// Scout Drinks response "ScoutTauntPlayerItem1" { scene "scenes/player/scout/low/taunt04_v1.vcd" } rule ScoutTauntPlayerItem1 { criteria ConceptPlayerTaunt IsScout WeaponIsLunchboxDrink ApplyContext "ScoutIsCrit:1:3" // The crit context is set here. You can't fire while using BONK! so we can share the rule/response. response ScoutTauntPlayerItem1 } // Engineer DRG Wrench Response "EngineerTauntEurekaEffect" { scene "scenes/player/engineer/low/taunt_drg_melee.vcd" } Rule EngineerTauntEurekaEffect { criteria ConceptTauntEurekaTeleport IsEngineer WeaponIsEurekaEffect response EngineerTauntEurekaEffect } Rule EngineerTauntEurekaEffect { criteria ConceptTauntEurekaTeleport IsEngineer WeaponIsEurekaEffect response EngineerTauntEurekaEffect } // Allclass Laugh (for Easter / Holiday Punch) rule ScoutTauntLaugh_TF2C { criteria ConceptTauntLaugh IsScout response ScoutTauntHalloween // NOTE: Temp replacement(s) since Laugh Taunt is econ content. } rule SoldierTauntLaugh_TF2C { criteria ConceptTauntLaugh IsSoldier response SoldierTauntHalloween } rule PyroTauntLaugh_TF2C { criteria ConceptTauntLaugh IsPyro response PyroTauntHalloween } rule DemomanTauntLaugh_TF2C { criteria ConceptTauntLaugh IsDemoman response DemomanTauntHalloween } rule HeavyTauntLaugh_TF2C { criteria ConceptTauntLaugh IsHeavy response HeavyTauntHalloween } rule EngineerTauntLaugh_TF2C { criteria ConceptTauntLaugh IsEngineer response EngineerTauntHalloween } rule MedicTauntLaugh_TF2C { criteria ConceptTauntLaugh IsMedic response MedicTauntHalloween } rule SniperTauntLaugh_TF2C { criteria ConceptTauntLaugh IsSniper response SniperTauntHalloween } rule SpyTauntLaugh_TF2C { criteria ConceptTauntLaugh IsSpy response SpyTauntHalloween } rule CivilianTauntLaugh_TF2C // NOTE: Needs animation support for future laugh taunt fixes. { criteria ConceptTauntLaugh IsCivilian response CivilianTauntHalloween }