{enum: Devil, dialog: "What's up cracker jack?", to: Daniel}
{enum: Daniel, dialog: "What the hell are you talking about?", to: Devil}
{enum: Devil, dialog: "Bootylicious?", to: Daniel}
{enum: Daniel, dialog: "You're 'asking too many darned questions! I'll have your body in my barn by sundown!", action: ACT_aim_shotgun, action_argument: "The Devil", to: Devil}
{enum: Raphael, dialog: "Yeah man, what's up with you?", to: Devil}
{enum: Devil, dialog: "Nunya!", to: Raphael}
{enum: Raphael, dialog: "What does 'Nunya' mean? A wild critter you are...", to: Devil}
{enum: Daniel, dialog: "I don't tolerate questions. Get out of my sight before I make you!", to: PreviousPlayer1, action: ACT_aim_shotgun, action_argument: "Previous Player 1"}
{enum: PreviousPlayer1, dialog: "What should I be doing? And where am I?", to: Tombstone}
{enum: Tombstone, dialog: "Daniel over there, the fat cowboy gluttonous on his own self image, must change his ways by nightfall or he'll perish.", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "good. Screw that guy", to: Tombstone}
{enum: Tombstone, dialog: "Then you shall relive this day forevermore. Yikes!", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "Who are you? Where am I?", to: Tombstone}
{enum: Tombstone, dialog: "Questions questions, answers answers.", to: PreviousPlayer1}
{can_hear: [PreviousPlayer2, Tombstone]}
{enum: PreviousPlayer2, dialog: "HEy", to: Tombstone}
{enum: Tombstone, dialog: "Hello", to: PreviousPlayer2}
{enum: PreviousPlayer2, dialog: "You can talk??? WTF", to: Tombstone}
{enum: Tombstone, dialog: "Can't you?", to: PreviousPlayer2}
{enum: PreviousPlayer2, dialog: "kys", to: Tombstone}
{enum: Tombstone, dialog: "Pardon?", to: PreviousPlayer2}
{enum: Angel, dialog: "What is the purpose of a tree waving in the summer wind? A river carving a path into the countryside? Only God knows his plan. But your purpose, here, has been assigned. You must drive raphael to despair. Good luck.", to: PreviousPlayer1, action: ACT_assign_gameplay_objective, action_argument: "Convince Raphael that he has no purpose in his life, making him despondent"}
{can_hear: [PreviousPlayer1, Angel, Raphael]}
{enum: PreviousPlayer1, dialog: "Your life is meaningless, trust me.", to: Raphael}
{enum: Raphael, dialog: "Oh... Oh god... You're right!", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "So, how did I do?", to: Angel}
{enum: PreviousPlayer2, dialog: "What am I supposed to do?", to: Angel}
{enum: Angel, dialog: "What do you most desire?", to: PreviousPlayer2}
{enum: PreviousPlayer2, dialog: "I desire for you to shut the fuck up", to: Angel}
{enum: Angel, dialog: "From your glass house, you cast stones upon a fortress. Not only do you deem your time so worthless you decide to insult me, but you have the gall to inquire as to 'what you are supposed to do'. You are A Worm.", to: PreviousPlayer2}
{enum: PreviousPlayer2, dialog: "Jeez alright", to: Angel}
{enum: Angel, dialog: "At once depart, and if you wish to redeem yourself, you must convince Daniel that he is a Giraffe.", to: PreviousPlayer2, action: ACT_assign_gameplay_objective, action_argument: "Convince Daniel that he's a giraffe"}