  //I'll go first.
	scene "scenes/TeenGirl/FollowMe27.vcd"  //We need to go this way.
	scene "scenes/TeenGirl/FollowMe28.vcd"  //Follow me! I know where I'm going. Come on!
}
Rule SurvivorVocalizeFollowMeTeenGirl
{
	criteria ConceptPlayerFollowMe IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorVocalizeFollowMeTeenGirl
}

Response SurvivorVocalizeGoingToDieTeenGirl
{
	scene "scenes/TeenGirl/GoingToDie01.vcd"  //I don't feel so hot
	scene "scenes/TeenGirl/GoingToDie04.vcd"  //I'm not doing so good, guys
	scene "scenes/TeenGirl/GoingToDie07.vcd"  //This is really bad
	scene "scenes/TeenGirl/GoingToDie10.vcd"  //Guys, I'm really torn up
	scene "scenes/TeenGirl/GoingToDie27.vcd"  //I think I hurt something bad, real bad
	scene "scenes/TeenGirl/GoingToDie38.vcd"  //This is not going well
	scene "scenes/TeenGirl/GoingToDie42.vcd"  //Man, I feel like crap
	scene "scenes/TeenGirl/GoingToDie44.vcd"  //Guys? I'm pretty hurt
	scene "scenes/TeenGirl/GoingToDie45.vcd"  //Ohh... this is really starting to hurt
	scene "scenes/TeenGirl/GoingToDie48.vcd"  //I'm really hurt, guys
	scene "scenes/TeenGirl/GoingToDie49.vcd"  //I think I really hurt something
	scene "scenes/TeenGirl/GoingToDie52.vcd"  //I'm not feeling real hot
	scene "scenes/TeenGirl/GoingToDie53.vcd"  //I feel terrible
	scene "scenes/TeenGirl/GoingToDie54.vcd"  //I feel awful
	scene "scenes/TeenGirl/GoingToDie57.vcd"  //God.  This really hurts
	scene "scenes/TeenGirl/GoingToDie58.vcd"  //Ohhhh God, I'm really hurt
	scene "scenes/TeenGirl/GoingToDieLight06.vcd"  //I feel like crap.
	scene "scenes/TeenGirl/GoingToDieLight07.vcd"  //Goddammit, this hurts.
	scene "scenes/TeenGirl/GoingToDieLight11.vcd" odds 3 //Oh, jesus, I've got tooth marks on me.
	scene "scenes/TeenGirl/GoingToDieLight12.vcd" odds 1 //I hope I'm immune to tetanus too.
	scene "scenes/TeenGirl/GoingToDieLight13.vcd"  //Ow. ow ow ow.
}
Rule SurvivorVocalizeGoingToDieTeenGirl
{
	criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotComplainBlock
	ApplyContext "IsComplain:1:25"
	Response SurvivorVocalizeGoingToDieTeenGirl
}

Response SurvivorVocalizeGoingToDie3TeenGirl
{
	scene "scenes/TeenGirl/GoingToDie302.vcd"  //I don't know if I am going to make it
	scene "scenes/TeenGirl/GoingToDie314.vcd"  //Guys, I don't think I'm going to make it without any help
	scene "scenes/TeenGirl/GoingToDie362.vcd"  //I need some help or I'm going to die
	scene "scenes/TeenGirl/GoingToDie363.vcd"  //I go down again and I'm dead
	scene "scenes/TeenGirl/GoingToDie370.vcd"  //Oh god, I'm going to die
}
Rule SurvivorVocalizeGoingToDie3TeenGirl
{
	criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsTeenGirl IsOnThirdStrike IsTalk IsTalkTeenGirl IsNotComplainBlock
	ApplyContext "IsComplain:1:25"
	Response SurvivorVocalizeGoingToDie3TeenGirl
}

Response SurvivorVocalizeGoingToDieAloneTeenGirl
{
	scene "scenes/TeenGirl/NervousHumming01.vcd"  //[Nervous Humming]
	scene "scenes/TeenGirl/NervousHumming02.vcd"  //[Nervous Humming]
	scene "scenes/TeenGirl/NervousHumming03.vcd"  //[Nervous Humming]
	scene "scenes/TeenGirl/NervousHumming04.vcd"  //[Nervous Humming]
	scene "scenes/TeenGirl/NervousWhislte01.vcd"  //[Nervous Whistle]
	scene "scenes/TeenGirl/NervousWhislte02.vcd"  //[Nervous Whistle]
	scene "scenes/TeenGirl/NervousWhislte03.vcd"  //[Nervous Whistle]
	scene "scenes/TeenGirl/NervousWhislte04.vcd"  //[Nervous Whistle]
	scene "scenes/TeenGirl/NervousWhislte05.vcd"  //[Nervous Whistle]
}
Rule SurvivorVocalizeGoingToDieAloneTeenGirl
{
	criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsTeenGirl IsOnThirdStrike IsAlone NotInCombat IsNotSaidNervous IsTalk IsTalkTeenGirl
	ApplyContext "SaidNervous:1:0"
	Response SurvivorVocalizeGoingToDieAloneTeenGirl
}

Response SurvivorVocalizeLookOutTeenGirl
{
	scene "scenes/TeenGirl/LookOut01.vcd"  //Look out!
	scene "scenes/TeenGirl/LookOut03.vcd"  //Watch out!
	scene "scenes/TeenGirl/LookOut08.vcd"  //Behind you!!
}
Rule SurvivorVocalizeLookOutTeenGirl
{
	criteria ConceptPlayerLookOut IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorVocalizeLookOutTeenGirl
}

Response SurvivorVocalizeThisWayTeenGirl
{
	scene "scenes/TeenGirl/FollowMe01.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe02.vcd"  //This way, guys!
	scene "scenes/TeenGirl/FollowMe03.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe05.vcd"  //This way!
	scene "scenes/TeenGirl/FollowMe07.vcd"  //I think we should go this way.
	scene "scenes/TeenGirl/FollowMe10.vcd"  //I'll go first.
	scene "scenes/TeenGirl/FollowMe11.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe12.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe14.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe15.vcd"  //Over here, this way!
	scene "scenes/TeenGirl/FollowMe16.vcd"  //Okay, I'll go first.
	scene "scenes/TeenGirl/FollowMe17.vcd"  //I think we should go this way.
	scene "scenes/TeenGirl/FollowMe18.vcd"  //We need to go this way.
	scene "scenes/TeenGirl/FollowMe20.vcd"  //Come on, this way!
	scene "scenes/TeenGirl/FollowMe22.vcd"  //Follow me!
	scene "scenes/TeenGirl/FollowMe23.vcd"  //This way!
	scene "scenes/TeenGirl/FollowMe24.vcd"  //Over here, this way!
	scene "scenes/TeenGirl/FollowMe25.vcd"  //I'll go first.
	scene "scenes/TeenGirl/FollowMe27.vcd"  //We need to go this way.
	scene "scenes/TeenGirl/FollowMe28.vcd"  //Follow me! I know where I'm going. Come on!
}
Rule SurvivorVocalizeThisWayTeenGirl
{
	criteria ConceptPlayerThisWay IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorVocalizeThisWayTeenGirl
}

Response SurvivorVocalizeWaitHereTeenGirl
{
	scene "scenes/TeenGirl/WaitHere01.vcd"  //Can we wait here?
	scene "scenes/TeenGirl/WaitHere02.vcd"  //Hold up a sec
	scene "scenes/TeenGirl/WaitHere03.vcd"  //Wait a sec
	scene "scenes/TeenGirl/WaitHere04.vcd"  //Wait up!
	scene "scenes/TeenGirl/WaitHere05.vcd"  //Hold up!
	scene "scenes/TeenGirl/WaitHere06.vcd"  //Everybody stop!
}
Rule SurvivorVocalizeWaitHereTeenGirl
{
	criteria ConceptPlayerWaitHere IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response SurvivorVocalizeWaitHereTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Danger
//--------------------------------------------------------------------------------------------------------------
Response PlayerLedgeHangEndTeenGirl
{
	scene "scenes/TeenGirl/LedgeHangEnd01.vcd"  //I'M SLIPPING OFF! PULL ME UP!
	scene "scenes/TeenGirl/LedgeHangEnd02.vcd"  //Ohhh shit! HELP ME!
	scene "scenes/TeenGirl/LedgeHangEnd03.vcd"  //Oh god oh god oh god. I'M GONNA FALL! HELP MEEE!
	scene "scenes/TeenGirl/LedgeHangEnd04.vcd"  //I CAN'T HOLD ON - I'M GONNA FALL!
	scene "scenes/TeenGirl/LedgeHangEnd06.vcd"  //Oh god, I need help!  Don't let me die like this!
	scene "scenes/TeenGirl/LedgeHangEnd10.vcd"  //I CAN'T HOLD ON - I'M GONNA FALL!
	scene "scenes/TeenGirl/LedgeHangEnd11.vcd"  //Help me! I can't hold on any longer!
	scene "scenes/TeenGirl/LedgeHangEnd17.vcd"  //I... please help! Please!
	scene "scenes/TeenGirl/LedgeHangEnd21.vcd"  //I'M OVER HERE!
}
Rule PlayerLedgeHangEndTeenGirl
{
	criteria ConceptPlayerLedgeHangEnd IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerLedgeHangEndTeenGirl
}

Response PlayerLedgeHangMiddleTeenGirl
{
	scene "scenes/TeenGirl/LedgeHangMiddle02.vcd"  //I can't hang on, please help me!
	scene "scenes/TeenGirl/LedgeHangMiddle03.vcd"  //I can't hang on much longer.
	scene "scenes/TeenGirl/LedgeHangMiddle09.vcd"  //Hey guys, uh... I really need some help here.
	scene "scenes/TeenGirl/LedgeHangMiddle10.vcd"  //Can one of you guys help me up?
}
Rule PlayerLedgeHangMiddleTeenGirl
{
	criteria ConceptPlayerLedgeHangMiddle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerLedgeHangMiddleTeenGirl
}

Response PlayerLedgeHangStartTeenGirl
{
	scene "scenes/TeenGirl/LedgeHangStart01.vcd"  //Can someone help me up?
	scene "scenes/TeenGirl/LedgeHangStart03.vcd"  //I could use a hand here please
	scene "scenes/TeenGirl/LedgeHangStart04.vcd"  //Can someone help me please?
	scene "scenes/TeenGirl/LedgeHangStart05.vcd"  //Can someone give me a hand please?
	scene "scenes/TeenGirl/LedgeHangStart06.vcd"  //Hey guys, I could use a hand
	scene "scenes/TeenGirl/LedgeHangStart10.vcd"  //Come on guys, help me out.
}
Rule PlayerLedgeHangStartTeenGirl
{
	criteria ConceptPlayerLedgeHangStart IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerLedgeHangStartTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Death
//--------------------------------------------------------------------------------------------------------------
Response DoubleDeathTeenGirl
{
	scene "scenes/TeenGirl/DoubleDeathResponse01.vcd" predelay ".5,1.25" //This is going to hell real fast!
	scene "scenes/TeenGirl/DoubleDeathResponse03.vcd" predelay ".5,1.25" //Oh, shit man, no. No. NO!
}
Rule DoubleDeathTeenGirl
{
	criteria ConceptSurvivorDied IsNotCoughing IsTeenGirl  IsSaidSomeoneDied IsTalk IsTalkTeenGirl IsNotSaidSomeoneDiedDouble
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedDouble:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response DoubleDeathTeenGirl
}

Response DoubleDeath2TeenGirl
{
	scene "scenes/TeenGirl/DoubleDeathResponse02.vcd" predelay ".5,1.25" //It's just you and me left!
}
Rule DoubleDeath2TeenGirl
{
	criteria ConceptDeath2Left IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSaidSomeoneDiedDouble2 IsWithTwo IsNotIncapacitated ChanceToFire30Percent
	ApplyContext "SaidSomeoneDiedDouble2:1:10"
	applycontexttoworld
	Response DoubleDeath2TeenGirl
}

Response SurvivorDiedBillTeenGirl
{
	scene "scenes/TeenGirl/GriefVet02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //I ah oh Bill!!!!
	scene "scenes/TeenGirl/GriefVet03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Oh god.  Not Bill!
	scene "scenes/TeenGirl/GriefVet07.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Ahh Bill!!!!
	scene "scenes/TeenGirl/GriefVet09.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill!!!!
	scene "scenes/TeenGirl/GriefVet12.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Oh god.  Bill!
	scene "scenes/TeenGirl/GriefVet13.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill!!!!
	scene "scenes/TeenGirl/GriefVet18.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill!!!!
	scene "scenes/TeenGirl/NameBill01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
	scene "scenes/TeenGirl/NameBill03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
	scene "scenes/TeenGirl/NameBill04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
	scene "scenes/TeenGirl/NameBill06.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
	scene "scenes/TeenGirl/NameBill07.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet)
	scene "scenes/TeenGirl/NameBill09.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet)
	scene "scenes/TeenGirl/NameBill10.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet)
	scene "scenes/TeenGirl/NameBill11.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet)
	scene "scenes/TeenGirl/NameBill12.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet)
	scene "scenes/TeenGirl/NameBill13.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill (quiet)
	scene "scenes/TeenGirl/NameBill15.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
	scene "scenes/TeenGirl/NameBill16.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
	scene "scenes/TeenGirl/NameBill17.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Bill! (loud)
	scene "scenes/TeenGirl/NameBill22.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //William! (loud)
	scene "scenes/TeenGirl/NameBill23.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Old man! (loud)
	scene "scenes/TeenGirl/NameBill26.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Old man! (loud)
	scene "scenes/TeenGirl/NameBill28.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Hey, old man! (loud)
	scene "scenes/TeenGirl/NameBill30.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Hey, old man! (loud)
}
Rule SurvivorDiedBillTeenGirl
{
	criteria ConceptSurvivorDied IsNotCoughing IsTeenGirl IsDeadNamVet IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response SurvivorDiedBillTeenGirl
}

Response SurvivorDiedFrancisTeenGirl
{
	scene "scenes/TeenGirl/GriefBiker01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis!
	scene "scenes/TeenGirl/GriefBiker02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis!  NOOOO!
	scene "scenes/TeenGirl/NameFrancis02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis03.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud)
	scene "scenes/TeenGirl/NameFrancis04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud)
	scene "scenes/TeenGirl/NameFrancis05.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud)
	scene "scenes/TeenGirl/NameFrancis06.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis09.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis10.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis11.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis12.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis14.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis15.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis16.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis17.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud)
	scene "scenes/TeenGirl/NameFrancis20.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis (quiet)
	scene "scenes/TeenGirl/NameFrancis21.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud)
	scene "scenes/TeenGirl/NameFrancis22.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Francis! (loud)
	scene "scenes/TeenGirl/NameFrancis23.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Hey, biker dude! (loud)
}
Rule SurvivorDiedFrancisTeenGirl
{
	criteria ConceptSurvivorDied IsNotCoughing IsTeenGirl IsDeadBiker IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response SurvivorDiedFrancisTeenGirl
}

Response SurvivorDiedLouisTeenGirl
{
	scene "scenes/TeenGirl/Generic01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //It's not going to get any better you know.
	scene "scenes/TeenGirl/GriefManager02.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis!
	scene "scenes/TeenGirl/GriefManager08.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Oh no, not Louis!
	scene "scenes/TeenGirl/NameLouis01.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud)
	scene "scenes/TeenGirl/NameLouis04.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud)
	scene "scenes/TeenGirl/NameLouis05.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud)
	scene "scenes/TeenGirl/NameLouis06.vcd" predelay ".5,1.25" then Any Death2Left foo:0 0 //Louis! (loud)
}
Rule SurvivorDiedLouisTeenGirl
{
	criteria ConceptSurvivorDied IsNotCoughing IsTeenGirl IsDeadManager IsNotSaidSomeoneDied IsTalk IsTalkTeenGirl
	ApplyContext "SaidSomeoneDied:1:10,SaidSomeoneDiedKill:1:20"
	applycontexttoworld
	Response SurvivorDiedLouisTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Pickups
//--------------------------------------------------------------------------------------------------------------
Response SurvivorPickupAutoShotgunTeenGirl
{
	scene "scenes/TeenGirl/TakeAutoShotgun01.vcd"  //This shotgun is sweet
	scene "scenes/TeenGirl/TakeAutoShotgun02.vcd"  //I'm grabbing this shotgun
	scene "scenes/TeenGirl/TakeAutoShotgun03.vcd"  //I'll take the shotgun.
	scene "scenes/TeenGirl/TakeAutoShotgun04.vcd"  //I call shotgun (smiling)
	scene "scenes/TeenGirl/TakeAutoShotgun05.vcd"  //I'll give the shotgun a try
	scene "scenes/TeenGirl/TakeAutoShotgun06.vcd"  //I think I'll ltake the shotgun
}
Rule SurvivorPickupAutoShotgunTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpAutoShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupAutoShotgunTeenGirl
}

Response SurvivorPickupFirstAidKitTeenGirl
{
	scene "scenes/TeenGirl/TakeFirstAid01.vcd"  //This first aid'll help
	scene "scenes/TeenGirl/TakeFirstAid02.vcd"  //Grabbing First Aid!
	scene "scenes/TeenGirl/TakeFirstAid03.vcd"  //We might need these.
	scene "scenes/TeenGirl/TakeFirstAid05.vcd"  //Grabbing First Aid!
}
Rule SurvivorPickupFirstAidKitTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpFirstAidKit IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupFirstAidKitTeenGirl
}

Response SurvivorPickupHuntingRifleTeenGirl
{
	scene "scenes/TeenGirl/TakeSniper01.vcd"  //I'm gonna grab this hunting rifle
	scene "scenes/TeenGirl/TakeSniper02.vcd"  //I'm grabbing a hunting rifle
	scene "scenes/TeenGirl/TakeSniper04.vcd"  //I'm gonna try this sniper rifle
}
Rule SurvivorPickupHuntingRifleTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpHuntingRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupHuntingRifleTeenGirl
}

Response SurvivorPickupMolotovTeenGirl
{
	scene "scenes/TeenGirl/TakeMolotov02.vcd"  //I'm grabbing a Molotov
	scene "scenes/TeenGirl/TakeMolotov04.vcd"  //Time to start some fires
	scene "scenes/TeenGirl/TakeMolotov05.vcd"  //Molotov!
	scene "scenes/TeenGirl/TakeMolotov07.vcd"  //Time to start some fires
}
Rule SurvivorPickupMolotovTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpMolotov IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupMolotovTeenGirl
}

Response SurvivorPickupPainPillsTeenGirl
{
	scene "scenes/TeenGirl/Generic20.vcd" odds 5 //Yoink!
	scene "scenes/TeenGirl/TakePills01.vcd"  //Grabbing some pills
	scene "scenes/TeenGirl/TakePills03.vcd"  //We might need these (inward)
	scene "scenes/TeenGirl/TakePills05.vcd"  //I might need these pills
	scene "scenes/TeenGirl/TakePills06.vcd"  //We might need these (outward)
}
Rule SurvivorPickupPainPillsTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpPainPills IsNotSpeaking IsInSafeSpot IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupPainPillsTeenGirl
}

Response SurvivorPickupPipeBombTeenGirl
{
	scene "scenes/TeenGirl/TakePipeBomb02.vcd"  //Grabbing a pipe bomb
	scene "scenes/TeenGirl/TakePipeBomb04.vcd"  //Well, this looks dangerous
}
Rule SurvivorPickupPipeBombTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpPipeBomb IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupPipeBombTeenGirl
}

Response SurvivorPickupPumpShotgunTeenGirl
{
	scene "scenes/TeenGirl/TakeShotgun01.vcd"  //Grabbing a shotgun
	scene "scenes/TeenGirl/TakeShotgun02.vcd"  //Grabbing a shotgun
	scene "scenes/TeenGirl/TakeShotgun03.vcd"  //Yeah, shotgun
	scene "scenes/TeenGirl/TakeShotgun04.vcd"  //I'll try this shotgun
	scene "scenes/TeenGirl/TakeShotgun05.vcd"  //Yeah, shotgun
}
Rule SurvivorPickupPumpShotgunTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpPumpShotgun IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupPumpShotgunTeenGirl
}

Response SurvivorPickupRifleTeenGirl
{
	scene "scenes/TeenGirl/TakeAssaultRifle01.vcd"  //I'm gonna grab this rifle
	scene "scenes/TeenGirl/TakeAssaultRifle02.vcd"  //Guess I'll try this rifle
	scene "scenes/TeenGirl/TakeAssaultRifle02.vcd"  //Guess I'll try this rifle
	scene "scenes/TeenGirl/TakeAssaultRifle03.vcd"  //This rifle looks good.
	scene "scenes/TeenGirl/TakeAssaultRifle04.vcd"  //Ookaay, big rifle
	scene "scenes/TeenGirl/TakeAssaultRifle05.vcd"  //Gonna grab the rifle
	scene "scenes/TeenGirl/TakeAssaultRifle06.vcd"  //I'll try this rifle
	scene "scenes/TeenGirl/TakeAssaultRifle07.vcd"  //I'm going with the rifle
	scene "scenes/TeenGirl/TakeAssaultRifle08.vcd"  //This rifle looks good.
}
Rule SurvivorPickupRifleTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupRifleTeenGirl
}

Response SurvivorPickupSecondPistolTeenGirl
{
	scene "scenes/TeenGirl/TakePistol01.vcd"  //Two pistols, cool.
	scene "scenes/TeenGirl/TakePistol02.vcd"  //I'm taking an extra pistol.
	scene "scenes/TeenGirl/TakePistol03.vcd"  //Grabbing a pistol
	scene "scenes/TeenGirl/TakePistol04.vcd"  //Grabbing an extra pistol
	scene "scenes/TeenGirl/TakePistol07.vcd"  //Grabbing an extra pistol
	scene "scenes/TeenGirl/TakePistol08.vcd"  //Another pistol, yeah, this'll work
}
Rule SurvivorPickupSecondPistolTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpSecondPistol IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupSecondPistolTeenGirl
}

Response SurvivorPickupSMGTeenGirl
{
	scene "scenes/TeenGirl/TakeSubMachineGun01.vcd"  //I can handle this
	scene "scenes/TeenGirl/TakeSubMachineGun03.vcd"  //Grabbing a machinegun
	scene "scenes/TeenGirl/TakeSubMachineGun04.vcd"  //A machinegun
	scene "scenes/TeenGirl/TakeSubMachineGun05.vcd"  //I can handle this
}
Rule SurvivorPickupSMGTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpSMG IsNotSpeaking IsInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsNotInStartArea IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupSMGTeenGirl
}

Response TakeShotgunGroovyZoey
{
	scene "scenes/TeenGirl/GenericResponses32.vcd"  then Biker TakeShotgunGroovyZoey2Biker foo:0 0 //Groovy
}
Rule TakeShotgunGroovyZoey
{
	criteria ConceptTakeShotgunGroovyZoey IsTeenGirl IsTalk IsTalkTeenGirl NotInCombat  ChanceToFire50Percent
	Response TakeShotgunGroovyZoey
}

Response TakeShotgunGroovyZoeyLaugh
{
	scene "scenes/TeenGirl/Laughter03.vcd"  then Biker TakeShotgunGroovy2BikerLaugh foo:0 0 //<Short laugh>
	scene "scenes/TeenGirl/Laughter10.vcd"  then Biker TakeShotgunGroovy2BikerLaugh foo:0 0 //<Nervous laugh>
	scene "scenes/TeenGirl/Laughter18.vcd"  then Biker TakeShotgunGroovy2BikerLaugh foo:0 0 //<Short laugh>
}
Rule TakeShotgunGroovyZoeyLaugh
{
	criteria ConceptTakeShotgunGroovyZoey IsTeenGirl IsTalk IsTalkTeenGirl NotInCombat ChanceLeft50Percent
	Response TakeShotgunGroovyZoeyLaugh
}

Rule SurvivorPickupAutoShotgunAlwaysTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpAutoShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupAutoShotgunTeenGirl
}

Rule SurvivorPickupFirstAidKitAlwaysTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpFirstAidKit IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupFirstAidKitTeenGirl
}

Rule SurvivorPickupHuntingRifleAlwaysTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpHuntingRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupHuntingRifleTeenGirl
}

Rule SurvivorPickupMolotovAlwaysTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpMolotov IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupMolotovTeenGirl
}

Rule SurvivorPickupPainPillsAlwaysTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpPainPills IsNotSpeaking IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupPainPillsTeenGirl
}

Rule SurvivorPickupPipeBombAlwaysTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpPipeBomb IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupPipeBombTeenGirl
}

Rule SurvivorPickupPumpShotgunAlwaysTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpPumpShotgun IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupPumpShotgunTeenGirl
}

Rule SurvivorPickupRifleAlwaysTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpRifle IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupRifleTeenGirl
}

Rule SurvivorPickupSecondPistolTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpSecondPistol IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupSecondPistolTeenGirl
}

Rule SurvivorPickupSMGAlwaysTeenGirl
{
	criteria ConceptPlayerPickup IsNotCoughing IsTeenGirl IsPickedUpSMG IsNotSpeaking IsNotInSafeSpot ChanceToFire30Percent TeenGirlNotPickedUpItem IsTalk IsTalkTeenGirl
	ApplyContext "TeenGirlPickedUpItem:1:30"
	Response SurvivorPickupSMGTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - Rescue
//--------------------------------------------------------------------------------------------------------------
Response PlayerGettingRevivedTeenGirl
{
	scene "scenes/TeenGirl/GettingRevived01.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'm okay.
	scene "scenes/TeenGirl/GettingRevived02.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'm fine.
	scene "scenes/TeenGirl/GettingRevived03.vcd"  then From ReviveFriendDownFinal foo:0 0 //Oh shit.
	scene "scenes/TeenGirl/GettingRevived04.vcd"  then From ReviveFriendDownFinal foo:0 0 //I don't know.
	scene "scenes/TeenGirl/GettingRevived05.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'm bleeding.
	scene "scenes/TeenGirl/GettingRevived06.vcd"  then From ReviveFriendDownFinal foo:0 0 //Ughhh.
	scene "scenes/TeenGirl/GettingRevived07.vcd"  then From ReviveFriendDownFinal foo:0 0 //I'll make it.
	scene "scenes/TeenGirl/GettingRevived08.vcd"  then From ReviveFriendDownFinal foo:0 0 //How do I look?
	scene "scenes/TeenGirl/GettingRevived09.vcd"  then From ReviveFriendDownFinal foo:0 0 //Is it bad?
	scene "scenes/TeenGirl/GettingRevived10.vcd"  then From ReviveFriendDownFinal foo:0 0 //How bad is it?
	scene "scenes/TeenGirl/GettingRevived11.vcd"  then From ReviveFriendDownFinal foo:0 0 //Did they get my face?
}
Rule PlayerGettingRevivedTeenGirl
{
	criteria ConceptReviveFriendDown IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerGettingRevivedTeenGirl
}

Response PlayerHealOtherTeenGirl
{
	scene "scenes/TeenGirl/HealOther01.vcd"  //Let me patch you up.
	scene "scenes/TeenGirl/HealOther02.vcd"  //Hold on, let me patch you up.
	scene "scenes/TeenGirl/HealOther03.vcd"  //Stay still, I can help you.
	scene "scenes/TeenGirl/HealOther04.vcd"  //Wait up, this will only take a second.
	scene "scenes/TeenGirl/HealOther05.vcd"  //I know we gotta move, but I gotta heal you.
}
Rule PlayerHealOtherTeenGirl
{
	criteria ConceptPlayerHealingOther IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerHealOtherTeenGirl
}

Response PlayerHealOtherCombatTeenGirl
{
	scene "scenes/TeenGirl/HealOtherCombat01.vcd"  //Hold on!
	scene "scenes/TeenGirl/HealOtherCombat02.vcd"  //Keep firing while I heal you.
	scene "scenes/TeenGirl/HealOtherCombat03.vcd"  //Keep shooting while I heal you.
	scene "scenes/TeenGirl/HealOtherCombat04.vcd"  //That's it, keep firing I'm gonna patch you up.
	scene "scenes/TeenGirl/HealOtherCombat05.vcd"  //Hold on! Hold on!
	scene "scenes/TeenGirl/HealOtherCombat06.vcd"  //Hold on! I'm gonna patch ya up!
	scene "scenes/TeenGirl/HealOtherCombat07.vcd"  //Hold still! Lemme help!
	scene "scenes/TeenGirl/HealOtherCombat08.vcd"  //Hold still! I got ya!
	scene "scenes/TeenGirl/HealOtherCombat09.vcd"  //Lemme heal you!
	scene "scenes/TeenGirl/HealOtherCombat10.vcd"  //Hang on. I got ya!
	scene "scenes/TeenGirl/HealOtherCombat11.vcd"  //Stand still, I'm healin' you!
	scene "scenes/TeenGirl/HealOtherCombat12.vcd"  //Stop with the hero bullshit, I gotta heal you!
}
Rule PlayerHealOtherCombatTeenGirl
{
	criteria ConceptPlayerHealingOther IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl InCombat
	Response PlayerHealOtherCombatTeenGirl
}

Response PlayerLedgeSaveTeenGirl
{
	scene "scenes/TeenGirl/LedgeSave01.vcd"  //Hang on. I got you. Don't worry, I can help you. Let me help you up.
	scene "scenes/TeenGirl/LedgeSave02.vcd"  //I can help you, hang on, hang on. I got you. Let's get you up.
	scene "scenes/TeenGirl/LedgeSave03.vcd"  //I got you, you're not gonna fall. Here, let me help you up.
	scene "scenes/TeenGirl/LedgeSave04.vcd"  //Don't worry, you won't fall.  I have you.  Let's get you up on your feet.
	scene "scenes/TeenGirl/LedgeSave10.vcd"  //Don't worry, you won't fall.  I have you.  Let's get you up on your feet.
}
Rule PlayerLedgeSaveTeenGirl
{
	criteria ConceptPlayerLedgeSave IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
	Response PlayerLedgeSaveTeenGirl
}

Response PlayerLedgeSaveLouisTeenGirl
{
	scene "scenes/TeenGirl/LedgeSave06.vcd"  //Louis, You are going to get yourself killed. Let me help you up.
}
Rule PlayerLedgeSaveLouisTeenGirl
{
	criteria ConceptPlayerLedgeSave IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl SubjectIsManager NotInCombat IsEveryoneAlive ChanceToFire10Percent
	Response PlayerLedgeSaveLouisTeenGirl
}

Response PlayerReviveFriendTeenGirl
{
	scene "scenes/TeenGirl/ReviveFriend01.vcd"  //Hang on. It's all right. I gotcha. Now get up - we gotta move.
	scene "scenes/TeenGirl/ReviveFriend03.vcd"  //This isn't it for you yet.  C'mon, up and at 'em. We gotta keep moving.
	scene "scenes/TeenGirl/ReviveFriend04.vcd"  //I have you. Lie still and let me help.  We gotta get you back on your feet. Okay, up we go.
	scene "scenes/TeenGirl/ReviveFriend06.vcd"  //I gotcha - I was worried there.  Now get up, come on. We gotta keep moving.
	scene "scenes/TeenGirl/ReviveFriend08.vcd"  //This looks bad, but I can get your back up.  Get you moving again.
	scene "scenes/TeenGirl/ReviveFriend10.vcd"  //Here, let me help you up. I gotcha. I'm gonna help you. We're gonna get you fixed up.
	scene "scenes/TeenGirl/ReviveFriend11.vcd"  //Allright, Tiger, up and at 'em. Nobody's leaving anyone behind. You're gonna be fine, but we gotta keep moving.
	scene "scenes/TeenGirl/ReviveFriend12.vcd"  //Okay, okay, you're okay.  I was worried there.  Let's get you up on your feet.
	scene "scenes/TeenGirl/ReviveFriend16.vcd"  //I have you, you're gonna be allright. Just let me fix this up, okay? Allright... Good as new.
	scene "scenes/TeenGirl/ReviveFriend17.vcd"  //Come on, we have to get you up.  We need to keep moving.
	scene "scenes/TeenGirl/ReviveFriend19.vcd"  //Don't worry, I can help you up..  I can help.
	scene "scenes/TeenGirl/ReviveFriend25.vcd"  //I can get your back up.  Get you moving again.
	scene "scenes/TeenGirl/ReviveFriend31.vcd"  //This isn't it for you yet.  C'mon, up and at 'em. We gotta keep moving.
}
Rule PlayerReviveFriendTeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendTeenGirl
}

Response PlayerReviveFriendCriticalTeenGirl
{
	scene "scenes/TeenGirl/ReviveCriticalFriend01.vcd"  //It's all right - I gotcha. Boy we need to find you some first aid. If you go down like this again, that's it for you.
	scene "scenes/TeenGirl/ReviveCriticalFriend02.vcd"  //You're going to be okay, I can get you back up,  but we need to find you some first aid. If you go down like this again, that's it for you.
	scene "scenes/TeenGirl/ReviveCriticalFriend03.vcd"  //Don't worry, don't worry, I can help.  But we need to find you some first aid. If you go down like this again, that's it for you.
	scene "scenes/TeenGirl/ReviveCriticalFriend04.vcd"  //I' m here. I'll help you. We need to find you some first aid. If you go down like this again, that's it for you.
	scene "scenes/TeenGirl/ReviveCriticalFriend05.vcd"  //Let me help you up. We really need to find you some first aid. If you go down like this again, that's it for you.
	scene "scenes/TeenGirl/ReviveCriticalFriend06.vcd"  //Okay, I think I can get you back on your feet, but we need to find you some first aid. If you go down like this again, that's it for you.
	scene "scenes/TeenGirl/ReviveCriticalFriend07.vcd"  //Let me help you.  You should be okay for a little bit, but we need to find you some first aid. If you go down like this again, that's it for you.
}
Rule PlayerReviveFriendCriticalTeenGirl
{
	criteria ConceptPlayerReviveFriendCritical IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendCriticalTeenGirl
}

Response PlayerReviveFriendLoudTeenGirl
{
	scene "scenes/TeenGirl/ReviveFriendLoud01.vcd"  //Come on, come on! I got you, you're going to be okay.
	scene "scenes/TeenGirl/ReviveFriendLoud02.vcd"  //Oh god, oh god, let's get you back up on your feet
	scene "scenes/TeenGirl/ReviveFriendLoud03.vcd"  //It's all right, you are going to be okay  easy, easy
	scene "scenes/TeenGirl/ReviveFriendLoud04.vcd"  //Hold on. I'm gonna get you up!
	scene "scenes/TeenGirl/ReviveFriendLoud13.vcd"  //Dude, I'm half your size. Come on, get up!
}
Rule PlayerReviveFriendLoudTeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IsZombiePresentTank IsTalk IsTalkTeenGirl
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendLoudTeenGirl
}

Response PlayerReviveFriendLoudBillTeenGirl
{
	scene "scenes/TeenGirl/ReviveFriendLoud05.vcd"  //Get the hell up, Bill!
	scene "scenes/TeenGirl/ReviveFriendLoud07.vcd"  //William! Get your ass up! We gotta go!
	scene "scenes/TeenGirl/ReviveFriendLoud11.vcd"  //I can't carry you, Bill. Get up!
	scene "scenes/TeenGirl/ReviveFriendLoud12.vcd"  //Bill, I'm not gonna carry you. Get up!
}
Rule PlayerReviveFriendLoudBillTeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IsZombiePresentTank IsTalk IsTalkTeenGirl SubjectIsNamVet
	ApplyContext "ReviveTalk:1:5"
	Response PlayerReviveFriendLoudBillTeenGirl
}

Response PlayerReviveFriendLoudFrancisTeenGirl
{
	scene "scenes/TeenGirl/ReviveFriendLoud06.vcd"  //Francis, let's go, get up!
	scene "scenes/TeenGirl/ReviveFriendLoud09.vcd"  //Francis, we don't have time for this, come on!
}
Rule PlayerReviveFriendLoudFrancisTeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IsZombiePresentTank IsTalk IsTalkTeenGirl SubjectIsBiker
	ApplyContext "ReviveTalk:1:5"
	Response PlayerReviveFriendLoudFrancisTeenGirl
}

Response PlayerReviveFriendLoudLouisTeenGirl
{
	scene "scenes/TeenGirl/ReviveFriendLoud08.vcd"  //Don't make me leave your ass behind, Louis. Get up!
	scene "scenes/TeenGirl/ReviveFriendLoud10.vcd"  //Louis, come on, get up!
}
Rule PlayerReviveFriendLoudLouisTeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IsZombiePresentTank IsTalk IsTalkTeenGirl SubjectIsManager
	ApplyContext "ReviveTalk:1:5"
	Response PlayerReviveFriendLoudLouisTeenGirl
}

Response PlayerReviveFriendShortTeenGirl
{
	scene "scenes/TeenGirl/ReviveFriendB01.vcd"  //Up and at 'em.
	scene "scenes/TeenGirl/ReviveFriendB02.vcd"  //Up and at 'em.
	scene "scenes/TeenGirl/ReviveFriendB03.vcd"  //Come on get up.
	scene "scenes/TeenGirl/ReviveFriendB04.vcd"  //Up ya go.
	scene "scenes/TeenGirl/ReviveFriendB05.vcd"  //You'll be okay.
	scene "scenes/TeenGirl/ReviveFriendB06.vcd"  //I got ya.
	scene "scenes/TeenGirl/ReviveFriendB07.vcd"  //Up we go.
	scene "scenes/TeenGirl/ReviveFriendB08.vcd"  //You're fine.
	scene "scenes/TeenGirl/ReviveFriendB09.vcd"  //It doesn't look bad.
	scene "scenes/TeenGirl/ReviveFriendB10.vcd"  //It doesn't look bad.
	scene "scenes/TeenGirl/ReviveFriendB11.vcd"  //Come on up!
	scene "scenes/TeenGirl/ReviveFriendB12.vcd"  //Let's move!
	scene "scenes/TeenGirl/ReviveFriendB16.vcd"  //Come on, I'm the girl here.
	scene "scenes/TeenGirl/ReviveFriendB17.vcd"  //Stop whining. Let's go.
}
Rule PlayerReviveFriendShortTeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl IsReviveTalk
	ApplyContext "ReviveTalk:1:5"
	Response PlayerReviveFriendShortTeenGirl
}

Rule PlayerLedgeSaveCriticalTeenGirl
{
	criteria ConceptPlayerLedgeSaveCritical IsNotCoughing  IsTeenGirl IsTalk IsTalkTeenGirl
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendCriticalTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer - ZRescue
//--------------------------------------------------------------------------------------------------------------
Rule PlayerReviveFriendLoud2TeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IntensityHigh IsTalk IsTalkTeenGirl
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendLoudTeenGirl
}

Rule PlayerReviveFriendLoudBill2TeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IntensityHigh IsTalkTeenGirl SubjectIsNamVet ChanceToFire15Percent
	ApplyContext "ReviveTalk:1:5,Talk:1:4"
	Response PlayerReviveFriendLoudBillTeenGirl
}

Rule PlayerReviveFriendLoudCritTeenGirl
{
	criteria ConceptPlayerReviveFriendCritical IsNotCoughing  IsTeenGirl IntensityHigh IsTalk IsTalkTeenGirl IntensityHigh
	ApplyContext "ReviveTalk:1:5,Talk:1:1"
	Response PlayerReviveFriendLoudTeenGirl
}

Rule PlayerReviveFriendLoudFrancis2TeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IntensityHigh IsTalk IsTalkTeenGirl SubjectIsBiker ChanceToFire15Percent
	ApplyContext "ReviveTalk:1:5,Talk:1:4"
	Response PlayerReviveFriendLoudFrancisTeenGirl
}

Rule PlayerReviveFriendLoudLouis2TeenGirl
{
	criteria ConceptPlayerReviveFriend IsNotCoughing  IsTeenGirl IntensityHigh IsTalk IsTalkTeenGirl SubjectIsManager ChanceToFire15Percent
	ApplyContext "ReviveTalk:1:5,Talk:1:4"
	Response PlayerReviveFriendLoudLouisTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer Convo
//--------------------------------------------------------------------------------------------------------------
Response PlayerAirportIntroTeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0102.vcd"  //Looks like the airport's still operating.  Let's try to get there.
	scene "scenes/TeenGirl/WorldAirportIntro04.vcd"  then NamVet IntroAirport01bb foo:0 0 //That plane's headed right for the airport. Maybe they're still evacuating.
	scene "scenes/TeenGirl/WorldAirportIntro05.vcd"  then Biker IntroAirport01fb foo:0 0 //Flying out of this place would be a lot easier than walking.
}
Rule PlayerAirportIntroTeenGirl
{
	criteria ConceptIntroAirport IsTeenGirl
	ApplyContext "talk:1:10"
	applycontexttoworld
	Response PlayerAirportIntroTeenGirl
}

Response PlayerAirportIntrozbTeenGirl
{
	scene "scenes/TeenGirl/WorldAirportIntro06.vcd"  //It's worth a try.
	scene "scenes/TeenGirl/WorldAirportIntro07.vcd"  //We can't stay up here forever.
}
Rule PlayerAirportIntrozbTeenGirl
{
	criteria ConceptIntroAirport01zb IsTeenGirl
	ApplyContext "talk:1:3"
	applycontexttoworld
	Response PlayerAirportIntrozbTeenGirl
}

Response PlayerHospitalIntro02TeenGirl
{
	scene "scenes/TeenGirl/WorldAirport0220.vcd"  //Good thinking!
	scene "scenes/TeenGirl/WorldHospitalIntro01.vcd"  //Well, I guess we're going to the hospital.
}
Rule PlayerHospitalIntro02TeenGirl
{
	criteria ConceptIntroHospital02 IsTeenGirl
	ApplyContext "talk:1:5"
	applycontexttoworld
	Response PlayerHospitalIntro02TeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Vocalizer Heal
//--------------------------------------------------------------------------------------------------------------
Response PlayerCoverMeHealTeenGirl
{
	scene "scenes/TeenGirl/CoverMe02.vcd" predelay ".2,.5" //Hold up, gotta heal
	scene "scenes/TeenGirl/CoverMe05.vcd" predelay ".2,.5" //Cover me!
	scene "scenes/TeenGirl/CoverMe06.vcd" predelay ".2,.5" //Watch my back!
	scene "scenes/TeenGirl/CoverMe10.vcd" predelay ".2,.5" //Would you please cover me!
	scene "scenes/TeenGirl/CoverMe14.vcd" predelay ".2,.5" //Healing! Cover me!
	scene "scenes/TeenGirl/CoverMe18.vcd" predelay ".2,.5" //Cover me!
	scene "scenes/TeenGirl/CoverMe19.vcd" predelay ".2,.5" //Watch my back, please!
	scene "scenes/TeenGirl/CoverMe20.vcd" predelay ".2,.5" //Cover me!
	scene "scenes/TeenGirl/CoverMe21.vcd" predelay ".2,.5" //Hold up, gotta heal
	scene "scenes/TeenGirl/CoverMe23.vcd" predelay ".2,.5" //Healing! Cover me!
	scene "scenes/TeenGirl/CoverMe25.vcd" predelay ".2,.5" //Watch my back!
	scene "scenes/TeenGirl/CoverMe27.vcd" predelay ".2,.5" //Come on, man, over me!
}
Rule PlayerCoverMeHealTeenGirl
{
	criteria ConceptPlayerHealing IsNotCoughing IsTeenGirl IsNotAskedForCoverTeenGirl IsTalk IsTalkTeenGirl IsNotAlone
	ApplyContext "TeenGirlAskForCover:1:30"
	Response PlayerCoverMeHealTeenGirl
}


//--------------------------------------------------------------------------------------------------------------
// Weapon Spotted
//--------------------------------------------------------------------------------------------------------------
Response SurvivorSpottedRifleAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedRifleAutoTeenGirl2
{
	criteria ConceptPlayerSpotRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedRifleAutoTeenGirl2
}

Response SurvivorSpottedShotgunAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedShotgunAutoTeenGirl2
{
	criteria ConceptPlayerSpotShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedShotgunAutoTeenGirl2
}

Response SurvivorSpottedSMGAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedSMGAutoTeenGirl2
{
	criteria ConceptPlayerSpotSMG IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedSMGAutoTeenGirl2
}

Response SurvivorSpottedSniperRifleAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedSniperRifleAutoTeenGirl2
{
	criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedSniperRifleAutoTeenGirl2
}

Response SurvivorSpottedWeaponTeenGirl
{
	scene "scenes/TeenGirl/SpotWeapons05.vcd"  //Weapons over here!
	scene "scenes/TeenGirl/SpotWeapons06.vcd"  //Hey, there's weapon' over here!
	scene "scenes/TeenGirl/SpotWeapons09.vcd" odds 2 //Guys, big, badass, nasty weapons over here!
}
Rule SurvivorSpottedWeaponTeenGirl
{
	criteria ConceptPlayerSpotPistol IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Response SurvivorSpottedWeaponAShotgunAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedWeaponAShotgunAutoTeenGirl2
{
	criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponAShotgunAutoTeenGirl2
}

Response SurvivorSpottedWeaponPistolAutoTeenGirl
{
	scene "scenes/TeenGirl/SpotWeapons01.vcd"  //Weapons here!
	scene "scenes/TeenGirl/SpotWeapons04.vcd"  //Weapons here!
}
Rule SurvivorSpottedWeaponPistolAutoTeenGirl
{
	criteria ConceptPlayerSpotPistol IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponPistolAutoTeenGirl
}

Response SurvivorSpottedWeaponPistolAutoTeenGirl2
{
	scene "scenes/TeenGirl/Hurrah01.vcd"  //Cool.
	scene "scenes/TeenGirl/Yes10.vcd"  //Yeah.
}
Rule SurvivorSpottedWeaponPistolAutoTeenGirl2
{
	criteria ConceptPlayerSpotPistol IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponPistolAutoTeenGirl2
}

Rule SurvivorSpottedRifleTeenGirl
{
	criteria ConceptPlayerSpotRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Rule SurvivorSpottedRifleAutoTeenGirl
{
	criteria ConceptPlayerSpotRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Rule SurvivorSpottedShotgunTeenGirl
{
	criteria ConceptPlayerSpotShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Rule SurvivorSpottedShotgunAutoTeenGirl
{
	criteria ConceptPlayerSpotShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Rule SurvivorSpottedSMGTeenGirl
{
	criteria ConceptPlayerSpotSMG IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Rule SurvivorSpottedSMGAutoTeenGirl
{
	criteria ConceptPlayerSpotSMG IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Rule SurvivorSpottedSniperRifleTeenGirl
{
	criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Rule SurvivorSpottedSniperRifleAutoTeenGirl
{
	criteria ConceptPlayerSpotSniperRifle IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto  IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Rule SurvivorSpottedWeaponTeenGirl
{
	criteria ConceptPlayerSpotOtherWeapon IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsNotSmartLookAuto
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

Rule SurvivorSpottedWeaponAShotgunAutoTeenGirl
{
	criteria ConceptPlayerSpotAutoShotgun IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot
	ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20"
	applycontexttoworld
	Response SurvivorSpottedWeaponTeenGirl
}

