//============================================================================================================
// Vortigaunt criteria
//============================================================================================================
criterion "IsVortigaunt" "classname" "npc_vortigaunt" required

criterion "VortigauntCure"  concept" "VORT_CURE" required
criterion "VortigauntCureStop" "concept" "VORT_CURESTOP" required
criterion "VortigauntCureInterrupt" "concept" "VORT_CURE_INTERRUPT" required
criterion "VortigauntAttack" "concept" "VORT_ATTACK" required
criterion "VortigauntMad" "concept" "VORT_MAD" required
criterion "VortigauntShot" "concept" "VORT_SHOT" required
criterion "VortigauntPain" "concept" "VORT_PAIN" required
criterion "VortigauntDie" "concept" "VORT_DIE" required
criterion "VortigauntKill" "concept" "VORT_KILL" required
criterion "VortigauntLineOfFire" "concept" "VORT_LINE_FIRE" required
criterion "VortigauntPOk" "concept" "VORT_POK" required
criterion "VortigauntExtractBugbait" "concept" "VORT_EXTRACT_START" required
criterion "VortigauntExtractBugbaitFinish" "concept" "VORT_EXTRACT_FINISH" required
criterion "VortNagKeepMovingOutland_11" "concept" "TLK_VortNag_KeepMoving" required
criterion "NotUsedVortResponse01" "UsedVortResponse01" "!=1" "required" weight 0

//============================================================================================================
// Vortigaunt Level Plus Use
//============================================================================================================
response VortUseEverywhere
{
	scene "scenes/npc/vortigaunt/vort_affirmed.vcd"  
	scene "scenes/npc/vortigaunt/vort_vortigese05.vcd"  
	scene "scenes/npc/vortigaunt/vort_beofservice.vcd"
	scene "scenes/npc/vortigaunt/vort_vort_chant21.vcd" 	
	scene "scenes/npc/vortigaunt/vort_certainly.vcd"  
	scene "scenes/npc/vortigaunt/vort_vort_chant05.vcd" 
	scene "scenes/npc/vortigaunt/vort_forthefm.vcd"  
	scene "scenes/npc/vortigaunt/vort_freeman.vcd"  
 	scene "scenes/npc/vortigaunt/vort_vort_mant04.vcd"  
	scene "scenes/npc/vortigaunt/vort_vort_livetoserve.vcd"  
}


rule VortUseEverywhere
{
	criteria IsVortigaunt ConceptTalkUse NotUsedVortResponse NotInCombat
        applycontext "UsedVortResponse:1:20"
	response VortUseEverywhere
}


response "VortTalkUse01"
{
	scene "scenes/npc/vortigaunt/vort_leadus.vcd"  
	scene "scenes/npc/vortigaunt/vort_leadon.vcd"  
	sequential
	norepeat
}

rule VortTalkUse01
{

	criteria		IsVortigaunt ConceptTalkUse IsMap_ep2_outland_01 NotUsedVortResponse01 NotUsedVortResponse NotInCombat
        applycontext		"UsedVortResponse:1:20,UsedVortResponse01:1:30"
	response		VortTalkUse01
}




response "VortLabUsedisable11"
{
	scene "scenes\outland_11\vort_silo_maghonor02.vcd"
	scene "scenes\outland_11\vort_silo_maghonor03.vcd"
	scene "scenes\eli_lab\vort_elab_goaway.vcd"
}

rule IsVortLabUseDisable11
{
	criteria		ConceptTalkUse IsVortLabUseDisable NPCIdle NotUsedVortResponse IsMap_ep2_outland_11
        applycontext		"UsedVortResponse:1:20"	
	response		VortLabUsedisable11
}





//------------------------------------------------------------------------------------------------------------
criterion "IsNotVortNoticedHurt" "VortNoticedHurt" "!=1" required

response "VortNoticeHurt"
{
	NOREPEAT
	scene "scenes/npc/vortigaunt/vort_combat_combined01.vcd"  
	scene "scenes/npc/vortigaunt/vort_combat_combined02.vcd" 
}

rule VortNoticeHurt
{
	criteria		IsVortigaunt  ConceptTalkPlayerHurt NoRecentCombatShort IsMap_ep3_outland_03 IsNotVortNoticedHurt PlayerWounded
	applycontext		"VortNoticedHurt:1:300"
	response		VortNoticeHurt
}


//TLK_VORTIGAUNT_DISPEL


response "VortAntlionCombatStart"
{
	scene "scenes/npc/vortigaunt/vort_alert_antlions.vcd"  respeakdelay 30
	scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30
	scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 0
	}

rule VortAntlionCombatStart
{
	criteria		IsVortigaunt  ConceptStartCombat EnemyIsAntLion 
	response		VortAntlionCombatStart
}

response "VortAntlionCombatStart2"
{
	scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30
	scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 30
	}

rule VortAntlionCombatStart2
{
	criteria		IsVortigaunt  ConceptStartCombat 
	response		VortAntlionCombatStart2
}

response "VortAntlionAttack"
{
	scene "scenes/npc/vortigaunt/vort_vortigese03.vcd" respeakdelay 15
	scene "scenes/npc/vortigaunt/vort_vortigese05.vcd" respeakdelay 15
	scene "scenes/npc/vortigaunt/vort_vortigese09.vcd" respeakdelay 15
}

rule VortAntlionAttack
{
	criteria		IsVortigaunt  ConceptTalkAttacking
	applycontext		"VortKill:1:10"
	response		VortAntlionAttack
}


response "VortigauntPain"
{
	scene "scenes/npc/vortigaunt/vort_vortigese04.vcd" respeakdelay 30
	scene "scenes/npc/vortigaunt/vort_vortigese07.vcd" respeakdelay 30
	scene "scenes/npc/vortigaunt/vort_vortigese08.vcd" respeakdelay 30
}

rule VortigauntPain
{
	criteria		IsVortigaunt  VortigauntPain
	response		VortigauntPain
}


criterion "contextvortkill" "VortKill" "1" required
response "VortigauntRangedKill"
{
	scene "scenes/npc/vortigaunt/vort_returntoall.vcd"  respeakdelay 15
	scene "scenes/npc/vortigaunt/vort_yes.vcd" respeakdelay 15
	scene "scenes/npc/vortigaunt/vort_tethercut.vcd" respeakdelay 15
	scene "scenes/npc/vortigaunt/vort_passon.vcd" respeakdelay 15
  	scene "scenes/npc/vortigaunt/returnvoid.vcd" respeakdelay 15
}

rule VortigauntRangedKill
{
	criteria		IsVortigaunt  ConceptEnemyDead 
	applycontext		"VortKill:1:15"
	response		VortigauntRangedKill
}


criterion "NotVortPostKill" "VortPostKill" "!=1" required
response "VortCombatFun"
{
	NOREPEAT
	scene "scenes/npc/vortigaunt/vort_prevail.vcd"
	scene "scenes/npc/vortigaunt/vort_goodfightwithus.vcd"
	scene "scenes/npc/vortigaunt/vort_killsformidable.vcd"
	scene "scenes/npc/vortigaunt/vort_goodtogether.vcd"

}
rule VortCombatFun
{
	criteria IsVortigaunt IsMap_ep3_outland_03 ConceptPlayerKilledNPC contextvortkill NotVortPostKill
        applycontext		"VortPostKill:1:80"
	response	VortCombatFun	
}


criterion "NotVortCompliment" "VortCompliment" "!=1" required
response "VortCombatCompliment"
{

	scene "scenes/npc/vortigaunt/vort_excellent.vcd"
	scene "scenes/npc/vortigaunt/vort_excellentshooting.vcd"
	scene "scenes/npc/vortigaunt/vort_excellentshot.vcd"
	scene "scenes/npc/vortigaunt/vort_exceptional.vcd"

}
rule VortCombatCompliment
{
	criteria IsVortigaunt ConceptPlayerKilledNPC ContextPlayer1Shot NotVortCompliment
        applycontext	"VortCompliment:1:60"
	response	VortCombatCompliment
}




//response "Vort03Test"
//{
//	scene "scenes/outland_02/vort_pre_revive_nag01.vcd"
//	scene "scenes/outland_02/vort_pre_revive_nag02.vcd"
//	scene "scenes/outland_02/vort_pre_revive_nag03.vcd"
//	scene "scenes/outland_02/vort_pre_revive_nag04.vcd"
//	scene "scenes/outland_02/vort_pre_revive_nag05.vcd"
//}
//
//rule Vort03Test
//{
//	criteria		IsVortigaunt  IsMap_ep3_outland_03 ConceptTalkLook
//	response		Vort03Test
//}




criterion "VortsNagPlayerAlyxHealOutland02" "OUTLAND_02_VORTS_NAG_PLAYER" "1" required



response "NagPlayerHealAlyxVort"
{
	scene "scenes/outland_02/vort_pre_revive_nag01.vcd"
	scene "scenes/outland_02/vort_pre_revive_nag02.vcd"
	scene "scenes/outland_02/vort_pre_revive_nag03.vcd"
	scene "scenes/outland_02/vort_pre_revive_nag04.vcd"
	scene "scenes/outland_02/vort_pre_revive_nag05.vcd"
}

rule NagPlayerHealAlyxVort
{
	criteria		IsVortigaunt ConceptVortsNagPlayerAlyxHealOutland02
	response		NagPlayerHealAlyxVort
}


criterion "VortAskingForHelp" "SaidProtectUs" "!=1" "required" weight 0
response "VortUnderAttackVort" 
{
	scene "scenes/outland_02/vort_turret_weneedhelpcometous.vcd"   
	scene "scenes/outland_02/vort_turret_weareunderattackdefendus.vcd"   
	scene "scenes/outland_02/vort_turret_defendus.vcd"   
	scene "scenes/outland_02/vort_turret_protectalyx.vcd"   
	scene "scenes/outland_02/vort_turret_protectus.vcd"  

}


rule VortUnderAttackVort
{
	criteria		IsVortigaunt VortigauntPain IsVortHealingAlyx VortAskingForHelp
	applycontext		"SaidProtectUs:1:2,VortNeedsHelp:1:10"
	response		VortUnderAttackVort
}




response "NagPlayerKeepMovingOutland_11Vort"
{
	scene "scenes/outland_11/vort_fmadvance.vcd" 
	scene "scenes/outland_11/vort_hastefm.vcd"
	scene "scenes/outland_11/vort_fmmustmove.vcd"
	
}


rule NagPlayerKeepMovingOutland_11Vort
{
	criteria		IsVortigaunt PlayerNear VortNagKeepMovingOutland_11
	response		NagPlayerKeepMovingOutland_11Vort
}



//============================================================================================================
// Vortigaunt Hello speech
//============================================================================================================
response "VortigauntHello" 
{
//	scene "scenes/npc/vortigaunt/wellmet.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/isitthefm.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/itisthefm.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/thefreeman.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/beofservice.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/greetingsfm.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/neuroprints.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/salute.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/trulyitis.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/takeus.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/webeofuse.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/corporeal.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/seebeforeoureye.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/morethanmeets.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/weknowyou.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/putaside.vcd" delay "3,3.5" speakonce 
//	scene "scenes/npc/vortigaunt/mystery.vcd" delay "3,3.5" speakonce 
}
rule VortigauntTlkHello
{
	criteria		IsVortigaunt ConceptTalkHello  PlayerNear SeePlayer
	response		VortigauntHello
}

//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerHello
{
	criteria		IsVortigaunt ConceptTalkPHello
	response		NullResponse
}

//============================================================================================================
// Vortigaunt Questions & Responses speech
//============================================================================================================
response "VortigauntQuestion" 
{
//	scene "scenes/npc/vortigaunt/vques01.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vques02.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vques03.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vques04.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vques05.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vques06.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vques07.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vques08.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vques09.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vques10.vcd" delay 1
//
}
rule VortigauntTlkQuestion
{
	criteria		IsVortigaunt ConceptTalkQuestion
	response		VortigauntQuestion
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntAnswer" 
{
//	scene "scenes/npc/vortigaunt/vanswer01.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer02.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer03.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer04.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer05.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer06.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer07.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer08.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer09.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer10.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer11.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer12.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer13.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer14.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer15.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer16.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer17.vcd" delay 1
//	scene "scenes/npc/vortigaunt/vanswer18.vcd" delay 1
}

rule VortigauntTlkAnswer
{
	criteria		IsVortigaunt ConceptTalkAnswer
	response		VortigauntAnswer
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntTalkUse"
{
	sequential
	norepeat
}

rule VortigauntTalkUse
{
	criteria		IsVortigaunt ConceptTalkUse
	response		VortigauntTalkUse
}

//============================================================================================================
// Vortigaunt Combat speech
//============================================================================================================
response "VortigauntCure" 
{
  	scene "scenes/npc/vortigaunt/allowrecharge.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/wewillcharge.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/fmcanuse.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/here.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/acceptenergy.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/holdstill.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/acceptcharge.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/weshare.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/prepare.vcd" defaultdelay
}


rule VortigauntCure
{
	criteria		IsVortigaunt  VortigauntCure
	response		VortigauntCure
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntCureStop" 
{
  	scene "scenes/npc/vortigaunt/allwecanspare.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/allfornow.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/thatisall.vcd" defaultdelay
    	scene "scenes/npc/vortigaunt/done.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/keepfmsafe.vcd" defaultdelay
}

rule VortigauntCureStop
{
	criteria		IsVortigaunt VortigauntCureStop
	response		VortigauntCureStop
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntCureInterrupt" 
{
  	scene "scenes/npc/vortigaunt/holdorcantcharge.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/hold.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/halt.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/fmstandstill.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/ifyoumove.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/movingtarget.vcd" defaultdelay
}

rule VortigauntCureInterrupt
{
	criteria		IsVortigaunt VortigauntCureInterrupt
	response		VortigauntCureInterrupt
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntAttack" 
{
  	scene "scenes/npc/vortigaunt/tothevoid.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/allinoneinall.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/giveover.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/weclaimyou.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/undeserving.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/satisfaction.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/regrettable.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/allowme.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/livetoserve.vcd" defaultdelay
  	scene "scenes/npc/vortigaunt/returnvoid.vcd" defaultdelay
}


rule VortigauntAttack
{
	criteria		IsVortigaunt VortigauntAttack
	response		VortigauntAttack
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntMad"
{
//	sentence "VORT_MAD" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntMad
{
	criteria		IsVortigaunt VortigauntMad
	response		VortigauntMad
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntShot" 

{
//	sentence "VORT_SHOT" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntShot
{
	criteria		IsVortigaunt VortigauntShot
	response		VortigauntShot
}

//------------------------------------------------------------------------------------------------------------
//response "VortigauntPain" 

//{
//	sentence "VORT_PAIN"  defaultdelay
//}

//rule VortigauntPain
//{
//	criteria		IsVortigaunt VortigauntPain
//	response		VortigauntPain
//}

//------------------------------------------------------------------------------------------------------------
response "VortigauntDie"

{
// sentence "VORT_DIE"  defaultdelay

}

rule VortigauntDie
{
	criteria		IsVortigaunt VortigauntDie
	response		VortigauntDie
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntKill" 
{
 scene "scenes/npc/vortigaunt/forthefm.vcd" delay 4
 scene "scenes/npc/vortigaunt/forfreedom.vcd" delay 4
 scene "scenes/npc/vortigaunt/tethercut.vcd" delay 4
 scene "scenes/npc/vortigaunt/troubleus.vcd" delay 4
 scene "scenes/npc/vortigaunt/dreamed.vcd" delay 4
 scene "scenes/npc/vortigaunt/energyempower.vcd" delay 4
 scene "scenes/npc/vortigaunt/empowerus.vcd" delay 4
 scene "scenes/npc/vortigaunt/surge.vcd" delay 4
 scene "scenes/npc/vortigaunt/yes.vcd" delay 4
 scene "scenes/npc/vortigaunt/passon.vcd" delay 4
 scene "scenes/npc/vortigaunt/nodenexus.vcd" delay 4
 scene "scenes/npc/vortigaunt/returntoall.vcd" delay 4

}


rule VortigauntKill
{
	criteria		IsVortigaunt VortigauntKill
	response		VortigauntKill
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntLineOfFire" 
{
 scene "scenes/npc/vortigaunt/cautionfm.vcd" delay 4
 scene "scenes/npc/vortigaunt/caution.vcd" delay 4
 scene "scenes/npc/vortigaunt/fmbeware.vcd" delay 4
 scene "scenes/npc/vortigaunt/ware.vcd" delay 4
 scene "scenes/npc/vortigaunt/fmmustbeware.vcd" delay 4
 scene "scenes/npc/vortigaunt/warefm.vcd" delay 4
 scene "scenes/npc/vortigaunt/fminway.vcd" delay 4
 scene "scenes/npc/vortigaunt/standclear.vcd" delay 4
 scene "scenes/npc/vortigaunt/fmmustmove.vcd" delay 4
 scene "scenes/npc/vortigaunt/warningfm.vcd" delay 4
 scene "scenes/npc/vortigaunt/cannotfire.vcd" delay 4

}

rule VortigauntLineOfFire
{
	criteria		IsVortigaunt VortigauntLineOfFire
	response		VortigauntLineOfFire
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntPOk" 

{
//	sentence "VORT_POK" soundlevel "SNDLVL_NORM" delay "2"
}

rule VortigauntPOk
{
	criteria		IsVortigaunt VortigauntPOk
	response		VortigauntLineOfFire
}


//============================================================================================================
// Vortigaunt Misc speech
//============================================================================================================
response "VortigauntIdle" 

{
// scene "scenes/npc/vortigaunt/poet.vcd"
// scene "scenes/npc/vortigaunt/hopeless.vcd"
// scene "scenes/npc/vortigaunt/alldear.vcd"
// scene "scenes/npc/vortigaunt/prevail.vcd"
// scene "scenes/npc/vortigaunt/seenworse.vcd"
// scene "scenes/npc/vortigaunt/persevere.vcd"
// scene "scenes/npc/vortigaunt/worthless.vcd"
// scene "scenes/npc/vortigaunt/whereto.vcd"
}

rule VortigauntTlkIdle
{
	criteria		IsVortigaunt ConceptTalkIdle
	response		VortigauntIdle
}

//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerIdle
{
	criteria		IsVortigaunt ConceptTalkPIdle
	response		NullResponse
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntStare" 

{
// scene "scenes/npc/vortigaunt/optical.vcd"
// scene "scenes/npc/vortigaunt/unclear.vcd"
// scene "scenes/npc/vortigaunt/opaque.vcd"
// scene "scenes/npc/vortigaunt/rememberus.vcd"
// scene "scenes/npc/vortigaunt/stillhere.vcd"
// scene "scenes/npc/vortigaunt/calm.vcd"

}


rule VortigauntTlkStare
{
	criteria		IsVortigaunt ConceptTalkStare
	response		VortigauntStare
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntOk" 
{
 scene "scenes/npc/vortigaunt/itishonor.vcd"
 scene "scenes/npc/vortigaunt/wehonored.vcd"
 scene "scenes/npc/vortigaunt/ourhonor.vcd"
 scene "scenes/npc/vortigaunt/honorfollow.vcd"
 scene "scenes/npc/vortigaunt/accompany.vcd"
 scene "scenes/npc/vortigaunt/gladly.vcd"
 scene "scenes/npc/vortigaunt/pleasure.vcd"
 scene "scenes/npc/vortigaunt/wefollowfm.vcd"
 scene "scenes/npc/vortigaunt/honorours.vcd"
 scene "scenes/npc/vortigaunt/gloriousend.vcd"
 scene "scenes/npc/vortigaunt/bodyyours.vcd"
 scene "scenes/npc/vortigaunt/allwehave.vcd"
 scene "scenes/npc/vortigaunt/weareyours.vcd"
 scene "scenes/npc/vortigaunt/dedicate.vcd"
 scene "scenes/npc/vortigaunt/mutual.vcd"
 scene "scenes/npc/vortigaunt/leadus.vcd"
 scene "scenes/npc/vortigaunt/onward.vcd"
 scene "scenes/npc/vortigaunt/forward.vcd"
 scene "scenes/npc/vortigaunt/propitious.vcd"
 scene "scenes/npc/vortigaunt/leadon.vcd"
 scene "scenes/npc/vortigaunt/fmhonorsus.vcd"
 scene "scenes/npc/vortigaunt/fmdoesushonor.vcd"
 scene "scenes/npc/vortigaunt/yesforward.vcd"
 scene "scenes/npc/vortigaunt/wewillhelp.vcd"
 scene "scenes/npc/vortigaunt/assent.vcd"
}


rule VortigauntTlkStartFollow
{
	criteria		IsVortigaunt ConceptTalkStartFollow
	response		VortigauntOk
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntWait" 
{
 scene "scenes/npc/vortigaunt/canconvince.vcd"
 scene "scenes/npc/vortigaunt/fmknowsbest.vcd"
 scene "scenes/npc/vortigaunt/willremain.vcd"
 scene "scenes/npc/vortigaunt/fearfailed.vcd"
 scene "scenes/npc/vortigaunt/servebetterhere.vcd"
 scene "scenes/npc/vortigaunt/certainly.vcd"
 scene "scenes/npc/vortigaunt/herewestay.vcd"
 scene "scenes/npc/vortigaunt/asyouwish.vcd"
 scene "scenes/npc/vortigaunt/ourplacehere.vcd"
 scene "scenes/npc/vortigaunt/affirmed.vcd"

}


rule VortigauntTlkStopFollow
{
	criteria		IsVortigaunt ConceptTalkStopFollow
	response		VortigauntWait
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntStop" 

{
//	sentence "VORT_STOP" delay "2,2.5" soundlevel "SNDLVL_NORM"
}

rule VortigauntTlkStop
{
	criteria		IsVortigaunt ConceptTalkStop
	response		VortigauntStop
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntScared" 

{
//	sentence "VORT_SCARED" delay "0,0.4"
}

rule VortigauntTlkNoShoot
{
	criteria		IsVortigaunt ConceptTalkNoShoot
	response		VortigauntScared
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntCureA" 

{
//	sentence "VORT_CUREA"  defaultdelay speakonce
}

rule VortigauntPlayerHurt1
{
	criteria		IsVortigaunt ConceptTalkPlayerHurt1
	response		VortigauntCureA
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntCureB" 

{
//	sentence "VORT_CUREB"  defaultdelay speakonce
}

rule VortigauntPlayerHurt2
{
	criteria		IsVortigaunt ConceptTalkPlayerHurt2
	response		VortigauntCureB
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntCureC" 

{
//	sentence "VORT_CUREC"  defaultdelay speakonce
}

rule VortigauntPlayerHurt3
{
	criteria		IsVortigaunt ConceptTalkPlayerHurt3
	response		VortigauntCureC
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntPQuest" 

{
//	sentence "VORT_PQUEST" defaultdelay
}

rule VortigauntPlayerQuestion
{
	criteria		IsVortigaunt ConceptTalkPQuestion
	response		VortigauntPQuest
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntSmell" 

{
//	sentence "VORT_SMELL" defaultdelay respeakdelay "60"
}

rule VortigauntTlkSmell
{
	criteria		IsVortigaunt ConceptTalkSmell
	response		VortigauntSmell
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntWound" 

{
//	sentence "VORT_WOUND" speakonce defaultdelay
}

rule VortigauntTlkWound
{
	criteria		IsVortigaunt ConceptTalkWound
	response		VortigauntWound
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntMortal" 

{
//	sentence "VORT_MORTAL"  speakonce defaultdelay
}


rule VortigauntTlkMortal
{
	criteria		IsVortigaunt ConceptTalkMortal
	response		VortigauntMortal
}

//============================================================================================================
// Vortigaunt Leader speech (a vortigaunt that's leading the player somewhere)
//============================================================================================================

response "VortigauntLeadStart"
{
	scene "scenes/npc/vortigaunt/fmmustfollow.vcd"
}

rule VortigauntLeadStart
{
	criteria		IsVortigaunt ConceptLeadStart
	response		VortigauntLeadStart
}


//------------------------------------------------------------------------------------------------------------
response "VortigauntLeadCatchup"
{
	scene "scenes/npc/vortigaunt/yesforward.vcd"
	scene "scenes/npc/vortigaunt/followfm.vcd"
}

rule VortigauntLeadCatchup
{
	criteria		IsVortigaunt ConceptLeadCatchup
	response		VortigauntLeadCatchup
}



//============================================================================================================
// Vortigaunt coast specific speech
//============================================================================================================
response "VortigauntExtractBugbait"
{
	scene "scenes/coast/bugbait/vort_extract01.vcd" defaultdelay
}

rule VortigauntTlkExtractBugbait
{
	criteria		IsVortigaunt VortigauntExtractBugbait
	response		VortigauntExtractBugbait
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntExtractBugbaitFinish"
{
	scene "scenes/coast/bugbait/vort_podsforyou01.vcd" defaultdelay
}

rule VortigauntTlkExtractBugbaitFinish
{
	criteria		IsVortigaunt VortigauntExtractBugbaitFinish
	response		VortigauntExtractBugbaitFinish
}

//------------------------------------------------------------------------------------------------------------
response "VortigauntGetBugbait"
{
	scene "scenes/coast/bugbait/vort_podnag.vcd" defaultdelay
}

rule VortigauntTlkLeadGetBugbait
{
	criteria		IsVortigaunt ConceptLeadMissingWeapon
	response		VortigauntGetBugbait
}

