response "CitizenDanger" 
{
	speak "npc_citizen.watchout"
	speak "npc_citizen.uhoh"
}

response "CitizenHello"
{
	speak "npc_citizen.ahgordon01"
	speak "npc_citizen.ahgordon02"
	speak "npc_citizen.docfreeman01"
	speak "npc_citizen.docfreeman02"
	speak "npc_citizen.freeman"
	speak "npc_citizen.hellodrfm01"
	speak "npc_citizen.hellodrfm02"
	speak "npc_citizen.heydoc01"
	speak "npc_citizen.heydoc02"
	speak "npc_citizen.hi01"
	speak "npc_citizen.hi02"
}

response "CitizenSeeCombine"
{
	speak "npc_citizen.combine01"
	speak "npc_citizen.combine02"
}

response "CitizenEnemyDead"
{
	speak "npc_citizen.gotone01"
	speak "npc_citizen.gotone02"
	speak "npc_citizen.likethemapples"
	speak "npc_citizen.goodgod"
	speak "npc_citizen.likethat"
	speak "npc_citizen.myturn"
//	speak "npc_citizen.oneless01"

}

response "CitizenQuestion"
{
	speak "npc_citizen.question01" delay 1
	speak "npc_citizen.question02" delay 1
	speak "npc_citizen.question03" delay 1
	speak "npc_citizen.question04" delay 1
	speak "npc_citizen.question05" delay 1
	speak "npc_citizen.question06" delay 1
	speak "npc_citizen.question07" delay 1
	speak "npc_citizen.question08" delay 1
	speak "npc_citizen.question09" delay 1
	speak "npc_citizen.question10" delay 1
	speak "npc_citizen.question11" delay 1
	speak "npc_citizen.question12" delay 1
	speak "npc_citizen.question13" delay 1
	speak "npc_citizen.question14" delay 1
	speak "npc_citizen.question15" delay 1
	speak "npc_citizen.question16" delay 1
	speak "npc_citizen.question17" delay 1
	speak "npc_citizen.question18" delay 1
	speak "npc_citizen.question19" delay 1
	speak "npc_citizen.question20" delay 1
	speak "npc_citizen.question21" delay 1
	speak "npc_citizen.question22" delay 1
	speak "npc_citizen.question23" delay 1
	speak "npc_citizen.question24" delay 1
	speak "npc_citizen.question25" delay 1
	speak "npc_citizen.question26" delay 1

}

response "CitizenAnswer"
{
	speak "npc_citizen.answer01" delay 2
	speak "npc_citizen.answer02" delay 2
	speak "npc_citizen.answer03" delay 2
	speak "npc_citizen.answer04" delay 2
	speak "npc_citizen.answer05" delay 2
	speak "npc_citizen.answer06" delay 2
	speak "npc_citizen.answer07" delay 2
	speak "npc_citizen.answer08" delay 2
	speak "npc_citizen.answer09" delay 2
	speak "npc_citizen.answer10" delay 2
	speak "npc_citizen.answer11" delay 2
	speak "npc_citizen.answer12" delay 2
	speak "npc_citizen.answer13" delay 2
	speak "npc_citizen.answer14" delay 2
	speak "npc_citizen.answer15" delay 2
	speak "npc_citizen.answer16" delay 2
	speak "npc_citizen.answer17" delay 2
	speak "npc_citizen.answer18" delay 2
	speak "npc_citizen.answer19" delay 2
	speak "npc_citizen.answer20" delay 2
	speak "npc_citizen.answer21" delay 2
	speak "npc_citizen.answer22" delay 2
	speak "npc_citizen.answer23" delay 2
	speak "npc_citizen.answer24" delay 2
	speak "npc_citizen.answer25" delay 2
	speak "npc_citizen.answer26" delay 2
	speak "npc_citizen.answer27" delay 2
	speak "npc_citizen.answer28" delay 2
}

response "CitizenWounded"
{
	speak "npc_citizen.imhurt01"
	speak "npc_citizen.imhurt02"
}

response "CitizenSelected"
{
	speak "npc_citizen.ok01"
	speak "npc_citizen.okimready01"
	speak "npc_citizen.okimready02"
	speak "npc_citizen.readywhenyouare01"
	speak "npc_citizen.readywhenyouare02"
}

response "CitizenGroupSelectedRadio"
{
	speak "npc_citizen.com_standby_multi01"
}

response "CitizenSoloSelectedRadio"
{
	speak "npc_citizen.com_standby_solo01"
}

response "CitizenCommanded"
{
	speak "npc_citizen.letsgo01"
	speak "npc_citizen.letsgo02"
}

response "CitizenCommandedRadio"
{
	speak "npc_citizen.com_onmyway01"
}

response "CitizenCommandFailedRadio"
{
	speak "npc_citizen.com_cantgetthru01" respeakdelay .5
}

response "CitizenNoShoot"
{
	speak "Sniper.animal00" respeakdelay 7
	speak "Sniper.animal01"	respeakdelay 7
	speak "Sniper.animal03"	respeakdelay 7	
	speak "Sniper.animal04"	respeakdelay 7
	speak "Sniper.animal05"	respeakdelay 7
}

response "CitizenFollow"
{
	speak "npc_citizen.leadtheway01"
	speak "npc_citizen.leadtheway02"
	speak "npc_citizen.leadon01"
	speak "npc_citizen.leadon02"
//	speak "npc_citizen.rightdoc01"
//	speak "npc_citizen.gotitdoc01"
//	speak "npc_citizen.surething"
//	speak "npc_citizen.whatdoyaneeddoc01"
//	speak "npc_citizen.yougotitdoc01"
//	speak "npc_citizen.okfreeman01"
//	speak "npc_citizen.gotcha01"
}

response "CitizenUnFollow"
{
//	speak "npc_citizen.ok01"
//	speak "npc_citizen.ok02
//	speak "npc_citizen.okdoc01"
//	speak "npc_citizen.okdoc02"
//	speak "npc_citizen.understood01"
//	speak "npc_citizen.whateveryousay01"
//	speak "npc_citizen.fine01"
//	speak "npc_citizen.didiletyoudown01"
	speak "npc_citizen.illstayhere01"
//	speak "npc_citizen.rightdoc02"
//	speak "npc_citizen.goodluckwherever01"
//	speak "npc_citizen.goodluckwhereover02"
	speak "npc_citizen.holddownspot01"
	speak "npc_citizen.holddownspot02"
//	speak "npc_citizen.imstickinghere01"
//	speak "npc_citizen.imstickinghere02"
//	speak "npc_citizen.littlecorner01"
//	speak "npc_citizen.littlecorner02"
//	speak "npc_citizen.thanksforhelp01"
//	speak "npc_citizen.thanksforhelp02"

}

response "CitizenAnswerTerminal"
{
	speak "npc_citizen.cit_term_ans01"
	speak "npc_citizen.cit_term_ans02"
	speak "npc_citizen.cit_term_ans03"
	speak "npc_citizen.cit_term_ans04"
	speak "npc_citizen.cit_term_ans05"
	speak "npc_citizen.cit_term_ans06"
	speak "npc_citizen.cit_term_ans07"
	speak "npc_citizen.cit_term_ans08"
}

response "CitizenQuestionTerminal"
{
	speak "npc_citizen.cit_term_ques01"
	speak "npc_citizen.cit_term_ques02"
	speak "npc_citizen.cit_term_ques03"
	speak "npc_citizen.cit_term_ques04"
	speak "npc_citizen.cit_term_ques05"
	speak "npc_citizen.cit_term_ques06"
	speak "npc_citizen.cit_term_ques07"
	speak "npc_citizen.cit_term_ques08"
	speak "npc_citizen.cit_term_ques09"

}

response "CitizenHelloTerminal"
{
	speak "npc_citizen.hi01"
	speak "npc_citizen.hi02"
	speak "npc_citizen.cantgetawaywiththat"
	speak "npc_citizen.cantbeseen02"
	speak "npc_citizen.doiknowyoufromsomewhere"
	speak "npc_citizen.whohellryou01"
	speak "npc_citizen.getawayfromme01"
}

response "CitizenHeal"
{
	speak "npc_citizen.heretakethis01"
	speak "npc_citizen.heretakethis02"
	speak "npc_citizen.hereyoucouldusethis"
}

criterion "IsCitizen" "classname" "npc_citizen" "required"
criterion "IsTerminal" "worldterminal" "1" required
criterion "NotTerminal" "worldterminal" "0" required
criterion "IsOnlySelected" "numselected" "1" required
criterion "NotOnlySelected" "numselected" "2" required
criterion "UseRadio" "useradio" "1" required

rule CitizenQuestionTerminal
{
	criteria		IsCitizen ConceptTalkQuestion IsTerminal
	response		CitizenQuestionTerminal
}

rule CitizenAnswerTerminal
{
	criteria		IsCitizen ConceptTalkAnswer IsTerminal
	response		CitizenAnswerTerminal
}

rule CitizenHelloTerminal
{
	criteria		IsCitizen ConceptTalkHello IsTerminal
	response		CitizenHelloTerminal
}

response "CitizenHelloUnderground"
{
	speak "npc_citizen.undergreet01"
	speak "npc_citizen.undergreet02"
	speak "npc_citizen.undergreet03"
	speak "npc_citizen.undergreet04"
	speak "npc_citizen.undergreet05"
}


criterion "IsCitizen" "classname" "npc_citizen" "required"
criterion "IsUnderground" "worldunderground" "1" required
criterion "NotUnderground" "worldunderground" "0" required

rule CitizenHelloUnderground
{
	criteria		IsCitizen ConceptTalkHello IsUnderground
	response		CitizenHelloUnderground
}

rule CitizenDanger
{
	criteria		IsCitizen ConceptTalkDanger
	response		CitizenDanger
}

rule CitizenHello
{
	criteria		IsCitizen ConceptTalkHello NotTerminal
	response		CitizenHello
}

rule CitizenEnemyDead
{
	criteria		IsCitizen ConceptEnemyDead NotTerminal
	response		CitizenEnemyDead
	respeakdelay 		3
}

rule CitizenQuestion
{
	criteria		IsCitizen ConceptTalkQuestion NotTerminal
	response 		CitizenQuestion
}

rule CitizenAnswer
{
	criteria		IsCitizen ConceptTalkAnswer NotTerminal
	response		CitizenAnswer
}

rule CitizenWounded
{
	criteria		IsCitizen  ConceptTalkWound
	response		CitizenWounded
}

rule CitizenSelected
{
	criteria		IsCitizen ConceptTalkSelected
	response 		CitizenSelected
}

rule CitizenGroupSelectedRadio
{
	criteria		IsCitizen ConceptTalkSelected NotOnlySelected UseRadio
	response 	CitizenGroupSelectedRadio
}

rule CitizenSoloSelectedRadio
{
	criteria		IsCitizen ConceptTalkSelected UseRadio
	response 	CitizenSoloSelectedRadio
}

rule CitizenCommanded
{
	criteria		IsCitizen ConceptTalkCommanded
	response		CitizenCommanded
}

rule CitizenCommandedRadio
{
	criteria		IsCitizen ConceptTalkCommanded UseRadio
	response		CitizenCommandedRadio
}

rule CitizenCommandFailedRadio
{
	criteria 		IsCitizen ConceptTalkCommandFailed UseRadio
	response		CitizenCommandFailedRadio
}

rule CitizenNoShoot
{
	criteria		IsCitizen ConceptTalkNoShoot
	response		CitizenNoShoot
}

rule CitizenFollow
{
	criteria		IsCitizen ConceptTalkUse
	response		CitizenFollow
}

rule CitizenUnFollow
{
	criteria		IsCitizen ConceptTalkUnuse
	response		CitizenUnFollow
}

rule CitizenHeal
{
	criteria		IsCitizen ConceptTalkHeal 
	response		CitizenHeal
}

response "CitizenSpeakFiringRPG"
{
	speak "npc_citizen.gotone02"
}

criterion "IsCitizen" "classname" "npc_citizen" "required"
criterion "IsRPGUser" "attacking_with_weapon" "weapon_rpg" required

rule CitizenFiringRPG
{
	criteria		IsCitizen IsRPGUser
	response		CitizenSpeakFiringRPG
}

response "CitizenSpeakLeadWaitOver"
{
	speak "npc_citizen.gotone02"
}

rule CitizenLeadWaitOver
{
	criteria		ConceptLeadWaitOver
	response		CitizenSpeakLeadWaitOver
}

response "CitizenSpeakLeadAttractPlayer"
{
	speak "npc_citizen.overhere01"
}

rule CitizenLeadAttractPlayer
{
	criteria		ConceptLeadAttractPlayer
	response		CitizenSpeakLeadAttractPlayer
}
