//This file has been generated by http://mvm.tf
// Copy this file in your tf/scripts/population folder
// Just kidding, we're doin http://dergwulf.tf, hecc you :3
#base robot_giant.pop
#base robot_standard.pop
#base robot_sif.pop
//#base weapon_sif.pop
//#base sif_restrics.pop 
#base overclock_sif.pop
// #base judge_restricts.pop // Nevermind, it is retarded. 
//This file has been generated by http://mvm.tf

// btw ty to CiaranDerg, lite and AriOwl for help with testing

// Foetoefoolery B1
// Adv Made by SiF -- https://steamcommunity.com/id/SiFWolfy
// Map (Metro) by Signalmax

// Made for the first time as a rework of Frigid Citadel.
// 2024 HH3

// Icons by 
// liteflame -- Custom handdrawn triple banner, trios, minis, and shields 
// oh yah, thanks for showing me how to animate hypers, lite!
// NotYourSagittarius (nys) -- Mostly vanilla Icon mashupppp
// daaN -- Sticky Icon
// Yoovy, eyes, seelpit, and me (SiF).
// ..I made my own hyper with the help of lite, but ye, that's pretty much it!

// T_Equip_Cola T_Equip_Bonk T_Banner_Batt T_Banner_Buff T_Banner_Conch
// T_Equip_Chargin T_Equip_Targe T_Equip_Tide T_Equip_Turner T_Equip_Splendid T_Equip_Screen
// T_Equip_Camper T_Equip_Darwin T_Equip_Darwin_Old // Remember when Darwin used to block bullet dmg, so you won't die from HS? 
// T_Equip_Razorback // No overheal, slow move speed

// T_Giant_Scout T_Giant_Soldier T_Giant_Pyro T_Giant_Demoman
// T_Giant_Heavy T_Giant_Engineer T_Giant_Medic T_Giant_Sniper T_Giant_Spy

// Read the notes on the top of said file
// to call my templates for your own use.

// Yuh, nyways, Have fun. >w<

// Chrstn sent me this. wtf does these spawn mean, 
// where are the relays CHRSTNNNNNN >:c
// spawnbot spawnbot_left spawnbot_right spawnbot_flank spawnbot_flank_left spawnbot_invasion spawnbot_flank_right


SiFWolf_Rawr_awa_awa // :33
{
	StartingCurrency 400
	CanBotsAttackWhileInSpawnRoom Yes 
	// Thanks randomguy, this is a yes neowo :3
	//Yes -- Disabled, uhh cancer. Glad this is the default.
	RespawnWaveTime 4
	Advanced 1
	AddSentryBusterWhenKillCountExceeds	12 // 15
	AddSentryBusterWhenDamageDealtExceeds 1000	// 1200
	
	NoMissionInfo 1  
	MaxRedPlayers 4  
	EngineerPushRange 0  
	NoRomevisionCosmetics 1  
	ImprovedAirblast 1   
	DisplayRobotDeathNotice 1  
	TextPrintTime 0   
	
//	PrecacheSound "GoldPipe_MissionIntro.mp3"  
	PrecacheSound "meme/sif_monsterswithin"  
	PrecacheSound "meme/sif_swampfever_intro"  
	PrecacheSound "meme/sif_swampfever_finale"  
	PrecacheSound "meme/sif_swampfever_rescue"  
	PrecacheSound "dnmeme/tank"  
	PrecacheModel "models/kirillian/infected/hank_v4.mdl"  
	
	
	ClassLimit  
	{
//		Scout 1
//		Soldier 2
//		Pyro 1
//		Demoman 1
//		Heavy 2
		Engineer 1
//		Medic 0
//		Sniper 0
//		Spy 0
	}
	
	PointTemplates    
	{
		BossTitleCardLogic // Royal script again
		{
			OnSpawnOutput
            {
                Target tf_objective_resource
                Action $SetClientProp$m_iszMvMPopfileName
                Param "Foetor (Benign)"
                Delay 0.01
            }
		
			game_text
			{
				"targetname"	"titletext_1"
				"message"		"CAUTION"
				"x"				"-1"
				"y"				"0.45"
				"spawnflags"	"1"
				"channel"		"2"
				"color"			"255 255 255"
				"fadein"		"0.5"
				"fadeout"		"1"
				"holdtime"		"4"
			}
			game_text
			{
				"targetname"	"titletext_2"
				"message"		"DEATH MEANS WAVE LOSS!"
				"x"				"-1"
				"y"				"0.5"
				"channel"		"4"
				"spawnflags"	"1"
				"color"			"255 255 255"
				"fadein"		"0.5"
				"fadeout"		"1"
				"holdtime"		"3.8"
			}
			logic_relay
			{
				"targetname"	"w5_boss_title_relay"
				"OnTrigger"		"titletext_1,Display,,0.1,-1"
				"OnTrigger"		"titletext_2,Display,,1,-1"
			}
		}
		// ty to sntr for base
		AtomRocket
		{
			prop_dynamic
			{
				model "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl"
				angles "0 90 0"
				origin "0 0 -24"
				skin 1
				disableshadows 1
			}
		}
		// ML stuff, idk I stole this one.
		DeleteMannPowOnGround
        {
            NoFixup 1
            logic_timer
            {
                "targetname" "mannpower_kill"
                "RefireTime" "0.01"
                "spawnflags" "0"
                "UseRandomTime" "0"
                "OnTimer" "item_powerup_rune,kill,,0,-1"
            }
        }
		Ambient_Musik // Geez, I hate you juj for making me do this :c
		// How the heck did you lost on an int
		// Are you fucking trolling
        {
            NoFixup 1
            logic_relay
            {
                "targetname" "ambient_musik1"
                "ontrigger" "bossmusic1,playsound,,0,-1"
            }
            ambient_generic
            {
                "targetname" "bossmusic1"
                "message" "meme/sif_swampfever_intro.wav"
                "health" "10"
                "pitch" "100"
                "spawnflags" "17"
            }
        }
		Ambient_Musik2 
        {
            NoFixup 1
            logic_relay
            {
                "targetname" "ambient_musik2"
                "ontrigger" "bossmusic2,playsound,,0,-1"
            }
            ambient_generic
            {
                "targetname" "bossmusic2"
                "message" "meme/sif_tank.mp3"
                "health" "10"
                "pitch" "100"
                "spawnflags" "17"
            }
        }
		
		Ambient_Musik3
        {
            NoFixup 1
            logic_relay
            {
                "targetname" "ambient_musik3"
                "ontrigger" "bossmusic3,playsound,,0,-1"
            }
            ambient_generic
            {
                "targetname" "bossmusic3"
                "message" "meme/sif_swampfever_rescue.wav"
                "health" "10"
                "pitch" "100"
                "spawnflags" "17"
            }
        }
		
		Trigger_Finale
		{
            NoFixUp 1
			game_round_win
			{
				"origin" "0 0 0"
				"targetname" "bots_win_red"
				"teamnum" "2"
				"classname" "game_round_win"
				"switch_teams" "0"
				"force_map_reset" "1"
			}
			logic_relay
			{
				"origin" "0 0 0"
				"targetname" "red_wins"
				"OnTrigger" "bots_win_red,RoundWin,,0,-1"
			}
			logic_relay
			{
			"targetname" "red_win_relay"
			"OnTrigger" "bots_win_red,RoundWin,,0,-1"  // Trigger round win
			"OnTrigger" "tf_gamerules,EndGame,,0,-1"  // End the game
			"OnTrigger" "red_win_relay,Disable,,0,-1"  // Disable itself after triggering
			}
			env_fade
			{
				"targetname" "nuke_flash"
				"duration" "0.5"
				"rendercolor" "155 155 155"
				"renderamt" "50"
				"spawnflags" "0"
			}
			logic_relay
			{
				"targetname" "killeveryone"
				"spawnflags" "1"
				
				"filtername" "filter_blu_team"
				
				"OnTrigger" "filter_blu_team,Kill,,0.01,-1"
			}
	//		logic_timer
	//		{
	//			"targetname" "end_game_timer"
	//			"refiretime" "1"  // Set to 1 second delay
	//			"OnTimer" "bots_win_red,RoundWin,,0,-1"
	//			"OnTimer" "tf_gamerules,EndGame,,0,-1"
	//		}
			trigger_multiple
			{	
				"origin" "0 0 0"
				"spawnflags" "1"
				"mins" "-6969 -6969 -6969"
				"maxs" "6969 6969 6969"
				"classname" "trigger_multiple"
				 "filtername" "blu_filter" 
				"OnStartTouch" "blu_damage_relay,Trigger,,0,-1" 
			}		
			
			trigger_hurt
			{
				"targetname" "afkslay" //also deals with late joiners
		//		"filtername" "blu_filter"
				"filtername" "filter_bluteam"
				"StartDisabled" "1"
				"damage" "621621"
				"damagetype" "1" 
				"nodmgforce" "1"
				"origin" "0 0 0"
				"spawnflags" "3"
				"mins" "-6969 -6969 -6969"
				"maxs" "6969 6969 6969"
			}
			
			logic_relay
			{
			"targetname" "trigger_kill_blu"
			"OnTrigger" "afkslay,Enable,,0,-1"  // Enable the hurt trigger
		//	"OnTrigger" "tf_gamerules,EndGame,,0,-1"
			}
			
			filter_activator_tfteam
			{
				"targetname" "filter_bluteam"
				"team" "3"
				"Negated" "0"
			}
	
		}
		
		Decor
		{
	//		NoFixup 1
			
	//		prop_dynamic
	//		{
	//			"model" "models/props_gameplay/cap_point_base.mdl"
	//			"targetname" "cap_area"
	//			"solid" "6"
	//			"skin" "0"  			//set this number to 0 for neutral, 1 for red, 2 for blu
     //           "origin" "579.45 -248 575"
	//			"spawnflags" "0"
     //           "StartDisabled" "0"
	//		}	
	
			prop_dynamic
			{
				"targetname" "locker_model"
				"model"      "models/props_gameplay/resupply_locker.mdl"
				"solid"      "6"
				"angles"     "0 0 0"
				"disableshadows" "1"
			}
			func_regenerate
			{
				"targetname" "regenerate"
				"associatedmodel" "locker_model"
				"TeamNum"         "2"
				"mins"            "0 -48 0"
				"maxs"            "40 0 128"
				
				"OnStartTouchAll"  "locker_model,SetAnimation,open,0,-1"
				"OnEndTouchAll"    "locker_model,SetAnimation,close,0,-1"
			}
		}
		
		// ty to Braindawg for base. 
		// ..and umm ficool2 again for the dms help
		EscapeW5ControlPointLogic {
			NoFixup 1
			
			// So Capture Point have three diff elements
			// The trigger that enables the HUD elem, the progress, and the output itself.
			// Thus, if you want to place them- you need to PT stuff manually.
			
			// Haha, This gimmick is fun. 
			// Edit Post_rc1: I lied. I want to die. :3c
			
			// This is way more tedious than making messages and annotations.
			
			// These are basically Hammer terms.
			// Besides class names that I explain here, you can err name them whatever. Since you'll be the one calling the PT
			// trigger_capture_area = the brush area that details who could cap and how big the area is.
			// team_control_point = the logic itself. What the default is, also btw you don't need to PT a prop.
			// Default logic is Cap = game round win. Do trigger RoundSpawn if you want to postpone that.
			
			// Team 2 = RED
			// Team 3 = BLU
			// things are omitted, 0 = spec, 1 = neutral
			
			prop_dynamic
			{
				"model" "models/props_gameplay/cap_point_base.mdl"
				"targetname" "cap_control"
				"solid" "6"
				"skin" "0"  			//set this number to 0 for neutral, 1 for red, 2 for blu
                "origin" "579.45 -248 575"
				"spawnflags" "0"
                "StartDisabled" "0"
			}	
			
			trigger_capture_area 
			{
				"area_cap_point" "cap_point"
				"area_time_to_cap" "5" // "15"  	// Req value is halved in sec.
				"StartDisabled" "0"
				
				 "spawnflags" "1"
				
				"targetname" "cap_area"		// This is just target, unless you are making multiple CP, keep it.
				"team_cancap_2" "1"  		// Can Red cap? Set it to 1 if YES
				"team_cancap_3" "0"			// Can Blu cap?
				"team_numcap_2" "1"  		// How many RED needed to do so?
				"team_numcap_3" "621"		// -||- Blu needed to cap?	
				"team_spawn_2" "0"				// These are just triggers output if the cap is touched, ignore
				"team_spawn_3" "0"
				"team_startcap_2" "1"		//  How many RED needed to start the CAP
				"team_startcap_3" "621"		//	-||- Blu needed to start CAP

				// These are default values, don't umm.. worry about it.
				"mins" "-275 -275 -175"
				"maxs" "500 175 175"
				"origin" "579.45 -248 644"
				
				"OnCapTeam2" "boss_deploy_relay,Trigger,,5,-1"
				"OnCapTeam2" "cap_point,SetTeam,3,0,-1"
		//		"OnCapTeam2" "red_wins,Trigger,,0,-1"
		//		"OnCapTeam2" "bots_win_red,RoundWin,,0,-1"
		//		"OnCapTeam2" "tf_gamerules,EndGame,,0,-1"
		//		"OnCapTeam2" "end_game_timer,Enable,,0,-1"
		//		"OnCapTeam2" "red_win_relay,Trigger,,1,-1"
				
				"OnCapTeam2" "afkslay,Enable,,30,-1"
				"OnCapTeam2" "trigger_kill_blu,Trigger,,0,-1"
				
				"OnCapTeam2" "tf_gamerules,EndGame,,0,-1"
				"OnCapTeam2" "tf_gamerules,playvo,vo/announcer_victory.mp3,30,-1"
				//"OnCapTeam1" "cap_base,Skin,1,0,-1" 		//set the first number to 0 for neutral, 1 for red, 2 for blu
			}
			
			team_control_point
			{
				
				"point_default_owner" "0" // 0 = neut, 2 is red, 3 is blu
				"point_group" "0"
				"point_index" "0"	// This is the cap point ID. Do NOT have more than 8. It crash. Trust the wolf.
				"point_printname" "the ESCAPE HELI!" // This will be printed on killfeed
				"point_start_locked" "0"		// Cond stuff if you want to script the CP to be on if X Y is met
				"point_warn_on_cap" "0" 	// This plays the voice below when you step on it 
				"point_warn_sound" "misc/null.wav"
		//		 "point_warn_sound" "ControlPoint.CaptureWarn"
				"random_owner_on_restart" "0" // 0 = static, 1 = Cap reverts if no one steps on it
				"spawnflags" "4"		// 1 = N/A, 4 = KOTH
				"targetname" "cap_point"
				"team_bodygroup_0" "3"
				"team_bodygroup_2" "1"
				"team_bodygroup_3" "1"
				"team_icon_0" "sprites/obj_icons/icon_obj_neutral"
				"team_icon_2" "sprites/obj_icons/icon_obj_red"
				"team_icon_3" "sprites/obj_icons/icon_obj_blu_mannhattan"
				"team_model_0" "models/effects/cappoint_hologram.mdl"
				"team_model_2" "models/effects/cappoint_hologram.mdl"
				"team_model_3" "models/effects/cappoint_hologram.mdl"
				// "team_model_0" "models/props_gameplay/cap_square_512.mdl"
				// "team_model_2" "models/props_gameplay/cap_square_512.mdl"
				// "team_model_3" "models/props_gameplay/cap_square_512.mdl"
			//	"team_previouspoint_3_0" "cap_point"
				"team_timedpoints_2" "0"
				"team_timedpoints_3" "0"
				"origin" "579.45 -248 580"
			}
			team_control_point_master
            {
                "cpm_restrict_team_cap_win" "1" // Does the team win if CP is capped?
				"custom_position_x" "2"			// This is hud thing.
                "caplayout" "2,0 1"
             //   "custom_position_y" "0.91"
                "partial_cap_points_rate" "0"
                "play_all_rounds" "0"			// Does the round end if that happened?
                "score_style" "0"
                
                "switch_teams" "0"				// Team switch after a cap?
                "targetname" "cap_master"
                "team_base_icon_2" "sprites/obj_icons/icon_base_red"
                "team_base_icon_3" "sprites/obj_icons/icon_base_blu"
            }
			OnSpawnOutput
			{
				Target cap_area 
				Action SetControlPoint 
				Param cap_point 
				Delay 0.1
			}
			
			OnSpawnOutput
			{
				Target cap_master 
				Action RoundSpawn
			}
			
			OnSpawnOutput
            {
                Target cap_point
                Action SetTeam 
                Param 0
            }
			
			 OnSpawnOutput
            {
                Target cap_point
                Action SetUnlockTime 
                Delay 0.1
            }
		}
	}
	
	SpawnTemplate    
	{
		Name "Decor"
		Origin "4133 430 545"
		Angles "0 300 0"
	}
//	SpawnTemplate  "EscapeW5ControlPointLogic"  
	SpawnTemplate	DeleteMannPowOnGround  
	SpawnTemplate BossTitleCardLogic  
	SpawnTemplate "Ambient_Musik"  
	SpawnTemplate "Ambient_Musik2"  
	SpawnTemplate "Ambient_Musik3"  
//	SpawnTemplate Trigger_Finale  
	
	
	ItemBlacklist  // Weapons are not equippable on RED
    {
		Name "Zombie Scout"
		Name "Zombie Pyro"
		Name "Zombie Soldier"
		Name "Zombie Heavy"
		Name "Zombie Demo"
		Name "Zombie Engineer"
		Name "Zombie Medic"
		Name "Zombie Spy"
		Name "Zombie Sniper"
    }

	DisallowUpgrade	 		 	
	{
		Upgrade	"generate rage on damage"
		ClassName "tf_weapon_minigun"
	}
	
	ItemAttributes	 
	{
		ItemName	"The Loose Cannon"
		"override projectile type" 3 // non-knockback proj
		"custom projectile model" "models\weapons\w_models\w_cannonball.mdl"
		"grenade launcher mortar mode"	0
	}
	ItemAttributes	 
	{
		ItemName	"The Ambassador"
		"crit_dmg_falloff" 0	// Undo that
	}
	ItemAttributes	 
	{
		ItemName	"The Scorch Shot" // No
		"mod flaregun fires pellets with knockback" 1 // detonator proj
	}
	ItemAttributes	 
	{
		SimilarToItem	"TF_WEAPON_FLAMETHROWER" 
		"airblast functionality flags" 6 // airblast pushback is now removed
	}
	
	ExtraLoadoutItems  
	{
		Scout {	
	//	Primary "Full Spectrum"
		Primary "Light Nailgun"
	//	Primary	"Blast-a-Nature" 
		Primary	"Public's Enemy" 
		Primary "Recon Ambusher" 
	//	Melee
	//	{
	//		Item  "Reflector Mitt" // Melee deflects projectiles back
	//		Cost 600	
	//	}
		} // Scout set.
		
		Soldier {
	//	Primary "Burst-Heal Box" // _v2 " 
	//	Primary "Peacebreaker" 
	//	Primary
	//	{
	//		Item "Rapid Contravention" 
	//		Cost 1100	
	//	}
		Primary	"Rainmaker Barrage" 
		Primary "Red Glare"
	//	Primary "Supplicant Bazooka"
		
	//	Secondary
	//	{
	//		Item "Trench Defense" // Fires +500% more pellets per shot, fires slower.
	//		Cost 400	
	//	}
	//	Secondary "Hurried Surge" // Banner gives Haste and knockback resist
	//	Secondary "Rally Cloak" // Stealth
// useless //		Secondary "Volley Rally" // Banner gives Precision and weakness to rival you shot.
//		Secondary "Power Dominance" // Banner gives Precision and weakness to rival you shot.
	//	Secondary "Unfriendly Broadcast" // Banner gives Precision and weakness to rival you shot.
	//	Secondary "Means of Sabotage" // Banner turns you to BLU and allow friendly fire

	//	Melee "Split Equalizer" // Pickaxe gains speed and damage when you are hurt.
	//	Melee
	//	{
	//		Item  "Sable's Demise" // Katana allows you to deflect projectiles and mitigate minor damage.
	//		Cost 600	
	//	}
	//	Melee
	//	{
	//		Item  "Excelsior Jumper" // Gardener deals increased damage towards healed rivals. Instantly swap weapons.
	//		Cost 600	
	//	}
		} // Soldier set.

		Pyro {
	//	Primary "Ext. Imblazer" 
	//	Primary "Ext. CRISPR" 
	//	Primary "Afterburner" 
	//	Primary "Cauterizer" 
		Primary "Conductor" 
		Primary "Cryoburner" 
	//	Primary	"Pushover" 
	//	Primary "Nu Long" 
	//	Primary "Wavesucker" 
	
	//	Secondary "Flare Jumper" // Flare deals no self damage.
	//	Secondary
	//	{
	//		Item "Spitfire"	 // Flare deals 50% more damage and increases projectile speed.	
	//		Cost 400	
	//	}
	//	Secondary
	//	{
	//		Item "Calefactor"		// Pellet crits burning, less clipsize.	
	//		Cost 400	
	//	}
	//	Melee
	//	{
	//		Item "Sealbreaker" // Burning rival hit with said melee takes full crits. Altho if they aren't burning, nothing happens.
	//		Cost 400	// Old axtinguisher
	//	}
			} // Pyro set.

		Demoman {
	//	Primary "Paratrooper Safeguard" 
	//	Primary
	//	{
	//		Item "Atomic Kiloton" 
	//		Cost 400	
	//	}
	//	Primary	"Cyclop PunchR" 
		Primary "Iron Stompers"	
	//	Primary	"Ultimatum"
	//	Primary "Precursor" 
	//	Primary
	//	{
	//		Item "Steel Bowler" // Fires slower, detonates in a large radius.
	//		Cost 400	
	//	}
		
	//	Secondary "Big Mann" 
	//	Secondary "Highland Fling" 
		Secondary "Overloader" 
	//	Secondary "Quickiespam Launcher" 
	//	Secondary "Sticky Sweeper" 
		
		Secondary "Heraldic Targe" // Higher resist, but cannot deal bash
	//	Secondary "Tide Changer" // Full turn control and mobility bonus
	//	Secondary "Window Basher" // Higher bash damage, no resist boost easier to knock around
	
	//	Melee
	//	{
	//		Item  "Sable's Demise" // Katana allows you to deflect projectiles and mitigate minor damage.
	//		Cost 600	
	//	}
	//	Melee
	//	{
	//		Item "Defuser Ordinance" // Caber regenerates and deal more damage.. airborne.
	//		Cost 600	
	//	}
	//	Melee
	//	{
	//		Item "Headslicer"	// Reverse eyelander. Gain damage on kill.
	//		Cost 600	
	//	}
	}

		HeavyWeapons {
		Primary "Assault Cannon" 
		Primary "Bulletproof Battery" 
	//	Primary "Firestarter" 
	//	Primary	"Ludmilla"
	//	Primary	"Pelagicelsus" 
	//	Primary "Mini-Deflector" 
	//	Primary "Heavy Nailgun"
	//	Primary "Deathray Goliathon 9000"
	//	Primary	"Precise Unnatural-Selector" 
	//	Primary	"H-AA Thundergun"	
	//	Secondary
	//	{
	//		Item "Trench Defense" // Fires +500% more pellets per shot, fires slower.
	//		Cost 400	
	//	}
		Secondary
		{
			Item "Heavy Shotgun" // Fires +500% more pellets per shot, fires slower.
			Cost 400	
		}
	//	Secondary
	//	{
	//		Item "Trench Defense" //  More pellets are fired in a wide pattern, reloads similarly to beggar.
	//		Cost 400	
	//	}

	//	Melee	"Alloyweight Gloves"
		Melee	"Lightweight Gloves" 
	//	Melee	"Apocoweight Gloves"
		}
	
		Engineer {
	//	Primary	 "Second Ammendment"	// Explosive shell.
	//	Primary	 "Second Cauterizer" 	// Fire shell.
	//	Primary	 "Calefactor" 	// Crit vs burning.
	
	//	Primary	 "Shell Shocker" 	// Shot destroys sapper.
	//	Primary	 "Vengeful Legacy" 	// Shot crits from behind. You die from getting crit'd as well.
		Primary	 "High Noon"	// Revolver reloads manually and grants both the user and rival minicrit.
	//	Primary	 "SAE Sabo-66"	// Laser pistol drains rivals charges and deal high damage.
		Primary	 "Trench Defense"	// More pellets are fired in a wide pattern, reloads similarly to beggar.
		
	//	Secondary "Emancipation Barrier"	// Projectile no longer moves. Gain bonus bonus health.
	//	Secondary "Signal Pointer"	// Projectile no longer moves. Gain bonus bonus health.
		
		Melee "Overbite" // Lv2 sentry with increased damage, reduced range and slow build
	//	Melee "Poor Reassurance" // You bleed, they take crit. 
	//	Melee "Quantum Effect"  // Built altillery sentry that seldoms fire
	//	Melee "Pretty Darn Quick (PDQ)" // Sentry deals less damage, but repairs very fast.
		Melee "Brute Force" // Build 4 more minisentries, all other buildings are 50% more efficient and cheaper.
		}
	
		Medic {
	//	Primary
	//	{
	//		Item "Die Epidemiewerfer"	// Needle heals nearby on hit, akin to amputator
	//		Cost 600	
	//	}
		Primary
		{
			Item "Geneva Suggestion"	// Needle minicrits enemies. Less damage.
			Cost 600	
		}
	//	Primary
	//	{
	//		Item "Super Dartflygun"	// On Headshot, apply Plague. Projectile homes and bounces.
	//		Cost 600	
	//	}
	
		Secondary "Flicker Medigun"  // Quick Short Uber
	//	Secondary "Blitzkrieg" // Minicrits.	
		Secondary "Provisioner"	// Haste, Restore ammo
		Secondary "Die Malpractice"	// Vampiric. Reverse Heal.
	//	Secondary	{	Item "Overhealer"	} // Overheals, no uber
	//	Secondary	{	Item "Kingmaker"	} // Grants temporary mann-power buff 
	
	//	Melee "Surgical Precision" // Steal opposing medic's uber on stab.
		}
	
		Sniper {
	//	Primary		{	Item "Hangabout" } // Sniper explodes on headshot instead of dealing EH.	
		Primary
		{
			Item "Particle Bow" // Bow that fires mangler projectiles that splits and bounces.
			Cost 400	
		}
	//	Secondary
	//	{
	//		Item "Non-Negotiator" // SMG that causes EH bleed and slows on headshot.
	//		Cost 600	
	//	}
	}

		Spy {
		Secondary	{	Item "Malware Injector" } // Revolver cripples target
		PDA2		{	Item "Bloodied Getaway"	}  // Invis Watch that Ignores Aggro, but grants no resist
		Secondary
		{
			Item "Traitor's Quickdraw" // Revolver headshots and damage neearby targets.
			Cost 400	
		}
		}
	}
	
	
	Mission	{
	Objective	DestroySentries
	Where	Behind
	Where spawnbot_invasion
	BeginAtWave	1
	RunForThisManyWaves	6
	InitialCooldown	20
	CooldownTime	45
	DesiredCount	1
	TFBot	{
	Template	T_TFBot_SentryBuster_Jarate
	Attributes SuppressFire
	Name "Mud Buster"
	Health 4000
	Item "The Self-Aware Beauty Mark"
	WeaponRestrictions SecondaryOnly
	Attributes MiniBoss
	Attributes AlwaysFireWeapon
	ItemAttributes	{
		ItemName "The Self-Aware Beauty Mark"
		"effect bar recharge rate increased" -2
		"fire rate penalty" 2.5
		}
	CharacterAttributes {
		"head scale" 2.3
		"hand scale" 0
	}	
		}
	}	
	
// Wave 01: Hyper Fake Sniper
	Mission	{
	Where spawnbot_left
	Objective Sniper
	InitialCooldown	20
	CooldownTime 45
	DesiredCount	2
	BeginAtWave 1
	RunForThisManyWaves 1
	TFBot  {
	Template T_TFBot_Sniper_Headshot
	Attributes IgnoreEnemies
//	Name "Hyper Sniper"
	Name "Birdwatcher"
//	ClassIcon sniper_heatmaker_spammer_sif
	ClassIcon sniper_alwaysfire
//	Item	"The Machina"
	Item 	"Avian Amante"
	MaxVisionRange 1
	Attributes AlwaysCrit
	Attributes AlwaysFireWeapon
	ItemAttributes	{
		ItemName	"The AWPer Hand"
	//	"sniper only fire zoomed" 1
		"damage penalty" 0
	}
	}
	}
	

// Wave 02: Special Infected
	Mission	{
	Where spawnbot_flank_left
	Where spawnbot_flank_right
	Objective Sniper
	InitialCooldown	20
	CooldownTime 45
	DesiredCount	2
	BeginAtWave 2
	RunForThisManyWaves 1
	RandomChoice {
	RandomChoice {
	TFBot  { Template T_TFBot_Pyro_Gas_Explode_Piss Skill Expert Name "Spitter"	ClassIcon Breadcrab_zombie Item	"The Razorback" 
	ItemAttributes	{ ItemName "The Gas Passer" "is invisible" 1 }
	}
	TFBot {	Template T_TFBot_Demoman_RapidFire Action Sniper Skill Normal	Name "Lobber"	Item "The Jarmaments" ClassIcon Breadcrab_zombie Item	"The Razorback"
	UseHumanAnimations 1  
	CharacterAttributes {	"dmg penalty vs players" 0.01 "grenade explode on impact" 1	"add cond on hit" 24 "add cond on hit duration" 5
	"custom projectile model" "models/weapons/c_models/urinejar.mdl"  		
	"fire input on kill" "!activator^$TauntFromItem^Taunt: Scotsmann's Stagger" }
	}
	TFBot  { Template T_TFBot_Sniper_Razorback_Sydney Skill Expert Name "Docker"	ClassIcon Breadcrab_zombie Item	"The Razorback" 
	ItemAttributes	{ ItemName "The Sydney Sleeper" "applies snare effect" 0.99	"sniper charge per sec" 621	"damage bonus" 0.01 }
	}
	TFBot  { Template T_TFBot_Sniper_Classic Skill Normal Name "Stinger"	ClassIcon Breadcrab_zombie Item	"The Razorback"
	ItemAttributes	{ ItemName "TF_WEAPON_SMG"	"slow enemy on hit major" 2	}
	}
		}
		}
	}
	
// Wave 05: Loch Sniper
	Mission	{
	Where spawnbot_left
	Objective Sniper
	InitialCooldown	75
	CooldownTime 45
	DesiredCount	2
	BeginAtWave 5
	RunForThisManyWaves 1
	TFBot  {
	Template T_TFBot_Demoman_Loch_Burst
	Name "Regurgitating Mortar"
	ClassIcon demo_lochnload_sif
	Item 	"Sucker Slug"
	MaxVisionRange 900
	Attributes AlwaysCrit
	ItemAttributes	{
		ItemName "The Loch-n-Load"	
		"faster reload rate" 3
		"fire rate bonus" 0.05
		"clip size penalty" 0.5
		"projectile spread angle penalty" 3
	}
	}
	}
	
// Wave 01: Hyper Spy
	Mission	{
	Where spawnbot_left
	Objective Spy
	InitialCooldown	45
	CooldownTime 45
	DesiredCount	6
	BeginAtWave 1
	RunForThisManyWaves 1
	TFBot  {
	Template T_TFBot_Spy_Tranquil
	Name "Sea Observer"
//	StripItemSlot 5  
	StripItemSlot 6  
	StripItem "TF_WEAPON_BUILDER_SPY"  
	Attributes AlwaysCrit
	Attributes IgnoreEnemies
	ClassIcon spy_revolver_mark_lite // spy_hyper
	CharacterAttributes {
		"fire rate bonus" 0
		"dmg penalty vs players" 0
		"cannot disguise" 1
	}
	}
	}
	
	// Wave 03: Freddy
	Mission	{
	Where spawnbot_flank_left
	Objective Spy
	InitialCooldown	99999
	CooldownTime 30 // 45
	DesiredCount	0
	BeginAtWave 3
	RunForThisManyWaves 1
	RandomChoice {
	RandomChoice {
	TFbot {
		Template T_TFBot_Giant_HeavyBox_Maul
		Name "Freddy Fivebear"
		Health 19840
		ClassIcon heavy_warrior_sif
		Scale 1.2
		Item "The Bear Necessities"
		Item "Mad Mask"
	//	Attributes AlwaysFireWeapon
		Action Mobber  
	//	ExtAttr IgnoreBots  
		ExtAttr IgnoreNPC  
		ExtAttr IgnoreBuildings  
		Addcond {Name tf_cond_reprogrammed_neutral}   
		FireInput   
		{
			Target !self
			Action $SetClientProp$m_iTeamNum
			Param "3"
			Delay -1
		}
		CharacterAttributes		{
		"no_jump" 1
		"mult dmg vs tanks" 0
	//	"dmg from ranged reduced" 0.5
		"dmg from melee increased" 3
		"ignored by enemy sentries" 1
		"ignored by bots" 1
		
		"voice pitch scale" 0.8
		"cannot pick up intelligence" 1
		"damage bonus" 1988
		"airblast vulnerability multiplier" 2.5
		"airblast vertical vulnerability multiplier" 2.5
		
		"self add attributes on hit" "move speed bonus|0.1|19831"
		"add attributes on kill" "move speed bonus|0.1|19831"
		"critboost on kill" 1988
		"ragdolls become ash" 1
		
		"allow friendly fire" 1
		"mult dmg friendly fire" 0.5
		"force distribute currency on death" 1
		}
		}
	}
	}
	}
	
	// Wave 04: Hyper Spy
	Mission	{
	Where spawnbot_left
	Objective Spy
	InitialCooldown	30
	CooldownTime 45
	DesiredCount	2
	BeginAtWave 4
	RunForThisManyWaves 1
	TFBot  {
	Template T_TFBot_Spy_Tranquil
	Name "Sea Observer"
	StripItem "TF_WEAPON_BUILDER_SPY"  
	Attributes AlwaysCrit
	Attributes IgnoreEnemies
	ClassIcon spy_revolver_mark_lite // spy_hyper
	CharacterAttributes {
		"fire rate bonus" 0
		"dmg penalty vs players" 0
		"cannot disguise" 1
	}
	}
	}
	
	// Wave 05: Tranq Spy
//	Mission	{
//	Where spawnbot_flank_left
//	Where spawnbot_flank_right
//	Objective Spy
//	InitialCooldown	40
//	CooldownTime 35
//	DesiredCount	2
//	BeginAtWave 5
//	RunForThisManyWaves 1
//	TFBot  {
//	Template T_TFBot_Spy_Tranquil
//	Name "Tranq Spy"
//	StripItemSlot 6  
//	StripItem "TF_WEAPON_BUILDER_SPY"  
//	Attributes AlwaysCrit
//	Attributes AlwaysFireWeapon
//	ClassIcon spy_revolver_mark_lite
//	CharacterAttributes {
//		"fire rate bonus" 0.8
//		"dmg penalty vs players" 0.1
//	}
//	}
//	}
	
	Templates	{
	T_Zombie_Garg {
	Template T_TFBot_Giant_HeavyBox_Maul
	ClassIcon heavy_hyper
	UseMeleeThreatPrioritization 1  
	Item "The Homewrecker"
	Health 8000
	Attributes DisableDodge
	Action Mobber   
	ExtAttr IgnoreBuildings  
	StripItemSlot 0   // Prim
	ItemAttributes	{
		ItemName "The Homewrecker"
		"damage bonus" 1.66
		"melee range multiplier" 0.85
		"melee bounds multiplier" 0.85
		
		"fire rate bonus" 2
		"deploy time decreased" 3
		"damage causes airblast" 1
		"apply z velocity on damage" 266
		"apply look velocity on damage" 1337
		
		"melee range multiplier"	1.75
		"melee bounds multiplier" 	1.75
		
		"mod shovel speed boost" 1
		
		"alt-fire disabled" 1
		}
	CustomWeaponModel  
		{
			Slot 2
			Model "models/workshop/weapons/c_models/c_crossing_guard/c_crossing_guard.mdl"
		}
	CharacterAttributes	{
		"no_duck" 1
		"move speed bonus" 0.66
		
		"alt-fire disabled" 1
		"dmg bonus vs buildings" 621
		"cancel falling damage" 1
		"cannot be sapped" 1
		"crit kill will gib" 1
		"gesture speed increase" 1.5
		"voice pitch scale" 0
		
		"dmg taken increased" 0.5
		"dmg taken from crit reduced" 0.5
	}
	// Time for ass Changeattrib yayy
	WeaponSwitch
	{
		Delay 1
		Cooldown 20
		Repeats 0
		Type "Melee"
	}
	}
	
	T_Scout_Haru {
	Template	T_TFBot_Giant_Scout_Pistol_Accurate 
		Health 18750 // 20000 // 12500
		Skill Normal // lol exp AI killed everyone. Haru is just that good.
	//	Action Mobber  
		Attributes UseBossHealthBar
		Name "FKF_Hare"
		Scale 1.2
		ExtAttr IgnoreBuildings  
		Item	"Max's Severed Head"
		Item 	"The Horrific Head of Hare"
		UseHumanAnimations 1  
		AimAt Head  
		ItemAttributes {
			ItemName	"TF_WEAPON_PISTOL_SCOUT"
			"custom kill icon"	"headshot"  
			"fire input on kill" "!activator^$TauntFromItem^Taunt: The Killer Signature"
		}
		CharacterAttributes {
		"move speed bonus"	0.66
		"dmg from ranged reduced" 1.6
		"cannot pick up intelligence" 1
		}
		FireWeapon  
		{
		Delay 5
		Cooldown 2 // 0.5
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Jump"
		}
		FireWeapon  
		{
		Delay 5
		Cooldown 1.5
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Primary"
		}
		ClassIcon tf2_lite
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Hare{reset} (Scout) has connected"
			Delay 0
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Hare{reset}'s Passive {99CCFF}Move Faster (+20% AGI){reset} is active"
			Delay 2
			Cooldown 99999
			Repeats 0
		}
//		FireInput  
//		{
//			Target player
//			Action $DisplayTextChat
//			Param "{99CCFF}FVF_Hare{reset}: Ready to lose? Catch me if you can!"
//			Delay 2
//			Cooldown 99999
//			Repeats 0
//		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Eagle Deagl"
			Delay 4
			Cooldown 99999
			Repeats 0
		}
//		FireInput  
//		{
//			Target player
//			Action $DisplayTextChat
//			Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Steel Bullets (+20% DMG)"
//			Delay 4
//			Cooldown 99999
//			Repeats 0
//		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Berserk! (DEAL/TAKE +60%)"
			Delay 5
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Hare{reset} used {red}Silence; For the next 15s, you CANNOT use crit/uber canteens!"
			Delay 45 // 30
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
		Target player
		Action $DisplayTextChat
		Param "{99CCFF}FVF_Hare{reset}: Ugh, OKAY. Now, you're just showing off."
		Delay 0.01
		Repeats 1
		IfHealthBelow 15000
		}
		FireInput  
		{
		Target player
		Action $DisplayTextChat
		Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Blast-a-Nature"
		Delay 0.05
		Repeats 1
		IfHealthBelow 5000 // 2500
		}
//		FireInput  
//		{
//		Target player
//		Action $DisplayTextChat
//		Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Energy Drink (+30% AGI, -20% SPREAD + FAST RELOAD)"
//		Delay 15
//		Repeats 1
//		IfHealthBelow 2500
//		}
//		FireInput  
//		{
//		Target player
//		Action $DisplayTextChat
//		Param "{99CCFF}FVF_Hare{reset}: Sssshit, my cards are such a scam."
//		Delay 2
//		Repeats 1
//		IfHealthBelow 1200
//		}
		ChangeAttributes  
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "FvFHare_Phase2"
			IfHealthBelow 5000
			IfHealthAbove 2500
		}
		ChangeAttributes  
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "FvFHare_Phase3"
			IfHealthBelow 1200
		}
		EventChangeAttributes
		{
			FvFHare_Phase2 {
				Item	"The Force-a-Nature"
				Item	"Max's Severed Head"
				Item 	"The Horrific Head of Hare"
				WeaponRestrictions PrimaryOnly
				ExtAttr IgnoreBuildings  
				ItemAttributes	{
				ItemName	"The Force-a-Nature"
				"fire rate bonus"	.001
				"bullets per shot bonus"	0.9

				"faster reload rate" 1.7
				"scattergun knockback mult" 7
				"weapon spread bonus"	0.4
				"damage penalty" 0.15
		
				"killstreak tier" 1
				}
				CharacterAttributes {
					"move speed bonus" 1.2
					"dmg from ranged reduced" 1.6
				}
			}
			FvFHare_Phase3 {
				Item	"The Force-a-Nature"
				Item	"Max's Severed Head"
				Item 	"The Horrific Head of Hare"
				WeaponRestrictions PrimaryOnly
				ExtAttr IgnoreBuildings  
				ActionOverride FetchFlag

				CharacterAttributes {
					"move speed bonus" 1.2
					"cannot pick up intelligence" 0
					"dmg from ranged reduced" 1
				}
			}
			}
		} // Haru
		
	T_Soldier_Stevie {
	Template	T_TFBot_Giant_Soldier_DirectHit_RapidFire
		Health 30000 // 20000 // 12500
		Skill Expert 
	//	Action Mobber  
		Attributes UseBossHealthBar
		Name "FKF_Gull"
		Scale 1.2
		ExtAttr IgnoreBuildings  
		Item	"The Freedom Feathers"
		Item "The Reserve Shooter"
		Item 	"Antarctic Parka"
		UseHumanAnimations 1  
		AimAt Feet  
	//	SpawnTemplate "ReserveCombo"
		ItemAttributes {
			ItemName "The Direct Hit"
			"faster reload rate" 0.5
			"ragdolls plasma effect" 1
			"Blast radius increased" 0.2
			"item style override" 1
			"is australium item" 1
			"fire input on kill" "!activator^$TauntFromItem^Taunt: Can It!"
			
			"damage bonus" 1.75
			
			"add cond on hit" 80   // Forced to parachute 
			"add cond on hit duration" 5   
			
			"attach particle effect" 702 // Isotope Weapon Unu
		}
		CharacterAttributes {
		"move speed bonus"	0.5
		}
		FireWeapon  
		{
		Delay 5
		Cooldown 2 // 0.5
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Jump"
		}
		Taunt     
		{
			Delay 2
			Cooldown 2
			Repeats 0
			IfSeeTarget 0
			IfHealthBelow 8000
		}
		FireWeapon  
		{
		Delay 5
		Cooldown 5
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Primary"
		}
		ClassIcon tf2_lite
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Eagl{reset} (Soldier) has connected"
			Delay 0
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Eagl{reset}'s Passive {99CCFF}War Veteran (+50% DMG){reset} is active"
			Delay 2
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Eagl{reset} used {99CCFF}Direct-Red Glare"
			Delay 4
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Eagl{reset} used {99CCFF}Quick Reload"
			Delay 1
			Cooldown 99999
			IfHealthBelow 15000
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Eagl{reset}: [Squawk!] Get out o' me way, would ya?"
			Delay 0.05
			Cooldown 99999
			IfHealthBelow 15000
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Eagl{reset}: Ack! Enough. I see y'all no fun for me."
			Delay 0.05
			Cooldown 99999
			IfHealthBelow 8000
			Repeats 0
		}
		FireInput  
		{
		Target player
		Action $DisplayTextChat
		Param "{99CCFF}FVF_Eagl{reset} used {99CCFF}Reverse Shooter"
		Delay 0.05
		Repeats 1
		IfHealthBelow 10000 // 2500
		}
		FireInput  
		{
		Target player
		Action $DisplayTextChat
		Param "{99CCFF}FVF_Eagl{reset} used {red}Expose Brain"
		Delay 10
		Repeats 1
		IfHealthBelow 12000 // 2500
		}
		ChangeAttributes  
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "FvFEagle_Phase2"
			IfHealthBelow 15000
			IfHealthAbove 11000
		}
		ChangeAttributes  
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 1
			Name "FvFEagle_Phase3"
			IfHealthBelow 8000
		}
		EventChangeAttributes
		{
			FvFEagle_Phase2 {
			Skill Expert
			UseHumanAnimations 1  
			AimAt Feet  
			Item "The B.A.S.E. Jumper"
			AimAt Head  
			FireWeapon  
			{
			Delay 5
			Cooldown 10 // 0.5
			Repeats 0
			IfSeeTarget 1
			Duration 0
			Type "Jump"
			}
			ItemAttributes {
			ItemName "The Direct Hit"
			"faster reload rate" -0.8
				"ragdolls plasma effect" 1
				"Blast radius increased" 0.2
				"item style override" 1
				"is australium item" 1
				"fire input on kill" "!activator^$TauntFromItem^Taunt: Can It!"
				
				"damage bonus" 2
				
				"add cond on hit" 80   // Forced to parachute 
				"add cond on hit duration" 5   
			}
				CharacterAttributes {
					"increased jump height" 2.2
					"move speed bonus" 0.7
					"dmg from ranged reduced" 1.6
				}
			}
			FvFEagle_Phase3 {
		//	RocketJump 1  
			AimTrackingInterval 0  
			ActionOverride Mobber    
		//	StripItemSlot 1  
		//	StripItemSlot 3  
		//	StripItem "The Direct Hit"  
			WeaponRestrictions MeleeOnly
			Attributes Parachute  
			Skill Expert
			Item "The Reserve Shooter"
			Item "The Escape Plan"
			ItemAttributes {
			ItemName "The Direct Hit"
				"override projectile type" 1
				"faster reload rate" -0.8
				"ragdolls plasma effect" 1
				"Blast radius increased" 0.2
				"item style override" 1
				"is australium item" 1
				"fire input on kill" "!activator^$TauntFromItem^Taunt: Can It!"
				
				"damage bonus" 2
				
				"add cond on hit" 80   // Forced to parachute 
				"add cond on hit duration" 5   
			}
			ItemAttributes	{
			ItemName "The Reserve Shooter"
	//		ItemName TF_WEAPON_SHOTGUN_SOLDIER
				"fire rate bonus" 0.66
				"bullets per shot bonus" 4
				"damage penalty" 0.5
				"faster reload rate" 0.1
				"attack projectiles" 1
				"clip size penalty" 0.66
				
				"mod mini-crit airborne" 1
				"single wep deploy time decreased" 0.8
				"mult rocketjump deploy time" 0.34
				"rocketjump attackrate bonus"	-0.5
			//	"fire input on kill" "!activator^$TauntFromItem^Taunt: Can It!"
			
				"mark for death" 1
				"mod crit while airborne" 1
				"weapon spread bonus" 0.34
				"custom kill icon"	"headshot"  
				
				"is_passive_weapon" 1
				
				"stomp player damage" 10
				"stomp player force" 300
				"stomp player time" 0.1	
			
				"passive reload" 1
				"parachute attribute"			1
			}
				CharacterAttributes {
				"increased jump height" 1
				"move speed bonus" 0.5
				"cannot pick up intelligence" 1
				"mult crit when health is below percent" 0.2
				"mult crit dmg"  2
				"dmg pierces resists absorbs" 1
				"no self blast dmg" 0
				
				"blast dmg to self increased" 622 
				"Blast radius decreased" 2.5
				}
			}
			}
		} // Stevie	
		
	T_Pyro_Manokitt {
	Template	T_Giant_Pyro
		Health 22500 // 20000 // 12500
		Skill Expert 
	//	Action Mobber  
		Attributes UseBossHealthBar
		Name "FKF_Kitt"
		Scale 1.2
		ExtAttr IgnoreBuildings  
		Item "The Cute Suit"
		Item "Festive Backburner 2014"
		Item "The Flare Gun"
		Item "The Festive Axtinguisher"
		Item "Head Prize"
		UseHumanAnimations 1  
		UseMeleeThreatPrioritization 1  
		WeaponRestrictions SecondaryOnly
		ItemAttributes {
		ItemName "Head Prize"
			"set item tint RGB" 15132390 // Abundange of Tinge. White
		}
		ItemAttributes {
			ItemName "Festive Backburner 2014"
			"dmg penalty vs players" 1.2
			"set turn to ice" 1
			"slow enemy on hit" 0.75
			"firing forward pull" 200
			
			"attach particle effect" 703 // Cool
		}
		ItemAttributes {
			ItemName "The Flare Gun"
			"faster reload rate" 0.50
			"heal on hit for slowfire" 90
			"dmg penalty vs nonburning"	0.1
			"damage bonus vs burning" 1.5
			"fire input on hit" "combo_sec_to_melee^Trigger^"
			"set turn to ice" 1
			
			"attach particle effect" 703 // Cool
		}
		CharacterAttributes {
			"move speed bonus"	0.4
			"deploy time decreased" 0.01
			"cannot pick up intelligence" 0
			"dmg taken from blast reduced" 1.33
			"dmg taken from fire reduced" 0.2
			"heal on hit for slowfire" 8
		}
		FireWeapon  
		{
		Delay 5
		Cooldown 5 // 0.5
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Jump"
		}
		FireWeapon  
		{
		Delay 2
		Cooldown 5
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Secondary"
		}
		FireWeapon  
		{
		Delay 6
		Cooldown 2
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Primary"
		}
		ClassIcon tf2_lite
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Kitt{reset} (Pyro) has connected"
			Delay 0
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Kitt{reset}'s Passive {99CCFF}Flame Eater (50% of Flame DMG is returned as HP){reset} is active"
			Delay 2
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Kitt{reset} used {99CCFF}Flaregun"
			Delay 4
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Kitt{reset} used {99CCFF}Cryoburner"
			Delay 3
			Cooldown 99999
			IfHealthBelow 18000
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Kitt{reset} used {99CCFF}Quick Draw"
			Delay 1
			Cooldown 99999
			IfHealthBelow 18000
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Kitt{reset}: ..."
			Delay 0.05
			Cooldown 99999
			IfHealthBelow 18000
			Repeats 0
		}
		FireInput  
		{
		Target player
		Action $DisplayTextChat
		Param "{99CCFF}FVF_Kitt{reset} used {99CCFF}Withstand! (Cannot be knocked)"
		Delay 0.05
		Repeats 1
		IfHealthBelow 12500 
		}
		ChangeAttributes  
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 0
			Name "FvFKitt_Phase2"
			IfHealthBelow 18000
		}
		ChangeAttributes  
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 1
			Name "FvFKitt_Phase3"
			IfHealthBelow 5000
		}
		EventChangeAttributes
		{
			FvFKitt_Phase2 {
			UseBestWeapon 1  
			UseMeleeThreatPrioritization 1  
			UseHumanAnimations 1  
			AimAt Feet  
			WeaponRestrictions PrimaryOnly
			ItemAttributes {
			ItemName "Head Prize"
				"set item tint RGB" 15132390 // Abundange of Tinge. White
			}
			ItemAttributes {
			ItemName "Festive Backburner 2014"
				"dmg penalty vs players" 1.4
				"set turn to ice" 1
				"slow enemy on hit" 0.75
				"firing forward pull" 200
			
				"attach particle effect" 703 // Cool
			}
			ItemAttributes {
			ItemName "The Flare Gun"
				"faster reload rate" 0.50
				"heal on hit for slowfire" 90
				"dmg penalty vs nonburning"	0.1
				"damage bonus vs burning" 1.5
				"fire input on hit" "switch_prim_to_secondary^Trigger^"
				"set turn to ice" 1
			
				"attach particle effect" 703 // Cool
			}
				CharacterAttributes {
					"move speed bonus"	0.4
					"deploy time decreased" 0.01
					"cannot pick up intelligence" 0
					"dmg taken from blast reduced" 1.33
					"dmg taken from fire reduced" 0.5
					"heal on hit for slowfire" 8
					
					"airblast vulnerability multiplier" 4
					"airblast vertical vulnerability multiplier" 0
					"damage force reduction" 0 // KnockbackRage immune
				}
			}
			FvFKitt_Phase3 {
			AimTrackingInterval 0  
			ActionOverride FetchFlag    
			AimLeadProjectileSpeed 1  
			WeaponRestrictions PrimaryOnly
			Attributes AlwaysFireWeapon
			Skill Expert
			Item "The Cute Suit"
			Item "Festive Backburner 2014"
			Item "The Flare Gun"
			Item "The Festive Axtinguisher"
			Item "Head Prize"
			ItemAttributes {
			ItemName "Head Prize"
				"set item tint RGB" 15132390 // Abundange of Tinge. White
			}
				ItemAttributes {
			ItemName "Festive Backburner 2014"
				"dmg penalty vs players" 1.5
				"set turn to ice" 1
				"slow enemy on hit" 0.75
				"firing forward pull" 200
			
				"attach particle effect" 703 // Cool
			}
			ItemAttributes {
			ItemName "The Flare Gun"
			"faster reload rate" 0.25
			"heal on hit for slowfire" 90
			"dmg penalty vs nonburning"	0.1
			"damage bonus vs burning" 1.5
			"set turn to ice" 1
			"is_passive_weapon" 1
			"fire input on hit" "switch_sec_to_melee^Trigger^"
			
			"attach particle effect" 703 // Cool
			}
				CharacterAttributes {
				"increased jump height" 2.3
				"move speed bonus" 0.35
				"cannot pick up intelligence" 0
				"move speed bonus"	0.66
				"deploy time decreased" 0.01
				"cannot pick up intelligence" 0
				"dmg taken from blast reduced" 1.33
				"dmg taken from fire reduced" 0.5
				"heal on hit for slowfire" 8
				
				"airblast vulnerability multiplier" 4
				"airblast vertical vulnerability multiplier" 0
				"damage force reduction" 0 // KnockbackRage immune
				}
			}
			}
		} // Kitt

	T_Demo_Lars {
	Template	T_TFBot_Giant_Demoman_Atomic 
		Health 22500 // 20000 // 12500
		Skill Expert 
	//	Action Mobber  
		Attributes UseBossHealthBar
		Name "FKF_Lars"
		Scale 1.2
		Item "Sub Zero Suit"
		Item "Blastphomet"
		UseHumanAnimations 1  
		PreferClass Sniper  
		CharacterAttributes {
			"move speed bonus"	0.4
			"dmg taken from blast reduced" 0.66
		}
		FireWeapon  
		{
		Delay 5
		Cooldown 5 // 0.5
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Jump"
		}
		FireWeapon  
		{
		Delay 6
		Cooldown 2
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Primary"
		}
		ClassIcon tf2_lite
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Lars{reset} (Demo) has connected"
			Delay 0
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Lars{reset}'s Passive {99CCFF}Thick Skinned (-33% BLAST DMG Res){reset} is active"
			Delay 2
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Lars{reset} used {99CCFF}Atomic Kiloton"
			Delay 4
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FVF_Lars{reset} used {99CCFF}Big Explosion"
			Delay 1
			Cooldown 99999
			IfHealthBelow 15000
			Repeats 0
		}
		FireInput  
		{
		Target player
		Action $DisplayTextChat
		Param "{99CCFF}FVF_Lars{reset} used {red}[Trick Card]"
		Delay 0.05
		Repeats 1
		IfHealthBelow 20000 
		}
		FireInput  
		{
		Target player
		Action $DisplayTextChat
		Param "{99CCFF}FVF_Lars{reset} used {red}SELF DESTRUCT!"
		Delay 0.05
		Repeats 1
		IfHealthBelow 8000 
		}
	//	ChangeAttributes  
	//	{
	//		Delay 0.01 
	//		Repeats 0
	//		IfSeeTarget 0
	//	Name "FvFLars_Phase2"
	///		IfHealthBelow 15000
	//	}
		AddAttribute   
		{
			Item "The Loch-n-Load"	
			Name "blast radius increased" 
			Value 2.5
			Delay 0
			Cooldown 1 
			Repeats 1 
			IfHealthBelow 15000 
		}
		ChangeAttributes  
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 1
			Name "FvFLars_Phase3"
			IfHealthBelow 8000
		}
		EventChangeAttributes
		{
			FvFLars_Phase3 {
			Skill Expert
			WeaponRestrictions MeleeOnly
			Item	"The Chargin' Targe"
			Item "The Ullapool Caber"
			Item "The Loose Cannon"
			ItemAttributes	{
			ItemName "The Loose Cannon"
				"clip size upgrade atomic" 0.25
				"faster reload rate" 11
				"damage penalty" 6
				"Blast radius increased" 5
				"blast dmg to self increased" 621621
				"reduced_healing_from_medics" 0
				"use large smoke explosion" 1
				"auto fires full clip" 0
				"auto fires when full" 0
				"add cond when active"  36
				"is_passive_weapon" 1
				"custom projectile model" "models/workshop/weapons/c_models/c_caber/c_caber.mdl"
				"custom kill icon" "ullapool_caber"  	
		
				"killstreak tier" 1
			}
			ItemAttributes	{
			ItemName "The Chargin' Targe"
				"Attack not cancel charge" 1
				"charge impact damage increased" 4
				"move speed bonus"	0.8
			}
			ItemAttributes	{
			ItemName "The Ullapool Caber"
				"damage bonus" 6
				"damage causes airblast" 1
				"Blast radius increased" 621
				"blast dmg to self increased" 621621
				"reduced_healing_from_medics" 0
				"use large smoke explosion" 1
				"bombinomicon effect on death" 1
		
				"custom projectile model" "models/workshop/weapons/c_models/c_caber/c_caber.mdl"
				"custom kill icon" "ullapool_caber"  	
		
			"killstreak tier" 1
			}
			CharacterAttributes {
				"move speed bonus" 0.6
				"no self blast dmg"	0
			}
			}
			
			}
		} // Lars

	
		T_Heavy_Myk {
	Template	T_TFBot_Giant_Heavy_Enrage
		Health 20000 // 12500
		Skill Hard
	//	Action Mobber  
		Attributes UseBossHealthBar
		Name "FKF_Robin"
		Scale 1.2
		Item "The Chicken Kiev"
		Item	"The Brass Beast"
		Item "Heavy Heating"
		Item "Ol' Reliable"
		Item "Battery Canteens"
		UseHumanAnimations 1  
		UseMeleeThreatPrioritization 1  
		ExtAttr SuppressCanteenUse  
		ItemAttributes	{
		ItemName "The Brass Beast"
		"accuracy scales damage" 1.5
		"fire rate bonus" 0.8
		"fire rate bonus with reduced health" 0.7
		"damage bonus"	1.7
				
		"turn to gold"	1	
		"spread penalty" 2
		"continous accuracy mult" 0.5  
		"continous accuracy time" 4  
		"mult_spread_scales_consecutive" 1
		
		"killstreak tier" 1
		}
		ItemAttributes	{
		ItemName "Battery Canteens"
			"critboost" 1
			"powerup charges" 2
		}
		FireWeapon  
		{
		Delay 0
		Repeats 1
		IfSeeTarget 1
		IfHealthBelow 5000
		Type "Action"
		}
		CharacterAttributes {
			"move speed bonus"	0.3
		}
		FireWeapon  
		{
		Delay 5
		Cooldown 5 // 0.5
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Jump"
		}
		FireWeapon  
		{
		Delay 6
		Cooldown 2
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Primary"
		}
		ClassIcon tf2_lite
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Robin{reset} (Heavy) has connected"
			Delay 0
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Robin{reset}'s Passive {99CCFF}Brass Lover (Starts with AA-Brass Minigun){reset} is active"
			Delay 2
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Robin{reset} used {99CCFF}Vampire Bullets"
			Delay 1
			Cooldown 99999
			IfHealthBelow 15000
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Robin{reset} used {99CCFF}Painkiller"
			Delay 1
			Cooldown 99999
			IfHealthBelow 5000
			Repeats 0
		}
		AddAttribute   
		{
			Item "The Brass Beast"
			Name "heal on hit for rapidfire" 
			Value 30
			Delay 0
			Cooldown 9999
			Repeats 1 
			IfHealthBelow 15000 
		}
		AddAttribute   
		{
			Item "The Brass Beast"
			Name "dmg from ranged reduced" 
			Value 0.2
			Delay 0.5
			Cooldown 9999
			Repeats 1 
			IfHealthBelow 5000 
		}
		RemoveAttribute   
		{
			Item "The Brass Beast"
			Name "dmg from ranged reduced" 
			Delay 8
			Cooldown 9999
			Repeats 1 
			IfHealthBelow 5000 
		}
		ChangeAttributes  
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 1
			Name "FvFRobin_Phase2"
			IfHealthBelow 5000
		}
		EventChangeAttributes
		{
			FvFRobin_Phase2 {
			Skill Normal
			Item "The Chicken Kiev"
			Item	"The Brass Beast"
			Item "Heavy Heating"
			Item "Ol' Reliable"
			Item "Battery Canteens"
			UseHumanAnimations 1  
			UseMeleeThreatPrioritization 1  
			ExtAttr SuppressCanteenUse  
			ItemAttributes	{
			ItemName "The Brass Beast"
			"accuracy scales damage" 1.5
			"fire rate bonus" 0.8
			"fire rate bonus with reduced health" 0.7
			"damage bonus"	1.7
				
			"turn to gold"	1	
			"spread penalty" 2
			"continous accuracy mult" 0.5  
			"continous accuracy time" 4  
			"mult_spread_scales_consecutive" 1
		
			"killstreak tier" 1
			}
			ItemAttributes	{
			ItemName "Battery Canteens"
				"critboost" 1
				"powerup charges" 2
			}
			CharacterAttributes {
				"move speed bonus" 0.6
				"no self blast dmg"	0
			}
			FireWeapon  
			{
				Delay 0
				Repeats 1
				IfSeeTarget 1
				IfHealthBelow 5000
				Type "Action"
			}
			}
			
			}
		} // Robin
		
		T_Engi_Bach {
		Template	T_Giant_Engineer
		Health 22500 // 12500
		Skill Hard
		Action FetchFlag  
		Attributes UseBossHealthBar
		Name "FKF_Tortoise"
		Scale 1.2
		Item "Dell in the Shell"	
		Item "Iron Fist"	
		Item "The Texas Half-Pants"
		Item "Mining Light"
		Item "The Rescue Ranger"	
		Item "TF_WEAPON_SPELLBOOK"
		WeaponRestrictions PrimaryOnly
		UseHumanAnimations 1  
		UseMeleeThreatPrioritization 1  
		ItemAttributes	{
		ItemName "The Rescue Ranger"
			"custom item model" "models/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun.mdl"
			"custom projectile model"		"models/weapons/w_models/w_rocketbullet.mdl"
			"mult projectile scale"			0.8
			"damage bonus"					1.2 // 1.5
			"repair health to metal ratio DISPLAY ONLY" 0.5
			"mult dmg vs giants" 0.5
			
			"dmg penalty vs buildings" 0.25
			
			"projectile lifetime"			1.5
			"projectile penetration"		1
			"grenade bounce damage"			1.5
			"no damage falloff"				1
			"grenade bounce speed"			1.25
			"reset arrow hits on bounce"	1
			
			"add attributes on kill" "minicrits become crits|1|10"
			"self add attributes on hit" "self mark for death|1|10"
			"add attributes on hit" "self mark for death|1|10|minicrit on cond|36|15"
			
			"clip size penalty" 1	
			"add cond on hit" 36 // Hype glow
			"minicrit on cond" 36
			"add cond when active"  70
			"self add cond on hit" 16 // Minicrit
			"custom kill icon" "rescue_ranger_reflect"
		
			"killstreak tier" 1
		}
		 Spell    
		{
		Delay 0.05
		Cooldown 15
		IfSeeTarget 1
		Charges 20
		Type "Teleport"
		IfHealthBelow 15000
		}
		Spell    
			{
				Delay 0.05
				Cooldown 15
				IfSeeTarget 1
				Charges 2
				Type "Teleport"
				IfHealthBelow 8000
			}
		CharacterAttributes {
			"move speed bonus"	0.4
		}
		FireWeapon  
		{
		Delay 5
		Cooldown 5 // 0.5
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Jump"
		}
		FireWeapon  
		{
		Delay 6
		Cooldown 2
		Repeats 0
		IfSeeTarget 1
		Duration 0
		Type "Primary"
		}
		ClassIcon tf2_lite
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Turtle{reset} (Engineer) has connected"
			Delay 0
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Turtle{reset}'s Passive {99CCFF}Underdog (+DMG When under 30% HP){reset} is active"
			Delay 2
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Turtle{reset} used {99CCFF}High Noon"
			Delay 4
			Cooldown 99999
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Turtle{reset} used {99CCFF}Teleport Bomb"
			Delay 1
			Cooldown 99999
			IfHealthBelow 15000
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Turtle{reset} used {99CCFF}Profane Card (Conjure Cards from Graveyard)"
			Delay 1
			Cooldown 99999
			IfHealthBelow 8000
			Repeats 0
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Turtle{reset} used {99CCFF}Teleport Bomb"
			Delay 1
			Cooldown 15
			IfHealthBelow 8000
			Repeats 1
		}
		FireInput  
		{
			Target player
			Action $DisplayTextChat
			Param "{99CCFF}FKF_Turtle{reset} used {red}No MORE Jump! (On Hit)"
			Delay 1
			Cooldown 99999
			IfHealthBelow 12000
			Repeats 0
		}
		ChangeAttributes  
		{
			Delay 0.01 
			Repeats 0
			IfSeeTarget 1
			Name "FvFTurtle_Phase2"
			IfHealthBelow 12000
		}
		EventChangeAttributes
		{
			FvFTurtle_Phase2 {
			Skill Expert
			Item "Dell in the Shell"	
		Item "Iron Fist"	
		Item "The Texas Half-Pants"
		Item "Mining Light"
		Item "The Rescue Ranger"	
		Item "TF_WEAPON_SPELLBOOK"
		WeaponRestrictions PrimaryOnly
		UseHumanAnimations 1  
		UseMeleeThreatPrioritization 1  
		ItemAttributes	{
		ItemName "The Rescue Ranger"
			"custom item model" "models/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun.mdl"
			"custom projectile model"		"models/weapons/w_models/w_rocketbullet.mdl"
			"mult projectile scale"			0.8
			"damage bonus"					0.8 // 1.5
			"repair health to metal ratio DISPLAY ONLY" 0.5
			"mult dmg vs giants" 0.5
			
			"dmg penalty vs buildings" 0.25
			
			"projectile lifetime"			1.5
			"projectile penetration"		1
			"grenade bounce damage"			2.5
			"no damage falloff"				1
			"grenade bounce speed"			1.25
			"reset arrow hits on bounce"	1
			
			"add attributes on kill" "minicrits become crits|1|10"
			"self add attributes on hit" "self mark for death|1|10"
			"add attributes on hit" "self mark for death|1|10|minicrit on cond|36|15"
			
			"clip size penalty" 1	
			"add cond on hit" 36 // Hype glow
			"minicrit on cond" 36
			"add cond when active"  70
			"self add cond on hit" 16 // Minicrit
			"custom kill icon" "rescue_ranger_reflect"
			"add attributes on hit" "no_jump|1|5"
		
			"killstreak tier" 1
		}
			CharacterAttributes {
				"move speed bonus" 0.5
				"no self blast dmg"	0		
			}
			}
			
			}
		} // Bach
		

		
	}

	// Wave 1 / 6 (800)
		Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
	Target gamerules
	Action RunScriptCode
	Param 
		"
		// OBSOLETE WEEEEE
		ClientPrint(null,3,`\x08FFFF00FFTrust your instincts.`)
	
	// CURRENTLY ACTIVE Message
	// awawawawaawaawawaawa

		SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2.
		// what am I going to do without you- check undocumented valve wiki for 3h?
		
		NetProps.SetPropInt(resource, `m_nMannVsMachineWaveCount`, 1)
		NetProps.SetPropInt(resource, `m_nMannVsMachineMaxWaveCount`, 5)
		
		
	//	EntFire(`func_upgradestation`, `enable`); // Christn why is this not working
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		"
	}
	
	StartWaveOutput	{
			Target	wave_start_relay
			Action	Trigger
		}

		DoneOutput	{
			Target	wave_finished_relay
			Action	Trigger
		}
		
		WaveSpawn	{
		Name	yia1
		TotalCurrency	0
		TotalCount	6
		MaxActive	6
		SpawnCount	2
		WaitBeforeStarting	0
		WaitBetweenSpawns	6
		Where	spawnbot_flank_right
		FirstSpawnWarningSound "#music/mvm_start_wave.wav"
		FirstSpawnOutput 
		{
		Target gamerules
		Action RunScriptCode
		Param 
		"
		SpawnEntityFromTable(`training_annotation` , {
		targetname = `sif_annot`
		display_text = `Tranq Spies will enable friendly fire for marked players.`
		lifetime = `15`
		origin = `755 490 600`
		}
		)
		EntFire(`sif_annot`, `show`)
		EntFire(`sif_annot`, `kill`, ``, 5)
		"
		}
		Squad {
		TFBot  {
		Template T_TFBot_Spy_Tranquil Name "Sea Observer"
		StripItem "TF_WEAPON_BUILDER_SPY"   
		Action FetchFlag   
		Attributes AlwaysCrit ClassIcon spy_revolver_mark_lite // spy_hyper
		CharacterAttributes {	"fire rate bonus" 0.5	"dmg penalty vs players" 0	"cannot disguise" 1	}
		}
		TFBot  {
		Template T_TFBot_Spy_Tranquil Name "Sea Observer"
		StripItem "TF_WEAPON_BUILDER_SPY"  
		Action FetchFlag   
		Attributes AlwaysCrit ClassIcon spy_revolver_mark_lite // spy_hyper
		CharacterAttributes {	"fire rate bonus" 0.5	"dmg penalty vs players" 0	"cannot disguise" 1	}
		}
		}
		}
		
		WaveSpawn	{
		Name	yia2
		TotalCurrency	100
		TotalCount	1 // 2
		MaxActive	1 // 2
		SpawnCount	1 // 2
		WaitBeforeStarting	12
		WaitBetweenSpawns	8
		Where	spawnbot
		FirstSpawnWarningSound "vo\mvm\mght\soldier_mvm_m_autodejectedtie02.mp3" // I will NOT tolerate failure on my TEAM!
		Squad	{
		TFBot {	Template T_TFBot_Giant_Soldier_Bazooka_Hyper
		ClassIcon soldier_burstfire_hyper_lite
		Item "The Escape Plan"		// Just watch out. Don't feed it crits.
		Item "Mining Light"
		Name "Major Depression"
		Health 40000 // 12000 // 20000
		MaxVisionRange 800
		Attributes UseBossHealthBar
	//	Attributes AlwaysCrit	
		UseHumanAnimations 1  
		HomingRockets  
		{
			IgnoreDisguisedSpies 1
			IgnoreStealthedSpies 1
			RocketSpeed 0.34
			TurnPower 0
			MaxAimError 0 
			AimTime 2.2
			Acceleration 0.34
			AccelerationTime 2
			AccelerationStartTime 2
		}
		Taunt     
		{
			Delay 2
			Cooldown 2
			Repeats 0
			IfSeeTarget 1
			IfHealthBelow 36000 // 32000
	//		IfHealthBelow 4000
		}
		EventChangeAttributes  
	{
		ohwowimsosad
		{
			ActionOverride Mobber   
			UseHumanAnimations 1  
			MaxVisionRange 900
			WeaponRestrictions MeleeOnly
			Item "The Escape Plan"
			CharacterAttributes { "no self blast dmg" 0 }
			ItemAttributes	{
			ItemName "The Beggar's Bazooka"
				"is_passive_weapon" 1
				"faster reload rate" 1.2
				"auto fires full clip" 1
				"can overload" 1
				"blast dmg to self increased" 622 // 151
			}
			ItemAttributes	{
			ItemName "The Escape Plan"
			"damage bonus" 1.9 // default damage is 65
			"move speed bonus" 1.2
			"self mark for death" 1
			"move speed bonus" 0
			"mod shovel speed boost" 1
			"blast dmg to self increased" 622
		//	"special taunt" -1	// I don't want them to kamikaze
		}
		}
	}
		ChangeAttributes  
		{
			Delay 0.05
			Repeats 0
			Name "ohwowimsosad" 
			IfHealthBelow 36000
		}
		
		ItemAttributes	{
		ItemName "The Beggar's Bazooka"
		"damage bonus" 0.1 
		"auto fires full clip" 0
        "can overload" 1 // They will suicide, due to how beggar's work
		"faster reload rate" 0.5
		"clip size penalty" 0.75
		
		"subtract victim cloak on hit" 20
		"reveal cloaked victim on hit" 1
		"subtract victim medigun charge on hit" 5

		"killstreak tier" 1
			}
		CharacterAttributes {
	//	"blast dmg to self increased" 622 // 151
	//	"Blast radius increased" 101
		"Projectile speed increased" 0.2	}
		} // Ends this bot.
	//	TFBot { Template T_TFBot_Medic_Kritzkrieg_Rapid }
		}
		}
		
		WaveSpawn	{
		Name	yia1
		TotalCurrency	32
		TotalCount	16
		MaxActive	12
		SpawnCount	4
		WaitBeforeStarting	8
		WaitBetweenSpawns	3 // 2
		Where	spawnbot
		Where	spawnbot_right
		Where	spawnbot_left
		RandomChoice {
		TFBot {	Template T_TFBot_Scout_Sword // T_TFBot_Scout_ThreeRune	
		ClassIcon scout_bat_nys
//		Name "Hyper Scout Knight"
//		Name "Scoutknight"
//		Name "Incubating Scout"
 		Name "Cabin Boy"
//		Name "Mutating Scout"
	//	Name "Suicidalknight"
		ItemAttributes	{
		ItemName "Three-Rune Blade"
		"hit self on miss" 0 // 0
		"fire rate bonus" 3.22
		}
		}
		TFBot {	Template T_Scout WeaponRestrictions MeleeOnly Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }
		TFBot {	Template T_Scout WeaponRestrictions MeleeOnly  Name "Cabin Boy" Item "The Holy Mackerel" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }
		TFBot {	Template T_TFBot_Scout_Arm Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }
	//	TFBot {	Template T_TFBot_Scout_Atomizer_Jumping Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }
	//	TFBot {	Template T_TFBot_Scout_Batsaber Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }
	//	TFBot {	Template T_TFBot_Scout_Basher Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }		
	//	TFBot {	Template T_TFBot_Scout_Sword Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }		
		TFBot {	Template T_TFBot_Scout_Gunbai Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }
	//	TFBot {	Template T_TFBot_Scout_Sandman_Marks Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }
	//	TFBot {	Template T_TFBot_Scout_SunOnStick_Ignite Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } }
		}
		}
		
	WaveSpawn    {
        Name    yia3
        TotalCurrency    88
        TotalCount   24 // 44 // 60 //  72
        MaxActive    10 // 20
        SpawnCount    2 // 3
        WaitBeforeStarting    5
        WaitBetweenSpawns    3 // 1.5
        WaitForAllDead   yia1
		Where	spawnbot
		Where	spawnbot_right
		Where	spawnbot_left
		RandomChoice {
		TFBot {	Template T_Scout WeaponRestrictions MeleeOnly Name "Cabin Boy" ClassIcon scout_bat_nys  CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } }
		TFBot {	Template T_Scout WeaponRestrictions MeleeOnly  Name "Cabin Boy" Item "The Holy Mackerel" ClassIcon scout_bat_nys  CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } }
		TFBot {	Template T_TFBot_Scout_Arm Name "Cabin Boy" ClassIcon scout_bat_nys  CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } }
		TFBot {	Template T_TFBot_Scout_Atomizer_Jumping Name "Cabin Boy" ClassIcon scout_bat_nys  CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } }
		TFBot {	Template T_TFBot_Scout_Batsaber Name "Cabin Boy" ClassIcon scout_bat_nys  CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } }
		TFBot {	Template T_TFBot_Scout_Basher Name "Cabin Boy" ClassIcon scout_bat_nys  CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } }		
		TFBot {	Template T_TFBot_Scout_Gunbai Name "Cabin Boy" ClassIcon scout_bat_nys  CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } }
		TFBot {	Template T_TFBot_Scout_Sandman_Marks Name "Cabin Boy" ClassIcon scout_bat_nys   CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } }
		TFBot {	Template T_TFBot_Scout_SunOnStick_Ignite Name "Cabin Boy" ClassIcon scout_bat_nys   CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } }
		}
		}
	
	WaveSpawn    {
        Name    yia3
        TotalCurrency    30
        TotalCount   30 //  72
        MaxActive    20
        SpawnCount    3
        WaitBeforeStarting    5
        WaitBetweenSpawns  3  //  1.5
        WaitForAllDead   yia1
        Where    spawnbot
		RandomChoice {
		TFBot { Template T_TFBot_Scout_Shortstop_Regular  Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy  MaxVisionRange 1
		CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34  }
		}
		TFBot { Template T_TFBot_Scout_Blaster_PublicEnemy  Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy  MaxVisionRange 1
		CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34 }
		EventChangeAttributes  
		{
		UnstableMutation
		{
			ActionOverride Mobber   
			MaxVisionRange 450
			WeaponRestrictions PrimaryOnly
			CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 0 "damage penalty" 0.34 }
		}
		}
		ChangeAttributes  
		{
			Delay 15
			Repeats 0
			Name UnstableMutation 
		}
		}
		TFBot { Template T_TFBot_Scout_Blaster_PublicEnemy  Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy MaxVisionRange 1
		CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34 }
		EventChangeAttributes  
		{
		UnstableMutation
		{
			ActionOverride Mobber   
			MaxVisionRange 450
			WeaponRestrictions PrimaryOnly
			CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 0 "damage penalty" 0.34 }
		}
		}
		ChangeAttributes  
		{
			Delay 15
			Repeats 0
			Name UnstableMutation 
		}
		}
		TFBot { Template T_TFBot_Scout_SodaPopper  Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy Attributes AlwaysFireWeapon MaxVisionRange 1
		CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34 }
		EventChangeAttributes  
		{
		UnstableMutation
		{
			ActionOverride Mobber   
			MaxVisionRange 450
			WeaponRestrictions PrimaryOnly
			CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 0 "damage penalty" 0.34 }
		}
		}
		ChangeAttributes  
		{
			Delay 15
			Repeats 0
			Name UnstableMutation 
		}
		}
		TFBot { Template T_TFBot_Scout_ForceANature  Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy Attributes AlwaysFireWeapon MaxVisionRange 1
		CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34 }
		EventChangeAttributes  
		{
		UnstableMutation
		{
			ActionOverride Mobber   
			MaxVisionRange 450
			WeaponRestrictions PrimaryOnly
			CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 0 "damage penalty" 0.34 }
		}
		}
		ChangeAttributes  
		{
			Delay 15
			Repeats 0
			Name UnstableMutation 
		}
		}
		TFBot { Template T_Scout Name "Cabin Boy" Skill Easy  Attributes AlwaysFireWeapon MaxVisionRange 1 ClassIcon scout
		CharacterAttributes { "crits_become_minicrits" 1 }
		}
		TFBot { Template T_Scout Name "Cabin Boy" Attributes IgnoreEnemies Skill Easy Attributes AlwaysFireWeapon ClassIcon scout}
		TFBot { Template T_Scout Name "Cabin Boy"	Skill Expert ClassIcon scout
		ItemAttributes	{	ItemName TF_WEAPON_SCATTERGUN
		"override projectile type"	29 // blank. This projectile doesn't work on hitscan
		"clip size penalty" 0.1	}
		 }
			}
		}
		
	WaveSpawn    {
        Name    yia6s
        TotalCurrency    2
        TotalCount    2
        MaxActive    2
        SpawnCount    2
        WaitBeforeStarting    0 // 5
        WaitBetweenSpawns    6
        WaitForAllSpawned   yia2
        Where    spawnbot_left
		Squad {
        TFBot {    Class Scout
		Item	"Three-Rune Blade"
		Name "Scout, where was the 1$?"
		Health  1
        ClassIcon Scout
        
		WeaponRestrictions MeleeOnly
		ItemAttributes	{
		ItemName "Three-Rune Blade"
		"hit self on miss" 1
		"active health degen" 42
		"move speed bonus"	0.5
		}
        } 
		 TFBot {   Class Scout
		 Item	"Three-Rune Blade"
		Name "Kick Scout he missed 1$"
        ClassIcon Scout
		Health  1
        
		WeaponRestrictions MeleeOnly
		ItemAttributes	{
		ItemName "Three-Rune Blade"
		"hit self on miss" 1
		"active health degen" 42
		"move speed bonus"	0.5
		}
        }
			}
        }
	
	WaveSpawn    {
        Name    yia3
        TotalCurrency    100
        TotalCount    2 // 4 // 4
        MaxActive    1 // 2 
        SpawnCount    1 // 2
        WaitBeforeStarting    15
        WaitBetweenSpawns    15
        WaitForAllSpawned   yia2
        Where    spawnbot
		RandomChoice {
        TFBot {
		Template T_TFBot_Giant_Soldier_Burst_Suspend // T_TFBot_Giant_Soldier_Jumper_Burst
		Name "Giant Slow Burst Soldier"
		Item "The Liberty Launcher"
		Item "Jumper's Jeepcap"
	//	Name "Sgt. Hyper Clueless Soldier"
        ClassIcon soldier_burstfire_hyper_lite
    //    Attributes AlwaysCrit
		ItemAttributes	{
		ItemName  "The Liberty Launcher"
		"clip size upgrade atomic" 0.75

		"killstreak tier" 1
		"projectile trail particle" "halloween_rockettrail"
		}
		CharacterAttributes	{ "dmg bonus vs buildings" 0.1 "dmg penalty vs players" 0.25 "crits_become_minicrits" 1 }
        }
	//	TFBot { Template T_TFBot_Medic_Kritzkrieg_Rapid }
		}
		}
	
	WaveSpawn    {
        Name    yia4s
        TotalCurrency   0
        TotalCount    621
        MaxActive    8
        SpawnCount    2
        WaitBeforeStarting    0
        WaitBetweenSpawns    5
        WaitForAllDead   yia3
        Where    spawnbot_flank_left
		Support Limited
		TFBot { Template T_TFBot_Medic_Battle_Needle_HealonHit Name "Leech Sprayer" Skill Easy }
	}
	
	WaveSpawn    {
        Name    yia4
        TotalCurrency    100
        TotalCount    1
        MaxActive    1
        SpawnCount    1
        WaitBeforeStarting    35
        WaitBetweenSpawns    0
        WaitForAllDead   yia2
        Where    spawnbot
		Squad {
        TFBot {  Template T_Giant_Heavy // Template T_TFBot_Giant_HeavyBox_Fast
		Item 	"Iron Curtain"
       Name "Giant Ludmilla Heavy"
		Item "The Battalion's Backup"
        ClassIcon heavy_healonkill // _backup_lite
		Health 5000 // 5000
//		Attributes UseBossHealthBar
     //   Attributes AlwaysCrit
		Skill Easy
		MaxVisionRange 1
		ItemAttributes	{
			ItemName "Iron Curtain"
		//	"override projectile type" 2 // Rocket
		//	"mult projectile scale" 0.75  
		//	"custom projectile model"		"models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl"  
		//	"projectile no deflect" 1
		//	"ignores other projectiles" 1  
			"heal on hit for rapidfire"	25 // 200
			
			"damage penalty" 0.25 // 0.5
		//	"blast radius increased"	0.25
		//	"rocket specialist" 2
		}
		CharacterAttributes {
			"move speed bonus" 0.6
			"dmg taken increased" 1.5
		//	"mod_maxhealth_drain_rate" 200
			"mod_maxhealth_drain_rate" -200
		//	"crit does no damage" 1
			"no_jump" 1
        }
	//	FireInput  
	//	{
	//		Target player
	//		Action $DisplayTextChat
	//		Param "{99CCFF}[Giant Intent - Self Buff] {reset}STSpire Mode Shifting.."
	//		Delay 3
	//		Cooldown 99999
	//		Repeats 0
	//		IfHealthBelow 7500
	//	}
			}
	//	TFBot { Template T_TFBot_Medic_Kritzkrieg_Blink ClassIcon medic_kritz }
	//	TFBot { Template T_TFBot_Medic_Kritzkrieg_Blink ClassIcon medic_kritz }
		}
		}
	
///// TANK 1 /////
    WaveSpawn    {
    Name    tank1
    WaitForAllDead yia2
    TotalCurrency  1298 // 998  // 1999 // 99 // These money vanish if you don't kill the tank :3
    TotalCount    1
 //   Where    spawnbot_boss
    WaitBeforeStarting    15
    FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn"
    FirstSpawnOutput     {    Target boss_spawn_relay    Action Trigger  }
    Tank    {
    Health    10000 // 22000 // 25000
    Name tankboss
    ClassIcon tank //speed
    Speed    50  // 75 
    Skin 0
    StartingPathTrackNode    "boss_path_a1"

    OnKilledOutput    { Target    boss_dead_relay Action Trigger    }
  //  OnBombDroppedOutput    { Target tankboss Action Kill    }
	OnBombDroppedOutput    { Target	boss_deploy_relay	Action	Trigger    }
    }
    }

    WaveSpawn    {
    WaitForAllSpawned tank1
    WaitBeforeStarting 0.05
    FirstSpawnOutput    {
        Target wave_start_relay
        Action RunScriptCode
        Param 
        "
        ClientPrint(null,3,`\x0799CCFFMud Tank with 10k HP inbound!`)
        "
    }
    }

    WaveSpawn    {
    WaitForAllSpawned tank1
    WaitBeforeStarting 0.05
    FirstSpawnWarningSound "#mvm/mvm_tank_start.wav"
    FirstSpawnOutput    {
        Target tankboss
        Action "setmodelscale"
        Param "0.5"
    }
    }
///// TANK 1 OVER /////	
	
	} // Wave 1 done.
	
	// Wave 2 / 6 (800)
	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2.
		
		// OBSOLETE WEEEEE
		ClientPrint(null,3,`\x08FFFF00FFRuin has come to consume what's left of our swamp.`)
		ClientPrint(null,3,`\x08FFFF00FThey are in the waters.`)
//		ClientPrint(null,3,`.`)
//		ClientPrint(null,3,`Developer mode is enabled. Psst headshot is enabled for this wave.`)
//		ClientPrint(null,3,`Director State will be printed in the chat.`)
	
	// CURRENTLY ACTIVE Message
	// awawawawaawaawawaawa
		
		NetProps.SetPropInt(resource, `m_nMannVsMachineWaveCount`, 2)
		NetProps.SetPropInt(resource, `m_nMannVsMachineMaxWaveCount`, 5)
		
	//	EntFire(`func_upgradestation`, `enable`); // Christn why is this not working
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		"
	}
	
	StartWaveOutput	{
		Target	wave_start_relay
		Action	Trigger
	}

	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
	PlayerAttributes {  
	"can headshot"	1  
	"revolver use hit locations" 1
	}
		
	WaveSpawn	{
	Name era1
	WaitBeforeStarting 0.05
//	FirstSpawnWarningSound "insertmusichere"
//	FirstSpawnWarningSound "meme/sif_swampfever_intro.wav"
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x08FFFF00FF[Music] Now Playing: Died on the Bayou (L4D2 Swamp Fever) - Mike Morasky`)
		"
	}
	}
	
	WaveSpawn	{
	Name era1
	WaitBeforeStarting 0.05
	FirstSpawnOutput	{
		Target ambient_musik1
		Action Trigger
	}
	}

	
	WaveSpawn    {
        Name    era0
        TotalCurrency    0
        TotalCount    1
        MaxActive    1
        SpawnCount    1
        WaitBeforeStarting    5
        WaitBetweenSpawns    5
		Support Limited
        Where    spawnbot_flank_right
        TFBot {    Template T_TFBot_Heavy_Apoco_Champ Name "Infected" Item "Breadcrab" ClassIcon heavy_apocofist
		 CharacterAttributes { "damage penalty" 0.25 "slow enemy on hit major" 2 "crit from behind" 1 }
        }
		FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
	//	ClientPrint(null,3,`Director Tempo: BUILD_UP`)
	//	ClientPrint(null,3,`Common: 30/120`)
	//	ClientPrint(null,3,`Next WFAS Timer: 30s or team too stressed out [Horde is repeatedly killed up-close].`)
	//	ClientPrint(null,3,`Pending mob size: 30.`)
	//	ClientPrint(null,3,`...`)
	//	ClientPrint(null,3,`The Team has left safe area.`)
	//	ClientPrint(null,3,`Curr. Threat: Common, Wanderer. RNG Boss.`)
		"
	}
        }
		
	WaveSpawn    {
        Name    era0
        TotalCurrency    60
        TotalCount    21
        MaxActive    15
        SpawnCount    3
        WaitBeforeStarting    8
        WaitBetweenSpawns    2
        Where    spawnbot_left
		Where    spawnbot
		Where 	 spawnbot_right
		Support Limited
        TFBot {    Template T_TFBot_Heavy_Apoco_Champ Name "Infected" Item "Breadcrab" ClassIcon heavy_apocofist
		 CharacterAttributes { "damage penalty" 0.25 "slow enemy on hit major" 2 "crit from behind" 1 }
        }
		LastSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
	//	ClientPrint(null,3,`Director Tempo: SUSTAIN_PEAK`)
		"
	}
	}
	
	WaveSpawn    {
        Name    era1
        TotalCurrency    0
        TotalCount    1
        MaxActive    1
        SpawnCount    1
        WaitBeforeStarting    28
        WaitBetweenSpawns    2
		Where    spawnbot
		FirstSpawnWarningSound "ambient/halloween/female_scream_01.wav"
		Support Limited
        TFBot {    Template T_TFBot_Giant_Sniper_Piss
		Scale 1
		Health 450
        Name "Screamer"
		Item "Breadcrab"
        ClassIcon heavy_apocofist
        CharacterAttributes {
		"move speed bonus" 0.5
		}
		}
	}
	
//	WaveSpawn    {
 //       Name    eras
//        TotalCurrency    0
//        TotalCount    4
//        MaxActive    1
//        SpawnCount    1
//        WaitBeforeStarting    0
//        WaitBetweenSpawns    5
//        Where    Behind
	//	Support Limited
	//	RandomChoice {
	//	RandomChoice {
//        TFBot {    Template T_TFBot_Heavy_Apoco_Champ
//        Name "Common Infected"
//        ClassIcon heavy_apocofist
//		CharacterAttributes {
//			"active health degen" -25 // Preventing clogging spawns
//		}							// This is also supposed to mimic L4D
    //    }							// Cleaning up bots outside the play area.
	//	}
//		}
//	}
	
	WaveSpawn {
		Name    eras2
        TotalCurrency    0
        TotalCount    3
        MaxActive    2
        SpawnCount    1
        WaitBeforeStarting    8
        WaitBetweenSpawns    20
		WaitForAllSpawned	era1
        Where  spawnbot
		Support Limited
		
		TFBot {    Template T_TFBot_Giant_Pyro_Phlog
		ClassIcon Breadcrab_zombie
		Scale 1.4
		Health 3000
        Name "Witch Pyro"
		Item "The Crone's Dome"
        MaxVisionRange 250
		VoiceCommand  
		{
			Delay 2 
			Cooldown 5 
			Repeats 0
			Type "Help" 
		}
		Taunt     
		{
			Delay 0.05
			Cooldown 6.21
			Repeats 1
			IfSeeTarget 0
			IfHealthBelow 2750
		}
		FireWeapon  
		{
			Delay 5
			Cooldown 3
			Repeats 1
			IfSeeTarget 1 
			Duration 0.5
			Type "Secondary"
		}	
		FireWeapon  
		{
			Delay 5
			Cooldown 3 
			Repeats 1
			IfSeeTarget 0
			Duration 0.5
			Type "Secondary"
			IfHealthBelow 2550
		}
//		FireInput  
//		{
//			Target player
//			Action $DisplayTextChat
//			Param "{99CCFF}Witch Pyro{reset}: Grr.. someone shot me."
//			Delay 3
//			Cooldown 99999
//			Repeats 0
//			IfHealthBelow 1150
//		}
	CharacterAttributes {
	//	"dmg taken from crit increased" 3 // Simulating headshot.
		"ignored by enemy sentries" 1
		"cannot pick up intelligence" 0
		
		"damage bonus" 0.5
	}
	ItemAttributes	{
		ItemName "The Crone's Dome"
		"set item tint RGB" 16738740 // Pink in HEX
	}
	EventChangeAttributes  
	{
		Angy
		{
			ActionOverride Mobber   
			MaxVisionRange 900
			Attributes AlwaysFireWeapon
			Attributes AlwaysCrit
		}
	}
	ChangeAttributes  
	{
		Delay 2
		Repeats 0
		Name "Angy" 
		IfHealthBelow 550
	}
	}
//	FirstSpawnOutput 
//	{
//		Target gamerules
//		Action RunScriptCode
//		Param 
//		"
//		SpawnEntityFromTable(`training_annotation` , {
//		targetname = `sif_annot`
//		display_text = `Wrangle your gun, that's a Witch Pyro.`
//		lifetime = `15`
//		origin = `-292 52 704.33`
//		}
//		)
//		EntFire(`sif_annot`, `show`)
//		EntFire(`sif_annot`, `kill`, ``, 8)
//		
//		ClientPrint(null,3,`Reminder: Witch gets upset if you touch, damage, or linger near them.`)
	//	ClientPrint(null,3,`Don't startle her. LEAVE her alone.`)
//		"
//	}
	}
	
	WaveSpawn	{
	Name era2
	WaitForAllSpawned	era1
	WaitBeforeStarting 10
///	FirstSpawnWarningSound "misc/cp_harbor_blue_whistle.wav"
	FirstSpawnWarningSound "herecomesthehorde"

	FirstSpawnOutput 
	{
		Target gamerules
		Action RunScriptCode
		Param 
		"
		SpawnEntityFromTable(`training_annotation` , {
		targetname = `sif_annot`
		display_text = `<!> The Screamer alerted THEM..`
		lifetime = `15`
		origin = `-292 52 704.33`
		}
		)
		EntFire(`sif_annot`, `show`)
		EntFire(`sif_annot`, `kill`, ``, 8)
		
	//	ClientPrint(null,3,`Director Tempo: PEAK (30s)`)
	//	ClientPrint(null,3,`Pending mob size: 60`)
	//	ClientPrint(null,3,`Pending Special count: 6. Max 2 dupe.`)
	//	ClientPrint(null,3,`...`)
	//	ClientPrint(null,3,`Curr. Threat: Common, 3 Specials.`)
	//	ClientPrint(null,3,`...`)
	//	ClientPrint(null,3,`Hunter, Humper; PreferWhere = Behind, Anywhere.`)
	//	ClientPrint(null,3,`Boomer, Charger; PreferWhere = Ahead, Close`)
	//	ClientPrint(null,3,`Smoker, Spitter; PreferWhere = Above.`)
		"
	}
	}
	
//	WaveSpawn {
//		Name    SPECIAL_ABOVE // So uhh Where = above doesn't work in MvM?
//       TotalCurrency    0
//        TotalCount    8
//        MaxActive    1
//        SpawnCount    1
//        WaitBeforeStarting    45
//       WaitBetweenSpawns    30
//		WaitForAllSpawned	eras2
//       Where  Above
//		Support Limited
//		RandomChoice {
//		}
//	}

	WaveSpawn {
		Name    SPECIAL_AHEAD
        TotalCurrency    0
        TotalCount    4
        MaxActive    2
        SpawnCount    1
        WaitBeforeStarting    30
        WaitBetweenSpawns    45 // 30
		WaitForAllSpawned	eras2
        Where  spawnbot_flank_left
		Where spawnbot_flank_right
		Support Limited
		RandomChoice {
		TFBot {
		Template T_TFBot_Giant_Demoknight_Bash
		Name "Charger"
		Health 650
		Scale 1.2
		ClassIcon Breadcrab_zombie
		}
		TFBot {
		Template T_TFBot_Giant_Demoknight_Bash
		Name "Bruiser"
		Health 650
		Scale 1.2
		ClassIcon Breadcrab_zombie
		CharacterAttributes	{
			"damage causes airblast"	1
			"damage penalty" 0.01
			"apply z velocity on damage" 250
		}
		}
		TFBot {
		Template T_TFBot_Giant_Pyro_Gas_Explode_Piss
		Name "Boomer"
		Health 600
		Scale 1.2
		ClassIcon Breadcrab_zombie
		}
		}
	}
	
	WaveSpawn {
		Name    SPECIAL_BEHIND
        TotalCurrency    0
        TotalCount    8
        MaxActive    1
        SpawnCount    1
        WaitBeforeStarting    15
        WaitBetweenSpawns    45 // 30
		WaitForAllSpawned	eras2
        Where  Behind
		Support Limited
		RandomChoice {
		TFBot { Template T_TFBot_Demoknight_Caber_Atomic Name "Boomer" MaxVisionRange 10
		Item	"The Loose Cannon" ClassIcon Breadcrab_zombie
		ItemAttributes	{ ItemName "The Loose Cannon" "damage bonus" 0.01 "blast dmg to self increased" 621621 "use large smoke explosion" 1 "damage causes airblast" 1 "apply z velocity on damage" 300 }
		CharacterAttributes	{ "damage bonus" 0.01 "blast dmg to self increased" 621621 "use large smoke explosion" 1 "damage causes airblast" 1 "apply z velocity on damage" 300 }
		}
		TFBot {
		Template T_TFBot_Giant_Scout_Atomizer
		Name "Hunter"
		Health 250 // 650
		Scale 1.2
		ClassIcon Breadcrab_zombie
		MoveBehindEnemy 1  
		Action Mobber  
		Spell   // Ah yes, literally cheating.
		{
			Delay 20
			Cooldown 20
			Type "Teleport"
		}
		}
		}
	}
	
	WaveSpawn {
		Name    era2
		WaitForAllSpawned	era1
        TotalCurrency    110 // 48
        TotalCount    51 // 48
        MaxActive    6 // 9
        SpawnCount    3
        WaitBeforeStarting    25
        WaitBetweenSpawns    2.5
        Where	spawnbot_left
		Where	spawnbot
		Where	spawnbot_right
		RandomChoice {
		Shuffle 1  
		TFBot {
		Template T_TFBot_Scout_Shortstop_Regular
	//	ClassIcon scout_shortstop_milky_alt
		ClassIcon scout_milk
	//	Name "Mud Worker"
		Health 125
		Name "Wetman"
		Item "The Data Mining Light"
		WeaponRestrictions	MeleeOnly
		Item	"The Fan o'War"
		ItemAttributes	{
		ItemName "Mad Milk"
			"is_passive_weapon" 1
		}
		}
		TFBot {
		Template T_TFBot_Scout_Milk
	//	ClassIcon scout_shortstop_milky_alt
		ClassIcon scout_milk
		Name "Wetman"
		Health 50
		Item "The Data Mining Light"
		CharacterAttributes	{
			"torso scale"	0.1
			"hand scale" 0.1
		}
		}
		TFBot {
		Template T_TFBot_Scout_Milk
	//	ClassIcon scout_shortstop_milky_alt
		ClassIcon scout_milk
		Name "Wetman"
		Health 50
		Item "The Data Mining Light"
		CharacterAttributes	{
			"torso scale"	0.1
			"hand scale" 0.1
		}
		}
		TFBot {
		Template T_TFBot_Pyro_Gas_Explode
	//	ClassIcon pyro_gascann_explode
		ClassIcon pyro_neon_gascann
		Name "Oilman"
		Health 100
		Item "The Data Mining Light"
		Item "The Neon Annihilator"
		WeaponRestrictions	MeleeOnly
		ItemAttributes	{
		ItemName "The Gas Passer"
			"is_passive_weapon" 1
		}
		}
		TFBot {
		Template T_TFBot_Pyro_Gas_Explode
	//	ClassIcon pyro_gascann_explode
		ClassIcon pyro_neon_gascann
		Name "Oilman"
		Health 100
		Item "The Data Mining Light"
		Item "The Neon Annihilator"
		WeaponRestrictions	MeleeOnly
		ItemAttributes	{
		ItemName "The Gas Passer"
			"is_passive_weapon" 1
		}
		}
		}
	}
	
	WaveSpawn {
		Name    era2
		WaitForAllSpawned	era1
        TotalCurrency    30
        TotalCount    30
        MaxActive    6
        SpawnCount    3
        WaitBeforeStarting    32
        WaitBetweenSpawns    6
        Where	spawnbot_flank_right
		Where	spawnbot_right
		TFBot {
		Template T_TFBot_Sniper_Piss
		Item "Breadcrab"
		Name "Mudman"
		Health 60
		WeaponRestrictions	MeleeOnly
		ClassIcon sniper_jarate_bushwacka
		ItemAttributes	{
		Itemname "jarate"
			"is_passive_weapon" 1
		}
		CharacterAttributes	{
			"torso scale"	0.1
			"dmg bonus vs buildings" 2
			"hand scale" 0.1
		}
		}
	}
	
	WaveSpawn {
		Name    era3
		WaitForAllSpawned	era1
        TotalCurrency    0
        TotalCount   72 //  42
        MaxActive    8
        SpawnCount    2
        WaitBeforeStarting    42
        WaitBetweenSpawns    1 // 0
		Where	spawnbot_invasion
		Support Limited
		 TFBot {    Template T_TFBot_Heavy_Apoco_Champ Name "Infected" Item "Breadcrab" ClassIcon heavy_apocofist
		 CharacterAttributes { "damage penalty" 0.25 "slow enemy on hit major" 2 "crit from behind" 1 }
        }
	}
	
	WaveSpawn {
		Name    era4
		WaitForAllSpawned	era1
        TotalCurrency    200
        TotalCount    3 // 4
        MaxActive    2
        SpawnCount    1
        WaitBeforeStarting    30
        WaitBetweenSpawns    25
		Where	spawnbot
		TFBot {
		Template T_TFBot_Giant_Soldier_Mangler_RapidFire
//		Name "Giant Fallen Mangler"
		Name "Fallen Mangled Mangler"
		Scale 1.4
		ItemAttributes	{
		ItemName "The Cow Mangler 5000"
		"fire rate bonus" 0.5
		"faster reload rate" -1.2
		"minicrit on cond" 5|24|27|86|1|9|15|22|25|123  // Wet etc

		"killstreak tier" 1
		}
		CharacterAttributes	{
		"damage bonus" 0.34
		}
		}
		LastSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`Director Tempo: RELAX`)
	//	ClientPrint(null,3,`Attempting to stop all spawns.`)
	//	ClientPrint(null,3,`...`)
	//	ClientPrint(null,3,`Remain.. Specials. Wanderer.`)
		"
	}
	}
	
	WaveSpawn {
		Name    era5
		WaitForAllDead	era4
        TotalCurrency    200
        TotalCount    2
        MaxActive    2
        SpawnCount    1
        WaitBeforeStarting    2
        WaitBetweenSpawns    15
		Where	spawnbot
		DoneOutput
        {
            Target bossmusic1
            Action RunScriptCode
            Param "
			//	EntFire(`player`, `RunScriptCode`, `if (!IsPlayerABot(self)) self.StopSound(`meme/sif_swampfever_intro`)`)
				StopAmbientSoundOn(`meme/sif_swampfever_intro`, self)
            "
        }
		TFBot { Template T_TFBot_Giant_HeavyBox Name "Marsh Keeper"
		Item "Buccaneer's Bicorne"
		Item "EOTL_sheavyshirt" // Hunter Heavy
	//	ClassIcon heavy_hyper
	//		UseCustomModel "models\kirillian\infected\hank_v4.mdl"
	//		StripItem "Zombie Heavy"
	//		NoIdleSound 1
	//		AdditionalStepSound "=80|player/footsteps/giant2.wav"
		}
	}
	
	WaveSpawn {
		Name    era5
		WaitForAllDead	era4
        TotalCurrency    200
        TotalCount    1
        MaxActive    1
        SpawnCount    1
        WaitBeforeStarting    50
        WaitBetweenSpawns    0
		Where	spawnbot_flank_left
		FirstSpawnWarningSound "meme/sif_tank.mp3"
		FirstSpawnOutput	{
		Target ambient_musik2
		Action Trigger
		}
		TFBot { Template T_Zombie_Garg Name "Tank"
		ClassIcon heavy_zombie_arm1_lite
			UseCustomModel "models\kirillian\infected\hank_v4.mdl"
			StripItem "Zombie Heavy"
			NoIdleSound 1
			AdditionalStepSound "=80|player/footsteps/giant2.wav"
		}
		FirstSpawnOutput    {
        Target wave_start_relay
        Action RunScriptCode
        Param 
        "
        ClientPrint(null,3,`\x08FFFF00FF[Music] Now Playing: Tank!)`)
        "
    }
	}
	
	WaveSpawn {
		Name    STOPSOUND
		WaitForAllDead	era5
        WaitBeforeStarting    1
        WaitBetweenSpawns    0
		DoneOutput
        {
            Target bossmusic2
            Action RunScriptCode
            Param "
			//	EntFire(`player`, `RunScriptCode`, `if (!IsPlayerABot(self)) self.StopSound(`meme/sif_swampfever_intro`)`)
				StopAmbientSoundOn(`meme/sif_tank`, self)
            "
        }
	}
	
	
	
	WaveSpawn {
		Name    SPECIAL_LAST
		WaitForAllDead	era4
        TotalCurrency    0
        TotalCount    69
        MaxActive    4
        SpawnCount    2
        WaitBeforeStarting    0
        WaitBetweenSpawns    15 // 30
		WaitForAllSpawned	eras2
        Where  Behind
		Where spawnbot_flank_left
		Where spawnbot_flank_right
		Support Limited
		RandomChoice {
		TFBot { Template T_TFBot_Demoknight_Caber_Atomic Name "Boomer" MaxVisionRange 10
		Item	"The Loose Cannon" ClassIcon Breadcrab_zombie
		ItemAttributes	{ ItemName "The Loose Cannon" "damage bonus" 0.01 "blast dmg to self increased" 621621 "use large smoke explosion" 1 "damage causes airblast" 1 "apply z velocity on damage" 300 }
		CharacterAttributes	{ "damage bonus" 0.01 "blast dmg to self increased" 621621 "use large smoke explosion" 1 "damage causes airblast" 1 "apply z velocity on damage" 300 }
		}
		TFBot {
		Template T_TFBot_Giant_Demoknight_Bash
		Name "Charger"
		Health 650
		Scale 1.2
		ClassIcon Breadcrab_zombie
		}
		TFBot {
		Template T_TFBot_Giant_Demoknight_Bash
		Name "Bruiser"
		Health 650
		Scale 1.2
		ClassIcon Breadcrab_zombie
		CharacterAttributes	{
			"damage causes airblast"	1
			"damage penalty" 0.01
			"apply z velocity on damage" 250
		}
		}
		TFBot {
		Template T_TFBot_Giant_Pyro_Gas_Explode_Piss
		Name "Boomer"
		Health 600
		Scale 1.2
		ClassIcon Breadcrab_zombie
		}
		TFBot  { Template T_TFBot_Pyro_Gas_Explode_Piss Skill Expert Name "Spitter"	ClassIcon Breadcrab_zombie Item	"The Razorback" 
		ItemAttributes	{ ItemName "The Gas Passer" "is invisible" 1 "fire input on kill" "!activator^$TauntFromItem^Conga Taunt" }
		}
		TFBot {	Template T_TFBot_Demoman_RapidFire Action Sniper  Skill Normal	Name "Lobber"	Item "The Jarmaments" ClassIcon Breadcrab_zombie Item	"The Razorback"
		UseHumanAnimations 1  
		CharacterAttributes {	"dmg penalty vs players" 0.01 "grenade explode on impact" 1	"add cond on hit" 24 "add cond on hit duration" 5
		"custom projectile model" "models/weapons/c_models/urinejar.mdl"  		
		"fire input on kill" "!activator^$TauntFromItem^Taunt: Scotsmann's Stagger" }
		}
		TFBot  { Template T_TFBot_Sniper_Razorback_Sydney Action Sniper  Skill Expert Name "Docker"	ClassIcon Breadcrab_zombie Item	"The Razorback" 
		ItemAttributes	{ ItemName "The Sydney Sleeper" "applies snare effect" 0.99	"sniper charge per sec" 621	"damage bonus" 0.01 "fire input on kill" "!activator^$TauntFromItem^Conga Taunt" }
		}
		TFBot  { Template T_TFBot_Sniper_Classic Action Sniper Skill Normal Name "Stinger"	ClassIcon Breadcrab_zombie Item	"The Razorback"
		ItemAttributes	{ ItemName "TF_WEAPON_SMG"	"slow enemy on hit major" 2 "fire input on kill" "!activator^$TauntFromItem^Conga Taunt"	}
		}
		}
	} 
	
//

		
	} // Wave 2 Done.	
	
	// Wave 3 / 6 (900)
	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2.
		
		ClientPrint(null,3,`\x08FFFF00FFThe robots do get a little bit quirky at night.`)
	
		NetProps.SetPropInt(resource, `m_nMannVsMachineWaveCount`, 3)
		NetProps.SetPropInt(resource, `m_nMannVsMachineMaxWaveCount`, 5)
		
	
	//	EntFire(`func_upgradestation`, `enable`); // Christn why is this not working
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); 
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		"
	}
	
	StartWaveOutput	{
		Target	wave_start_relay
		Action	Trigger
	}

	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
	WaveSpawn {
	Name "san_Oh_no_its_feddy"
	WaitBeforeStarting   59
	FirstSpawnWarningSound "meme/sif_fnaf_overture"
//	FirstSpawnOutput    {
 //       Target wave_start_relay
//       Action RunScriptCode
 //       Param 
  //      "
   //     ClientPrint(null,3,`..is that FAZBEAR? ur ur ur urr urr?`)
 //       "
	//	}
	}
	
	WaveSpawn {
		Name    sana1
        TotalCurrency    25
        TotalCount    1
        MaxActive    1
        SpawnCount    1
        WaitBeforeStarting   2
        WaitBetweenSpawns    6
        Where	spawnbot_flank_right
		TFBot	{	Template T_TFBot_Giant_Scout_Cane ClassIcon scout_fast	
	//	Name "It's so Shrimple REALLY"
	//	Name "On GOD's weakest diff spike fr"	
	//	Name "Warning: Diff Spike"
		Name "This isn't INT anymore wtf"
		Health 1200
		}
	}
	
	WaveSpawn {
		Name    FreddyFivebear
        TotalCurrency    0
        TotalCount    621
        MaxActive    1
        SpawnCount    1
		WaitForAllDead sana2
        WaitBeforeStarting   5
        WaitBetweenSpawns    90
        Where	spawnbot_flank_left
		Support Limited
	FirstSpawnOutput 
		{
		Target gamerules
		Action RunScriptCode
		Param 
		"
		SpawnEntityFromTable(`training_annotation` , {
		targetname = `sif_annot`
		display_text = `Freddy will slowly creep up to jumpscare you. Keep an eye on them.`
		lifetime = `15`
		origin = `433 -1367 600`
		}
		)
		EntFire(`sif_annot`, `show`)
		EntFire(`sif_annot`, `kill`, ``, 5)
		"
		}
	RandomChoice {
	RandomChoice {
	TFbot {
		Template T_TFBot_Giant_HeavyBox_Maul
		AlwaysGlow 1  
		Name "Freddy Fivebear"
		Health 19840
		ClassIcon heavy_warrior_sif
		Scale 0.5
		Item "The Bear Necessities"
		Item "Mad Mask"
	//	Attributes AlwaysFireWeapon
		Action Mobber  
	//	ExtAttr IgnoreBots  
		ExtAttr IgnoreNPC  
		ExtAttr IgnoreBuildings  
		Addcond {Name tf_cond_reprogrammed_neutral}   
		AddAttribute   
		{
			Item"Warrior's Spirit"
			Name "move speed bonus"
			Delay 10
			Value "0.1"
		}
		FireInput   
		{
			Target !self
			Action $SetClientProp$m_iTeamNum
			Param "3"
			Delay -1
		}
		CharacterAttributes		{
		"no_jump" 1
		"mult dmg vs tanks" 0
	//	"dmg from ranged reduced" 0.5
		"dmg from melee increased" 3
		"ignored by enemy sentries" 1
		"ignored by bots" 1
		
		"voice pitch scale" 0.8
		"cannot pick up intelligence" 1
		"damage bonus" 1988
		"airblast vulnerability multiplier" 2.5
		"airblast vertical vulnerability multiplier" 2.5
		
		"self add attributes on hit" "move speed bonus|0.1|19831"
		"add attributes on kill" "move speed bonus|0.1|19831"
		"critboost on kill" 1988
		"ragdolls become ash" 1
		
		"allow friendly fire" 1
		"mult dmg friendly fire" 0.5
		"force distribute currency on death" 1
		}
		}
	}
	}
	}	
	
	WaveSpawn {
		Name    sana2
        TotalCurrency    50
        TotalCount    2
        MaxActive    2
        SpawnCount    1
        WaitBeforeStarting   25
        WaitBetweenSpawns    4
		Where	spawnbot_right
		RandomChoice {
		TFBot	{	Template T_TFBot_Giant_Scout_Atomizer ClassIcon scout_fast Health 1200 }
		TFBot	{	Template T_TFBot_Giant_Scout_Basher ClassIcon scout_fast Health 1200 }
		TFBot	{	Template T_TFBot_Giant_Scout_Cane ClassIcon scout_fast Health 1200 }
		TFBot	{	Template T_TFBot_Giant_Scout_Gunbai ClassIcon scout_fast Health 1200 }
		TFBot	{	Template T_TFBot_Giant_Scout_SunOnStick ClassIcon scout_fast Health 1200 }
		TFBot	{	Template T_TFBot_Giant_Scout_Wrap ClassIcon scout_fast Health 1200 }
		}
	}	
	
	WaveSpawn {
		Name    sana2s
		WaitForAllDead sana1
        TotalCurrency    0
        TotalCount    20
        MaxActive    15
        SpawnCount    5
		WaitForAllDead sana1
        WaitBeforeStarting   15
        WaitBetweenSpawns    6
		Where	spawnbot_right
		Where 	spawnbot_left
		Support Limited
		RandomChoice {
		RandomChoice {
		TFbot {
		Template T_TFBot_Heavy_Laugh_Champ
		Health 66
	//	Name "Mitten Champ"
	 	Name "Cuddly Mittens" // STRING_JOKENAME
		ClassIcon heavy_warrior_sif
		Action Mobber  
		Attributes AlwaysCrit
		}
		}
		}
	}
	
	WaveSpawn {
	 WaitBeforeStarting   99999
	 Support Limited
	 TFbot { Template T_TFBot_Heavy_Laugh_Champ ClassIcon heavy_warrior_sif }
	}
	
	WaveSpawn {
		Name    sana2
        TotalCurrency    200
        TotalCount    1
        MaxActive    1
        SpawnCount    1
		WaitForAllDead sana1
        WaitBeforeStarting   2
        WaitBetweenSpawns    6
		Where	spawnbot
		TFBot	{	Template T_TFBot_Giant_Sniper_Carbine 
		AlwaysGlow 1  
		Health 12500 // 25000 
		ClassIcon sniper_carbine_blast Name "Private Electroshock" 
//		MaxVisionRange 850
		Attributes UseBossHealthBar
		ItemAttributes	{
		ItemName	"The Cleaner's Carbine"
		"critboost on kill"	0
	//	"damage causes airblast" 1
	//	"apply z velocity on damage" -500 // -621
	//	"apply look velocity on damage" -1250
		"slow enemy on hit major" 3
		"add attributes on hit" "auto fires when full|1|5|damage bonus hidden|1.5|15|no_jump|1|5|attach particle effect|3044|15" 	
//		reload time increased hidden|4|5|

		"minicrit on cond" 5|24|27|86|1|9|15|22|25|123 
		"add cond on hit" 16
		"add cond on hit duration" 10
		
		"attach particle effect" 702 // Isotope Weapon Unu
		//"attach particle effect" 3089 // Marigold Ritual (Blue)
		}
		CharacterAttributes {
		"clip size bonus" 621
		"damage bonus"	0.1
		"move speed bonus" 0.6
		"weapon spread bonus"	0.25
		"attach particle effect" 3044 // Electroshock
		"crit vs wet players"	1
		}	
		}
	//	TFBot	{	Template T_TFBot_Giant_Demoman_Cannon_Push 
	//	Name "Admiral Phosphorus"
	//	// Name "Giant Phosphorus Demo"
	//	Scale 1.7
	//	Health 8000
	//	Attributes UseBossHealthBar
	//	ItemAttributes	{
	//	ItemName "The Loose Cannon"
	//	"clip size upgrade atomic" 8 // 0.75 // Hey Nukesalot, check this out
	//	"use large smoke explosion" 1			// Everyone is effing blind!
	//	"damage penalty" 0.1
	//	
	//	"faster reload rate" 5 // Nerf!
	//
	//	"killstreak tier" 1
	//	}
	//	ChangeAttributes   // Default
	//	{
	//		Delay 0.01 
	//		Repeats 1
	//		Name "ThinkFastDupid" 
	//		IfHealthBelow 4000
	//	}
	//	ChangeAttributes   // Default
	//	{
	//		Delay 0.01 
	//		Repeats 0
	//		Name "KaboomMoron" 
//			IfHealthBelow 2000
	//	}
	//	Taunt     
	//	{
	//		Delay 3
	//		Cooldown 6.21
	//		Repeats 0
	//		IfSeeTarget 0
	//		IfHealthBelow 1500
	//	}
	//	EventChangeAttributes
	//	{
	//		ThinkFastDupid  {
	//	WeaponRestrictions MeleeOnly
	//	Item "The Ullapool Caber"
	//	ItemAttributes	{
	//	ItemName "The Loose Cannon"
	//	"clip size upgrade atomic" 0.25
	//	"faster reload rate" 11
	//	
	//	"damage penalty" 0.1
	//	"Blast radius increased" 5
	//	"blast dmg to self increased" 1.69
	//	"reduced_healing_from_medics" 0
	//	"use large smoke explosion" 1
	//	"auto fires full clip" 0
	//	"auto fires when full" 0
	//	"add cond when active"  36
	//	"is_passive_weapon" 1
	//	"custom projectile model" "models/workshop/weapons/c_models/c_caber/c_caber.mdl"
	///	"custom kill icon" "ullapool_caber"  	
	//	
	//	"killstreak tier" 1
	//	}
	//	CharacterAttributes {
	//		"move speed bonus" 0.6
	//		"no self blast dmg"	0
	//		}
	//		}
	//		
	//		KaboomMoron  {
	//	WeaponRestrictions MeleeOnly
	//	Item "The Ullapool Caber"
	//	ItemAttributes	{
	//	ItemName "The Ullapool Caber"
//
	//	"damage bonus" 0.1
	//	"damage causes airblast" 1
	//	"Blast radius increased" 621
	//	"blast dmg to self increased" 621621
	//	"reduced_healing_from_medics" 0
	//	"use large smoke explosion" 1
	//	"bombinomicon effect on death" 1
	//	
	//	"custom projectile model" "models/workshop/weapons/c_models/c_caber/c_caber.mdl"
	///	"custom kill icon" "ullapool_caber"  	
	//	
	//	"killstreak tier" 1
	//	}
	//	CharacterAttributes {
	//		"move speed bonus" 0.75
	//		"no self blast dmg"	0
	//		}
	//		}
	//	}
	//	}
		
		 DoneOutput   {
			Target wave_start_relay
			Action RunScriptCode
			Param 
			"
		//	ScreenFade(null,0,0,0,200,2,4,1) // Target, R, G. B, Alpha, Fadein, Duration, typ
		//	ScreenShake(Vector(-5610 -2270 -80),300,400,4,99999,0,true)
			"
           }
	}
	
	WaveSpawn	{
	WaitForAllDead sana2
	WaitBeforeStarting 1
//	DoneMessage "{99CCFF}Bullet-Resistant Medic{reset}: Erm, what the sigma?"  
//	FirstSpawnOutput	{
//		Target wave_start_relay
//		Action RunScriptCode
//		Param 
//		"
//		ClientPrint(null,3,`\x0799CCFFFast Tank with 3k (3000) HP inbound!`)
//		"
//	}
	}
	
	WaveSpawn	{
	WaitForAllDead sana2
	WaitBeforeStarting 8 // 3.5
//	DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: Well, at least it wasn't Freddy Fazbear."  
	}
	
//	WaveSpawn	{
//	WaitForAllDead sana2
//	WaitBeforeStarting 8
//	DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: Because if it was Freddy Fivebear."  
//	}
	
//	WaveSpawn	{
//	WaitForAllDead sana2
//	WaitBeforeStarting 12
//	DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: ..he would-"  
//	}
	
//	WaveSpawn	{
//	WaitForAllDead sana2
//	WaitBeforeStarting 15.5
//	DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: ..he-"  
//	FirstSpawnOutput 
//	{
//		Target gamerules
//		Action RunScriptCode
//		Param 
//		"
//		SpawnEntityFromTable(`training_annotation` , {
//		targetname = `sif_annot`
//		display_text = `Hur hurr hur hur Hurr. [Play Toreador -- Commit to the gag.]`
//		lifetime = `6`
//		origin = `-2889 2055 404`
//		}
//		)
//		EntFire(`sif_annot`, `show`)
//		EntFire(`sif_annot`, `kill`, ``, 12)
//		"
//	}
//	}
	
//	WaveSpawn	{
//	WaitForAllDead sana2
//	WaitBeforeStarting 19
//	DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: reenact where William After made a gre- blu-"  
//	}
	
//	WaveSpawn	{
//	WaitForAllDead sana2
//	WaitBeforeStarting 23
//	DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: no.. yellow Freakbear and 83 Bite happened."  
//	}
	
//	WaveSpawn {
//		Name    sana2s
 //       TotalCurrency    0
  //      TotalCount    1
   //     MaxActive    1
  //      SpawnCount    1
//		WaitForAllDead sana2
//        WaitBeforeStarting   2
//        WaitBetweenSpawns    6
//		Where	spawnbot_flank_left
//		Support Limited
	//	EventChangeAttributes  
	//	{
	//		Action2  
	//		{
	//			ActionOverride Mobber // He's out to kill you.
	//		}
	//			
	//	}
//		}
//	}
	
	WaveSpawn {
		Name    sanb1
        TotalCurrency    36
        TotalCount    18 // 10
        MaxActive    6
        SpawnCount    2
		WaitForAllDead sana2
		WaitBeforeStarting 21
        WaitBetweenSpawns   8 // 10
		Where	spawnbot_left
		Squad {
		TFBot {
		Template T_TFBot_Pyro_Dragon
		Name "Dwagon Pyro"
		Skill Normal
		}
		TFBot {
		Template T_TFBot_Medic_Vacci_Bullet
		Name "Bullet-Resistant Medic"
	//	ClassIcon	medic_vacc_trio
		ClassIcon medic_vac_duo_bb
		ItemAttributes	{
		ItemName "The Vaccinator"
		"medigun bullet resist passive" 0.5 // 0.66
		"medigun bullet resist deployed" 0.34
		}
			CharacterAttributes	{
			"dmg from melee increased" 3
			}
		}
		}
	}
	
	WaveSpawn {
		Name    sanb1
        TotalCurrency    36
        TotalCount    18 // 10
        MaxActive    6
        SpawnCount    2
		WaitForAllDead sana2
		WaitBeforeStarting 24
        WaitBetweenSpawns    9
		Where	spawnbot
		Squad {
		TFBot {
		Template T_TFBot_Pyro_Dragon
		Name "Dwagon Pyro"
		Skill Normal
		}
		TFBot {
		Template T_TFBot_Medic_Vacci_Blast
		Name "Blast-Resistant Medic"
		//	ClassIcon	medic_vacc_trio
		ClassIcon medic_vac_duo_bb
		ItemAttributes	{
		ItemName "The Vaccinator"
		"medigun bullet resist passive" 0.5 // 0.66
		"medigun bullet resist deployed" 0.34
		}
			CharacterAttributes	{
			"dmg from melee increased" 3
			}
		}
		}
		FirstSpawnOutput 
		{
		Target gamerules
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`Vaccinator Bots are hard countered by melee.`)
		"
		}
	}
	
//	WaveSpawn {
//		Name    sanb1
 //       TotalCurrency    24
  //      TotalCount    4
 //       MaxActive    4
 //       SpawnCount    2
//		WaitForAllDead sana2
//		WaitBeforeStarting 27
//        WaitBetweenSpawns    6
//		Where	spawnbot_right
//		Squad {
//		TFBot {
//		Template T_TFBot_Pyro_Dragon
//		Name "Dwagon Pyro"
//		Skill Normal
//		}
//		TFBot {
//		Template T_TFBot_Medic_Vacci_Fire
//		Name "Fire-Resistant Medic"
//		ClassIcon	medic_vacc_trio
//			CharacterAttributes	{
//			"dmg from melee increased" 3
//			}
//		}
//		}
//		FirstSpawnOutput    {
 //       Target wave_start_relay
  //      Action RunScriptCode
//        Param 
//        "
//        ClientPrint(null,3,`Survive until 6 AM.`)
//        "
//		}
//	}
	
	///// TANK 1 /////
    WaveSpawn    {
    Name    tank1
	WaitForAllDead sana2
	WaitBeforeStarting 15
    TotalCurrency    128
    TotalCount    1
 //   Where    spawnbot_boss
    WaitBeforeStarting    10
    FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn"
    FirstSpawnOutput     {    Target boss_spawn_relay    Action Trigger  }
    Tank    {
    Health   10000 //   20000
    Name tankboss
    ClassIcon tank //speed
    Speed    75 // 1m on this map
    Skin 0
    StartingPathTrackNode    "boss_path_a1"

    OnKilledOutput    { Target    boss_dead_relay    Action Trigger    }
    OnBombDroppedOutput    { Target	boss_deploy_relay	Action	Trigger    }
    }
    }

    WaveSpawn    {
    WaitForAllSpawned tank1
    WaitBeforeStarting 0.05
    FirstSpawnOutput    {
        Target wave_start_relay
        Action RunScriptCode
        Param 
        "
        ClientPrint(null,3,`\x0799CCFFMud Tank with 10k HP inbound!`) // 20k originally
        "
    }
    }

    WaveSpawn    {
    WaitForAllSpawned tank1
    WaitBeforeStarting 0.05
    FirstSpawnWarningSound "#mvm/mvm_tank_start.wav"
    FirstSpawnOutput    {
        Target tankboss
        Action "setmodelscale"
        Param "0.5"
    }
    }

    WaveSpawn    {
    WaitForAllSpawned tank1
    WaitBeforeStarting 15
    FirstSpawnOutput    {
        Target tankboss
        Action "setSpeed"
        Param "75"
    }
    }
///// TANK 1 OVER /////	


//	WaveSpawn    {
 //   Name    YOU_WON
//	WaitForAllDead tank2
//	 OnKilledOutput    {    Target robots_lose    Action RoundWin  }
//	}

///// TANK 2 /////
    WaveSpawn    {
    Name    tank2
	WaitForAllDead tank1
	WaitBeforeStarting 30
    TotalCurrency    125
    TotalCount    1
 //   Where    spawnbot_boss
    WaitBeforeStarting    10
    FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn"
    FirstSpawnOutput     {    Target boss_spawn_relay    Action Trigger  }
    Tank    {
    Health    20000 // 10000
    Name tankboss
    ClassIcon tank //speed
    Speed    75 // 1m on this map
    Skin 0
    StartingPathTrackNode    "boss_path_b1"

    OnKilledOutput    { Target    boss_dead_relay    Action Trigger    }
    OnBombDroppedOutput    { Target	boss_deploy_relay
	Action	Trigger    }
    }
    }

    WaveSpawn    {
    WaitForAllSpawned tank2
    WaitBeforeStarting 0.05
    FirstSpawnOutput    {
        Target wave_start_relay
        Action RunScriptCode
        Param 
        "
        ClientPrint(null,3,`\x0799CCFFMud Tank with 20k HP inbound!`)
        "
    }
    }

    WaveSpawn    {
//    WaitForAllSpawned tank2
	WaitForAllDead tank1
    WaitBeforeStarting 31
    FirstSpawnWarningSound "#mvm/mvm_tank_start.wav"
    FirstSpawnOutput    {
        Target tankboss
        Action "setmodelscale"
        Param "0.5"
    }
    }

///// TANK 2 OVER /////	

	WaveSpawn {
		Name    tank2
        TotalCurrency    300
        TotalCount   4 // 2
        MaxActive    4 // 2
        SpawnCount   2 // 1
		WaitForAllDead tank1
		WaitBeforeStarting 0
        WaitBetweenSpawns   15
		Where	spawnbot
		Squad {
		TFBot {	Template T_TFBot_Giant_Soldier_Charged_Burst Name "Five Nights at Crit Spam" 
		ItemAttributes	{
		ItemName "The Original"
		"faster reload rate" 0.6
		"fire rate bonus" 0.2
		"Projectile speed increased" 0.2
		
		"killstreak tier" 1
		}
		}
		TFBot { Template T_TFBot_Medic_Kritzkrieg_Blink ClassIcon medic_kritz }
		
//		TFBot {
//		Template T_TFBot_Giant_Demoman_RapidFire
//		Name "Giant Ultimatum Demo"
//		Item "The Jarmaments"
//		ItemAttributes	{
//		ItemName "TF_WEAPON_GRENADELAUNCHER"
//			"grenade explode on impact" 1  
//			"dmg penalty vs players" 0.34 // 0.66
//			"add cond on hit" 24
//			"add cond on hit duration" 5
//			"custom projectile model" "models/weapons/c_models/urinejar.mdl"  
//		}
//		}
	}
	}
	
	WaveSpawn {
		Name    sanb2
        TotalCurrency    0
        TotalCount    90
        MaxActive    10
        SpawnCount    4
		WaitForAllDead tank1 // tank2
		WaitBeforeStarting 4
        WaitBetweenSpawns   5
		Where	spawnbot
		Where	spawnbot_left
		Where	spawnbot_right
		Where	spawnbot_flank_right
		Support Limited
		RandomChoice {
		RandomChoice {
		TFBot {	Template T_TFBot_Heavy_Maul_Champ	Name "T_Heavy_Maul" Health 150
		CharacterAttributes { "head scale" 0 }		
		}
		TFBot {	Template T_TFBot_Heavy_Maul_Champ	Name "Maulweight Champ" Health 150}
		TFBot {	Template T_TFBot_Heavy_Maul_Champ	Name "Maulweight Champ" Health 150}
		TFBot {	Template T_TFBot_Heavy_Maul_Champ	Name "Maulweight Champ" Health 150}
		TFBot {	Template T_TFBot_Heavy_Laugh_Champ	Name "Laughweight Champ" Health 150}
		}
		}
	}
	
	WaveSpawn	{
	WaitForAllDead tank2
	DoneOutput {
		Target wave_start_relay
        Action RunScriptCode
        Param
        "
     //   ClientPrint(null,3,`\x07FF0000It is possible that a parsing error had occurred. Check console for details.`)
	//	ClientPrint(null,3,`\x07FFFF00It is possible that a parsing error had occurred. Check console for details.`)
	//	ClientPrint(null,3,`\x07FFFFFFIt is possible that a parsing error had occurred. Check console for details.`)
	//	ClientPrint(null,3,`\x0700FFFFIt is possible that a parsing error had occurred. Check console for details.`)
	//	ClientPrint(null,3,`\x0700FFFFIt is possible that a parsing error had occurred. Check console for details.`)
	//	ClientPrint(null,3,`\x070000FFIt is possible that a parsing error had occurred. Check console for details.`)
	//	ClientPrint(null,3,`\x07000000It is possible that a parsing error had occurred. Check console for details.`)
	//	ClientPrint(null,3,`\x07621621It is possible that a parsing error had occurred. Check console for details.`)
        "
	}
	}
	
	} // Wave 3 Done.
	
	// Wave 4 / 6 (1000)
	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
	InitWaveOutput	{
	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_halloween`) // Thanks ficool2.
		
		ClientPrint(null,3,`\x08FFFF00FFSomething went wrong with this wave.`)
		ClientPrint(null,3,`\x08FFFF00FFWhat the heck, did you do?`)
		
		NetProps.SetPropInt(resource, `m_nMannVsMachineWaveCount`, 4)
		NetProps.SetPropInt(resource, `m_nMannVsMachineMaxWaveCount`, 5)
		
		
	//	EntFire(`func_upgradestation`, `enable`); // Christn why is this not working
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); 
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		"
	}
	
	StartWaveOutput	{
		Target	wave_start_relay
		Action	Trigger
	}

	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
	WaveSpawn    {
    WaitBeforeStarting 2
    FirstSpawnOutput    {
        Target wave_start_relay
        Action RunScriptCode
        Param 
        "
//      ClientPrint(null,3,`Some files are missing on the server, check console for details.`)
  /     	ClientPrint(null,3,`It is possible that a parsing error had occurred. Check console for details.`)
		"
    }
    }
	
	WaveSpawn    {
    WaitBeforeStarting 3
    FirstSpawnOutput    {
        Target wave_start_relay
        Action RunScriptCode
        Param 
        "
        ClientPrint(null,3,`Unable to parse mvm_bogland_rc8_benign_foetor_sif1arc1.`)
	//	ClientPrint(null,3,`It is possible that a parsing error had occurred. Check console for details.`)
        "
    }
    }
	
	WaveSpawn    {
    WaitBeforeStarting 4
    FirstSpawnOutput    {
        Target wave_start_relay
        Action RunScriptCode
        Param 
        "
        ClientPrint(null,3,`Attempting to load mvm_bogland_rc8_kaizo_foetor_rc1.`)
        "
    }
    }
	
//	WaveSpawn    {
//    WaitBeforeStarting 9
//    FirstSpawnOutput    {
//        Target wave_start_relay
//        Action RunScriptCode
//        Param 
//        "
//        ClientPrint(null,3,`Mankind is Dead.`)
//        "
//    }
//    }
	
//	WaveSpawn    {
 //   WaitBeforeStarting 10
//    FirstSpawnOutput    {
//        Target wave_start_relay
//        Action RunScriptCode
//        Param 
//        "
//        ClientPrint(null,3,`Blood is Fuel.`)
//        "
//    }
//    }
	
	WaveSpawn    {
    WaitBeforeStarting 15
    FirstSpawnOutput    {
        Target wave_start_relay
        Action RunScriptCode
        Param 
        "
	//	ClientPrint(null,3,`This cold, dark world shall bring you no salvation.`)
        "
    }
    }
	
	WaveSpawn {
		Name    sia2
        TotalCurrency    500
        TotalCount    5
        MaxActive    3
        SpawnCount    1
		WaitBeforeStarting 8
        WaitBetweenSpawns	35
		Where	spawnbot
		RandomChoice {
		TFBot	{	Template	T_TFBot_Giant_Scout_Sandman Health 2500 ClassIcon scout_stun_giant_armored Name "Pointless DPS Requirement" CharacterAttributes { "dmg taken increased" 1.5 "move speed bonus" 0.66 } }
		TFBot	{	Template	T_TFBot_Giant_Scout_Sandman Health 2500 ClassIcon scout_stun_giant_armored Name "Pointless DPS Requirement"  CharacterAttributes { "dmg taken increased" 1.5 "move speed bonus" 0.66 }	}
		TFBot	{	Template	T_TFBot_Giant_Scout_Sandman Health 2500 ClassIcon scout_stun_giant_armored Name "Pointless DPS Requirement"  CharacterAttributes { "dmg taken increased" 1.5 "move speed bonus" 0.66 }
		ItemAttributes	{ ItemName	"the sandman" "mark for death"	1 } 
		}
		}
	}
	
	WaveSpawn {
		Name    sia2
        TotalCurrency    450
        TotalCount    4
        MaxActive    2
        SpawnCount    1
		WaitBeforeStarting 22
        WaitBetweenSpawns	25
		Where	spawnbot
		TFBot {		Template T_TFBot_Giant_Soldier_Push_RapidFire	
		Name "Giant Red Glare Soldier"
		ClassIcon soldier_blast_spammer
	//	Name "Medic Obliterator Device" // STRING_JOKENAME
		ItemAttributes	{
		ItemName "The Liberty Launcher"
		"damage bonus" 0.7
		"Projectile speed increased"  1.2 // 1.8
		"fire rate bonus" 0.75
		"Reload time increased" 11 // 6 // 4 //10s reload
		
		"projectile gravity" 450  
		"mark for death" 1
		
		"add cond on hit" 80   // Forced to parachute 
		"add cond on hit duration" 5   
		}
		CharacterAttributes {
		"mod mini-crit airborne" 1
		"minicrits become crits" 1
		"apply z velocity on damage"	500
		"apply look velocity on damage" -200
		}
	}
	}

	
	WaveSpawn {
		Name    sia1
        TotalCurrency    20
        TotalCount    20
        MaxActive    10
        SpawnCount    10
		WaitBeforeStarting 10
        WaitBetweenSpawns	20
		Where	spawnbot_right
		RandomChoice {
		TFBot { Template T_TFBot_Soldier_DirectHit Name "Peacebreaker Soldier" Skill Hard  ClassIcon soldier_and_demo
		ItemAttributes {
		ItemName "The Direct Hit"
		"fire rate bonus"	0.5
		"faster reload rate"	 3 // 6.64s reload
		"ragdolls plasma effect" 1
		"attach particle effect" 3083 // golden glimmer
		"Blast radius increased" 0.2 	// since this is here, I wanted to say that if you literally ran at this, it is your fault.
		}
		}
	//	TFBot	{	Template	T_Soldier
	//	Name "Lesser Soldier"
	//	Item "The Liberty Launcher"
	//	Item "Jumper's Jeepcap"		}
	//	TFBot { Template T_TFBot_Soldier_DirectHit Name "Ext. Backup Direct Hit Soldier" Skill Easy ClassIcon soldier_and_demo }
		TFBot { Template T_TFBot_Soldier_Mortar Name "Spliced Demoman" Skill Easy ClassIcon soldier_and_demo }
		}
	}
	
	WaveSpawn {
		Name    sia1
        TotalCurrency    8
        TotalCount    8
        MaxActive    8
        SpawnCount    4
		WaitBeforeStarting 20
        WaitBetweenSpawns	8
		Where	spawnbot
		TFBot	{	Template	T_TFBot_Demoman_Sticky_Burst
	//	Attributes AlwaysCrit
		Name "Burst Sticky Demo" 
		ClassIcon soldier_and_demo
		//ClassIcon demo_fast2 
		}
	}
	
	WaveSpawn {
		Name    sia1
        TotalCurrency    32
        TotalCount    32
        MaxActive    6
        SpawnCount    4
		WaitBeforeStarting 5
        WaitBetweenSpawns	10
		Where	spawnbot_left
	//	TFBot	{	Template	T_TFBot_Demoman_Charged
	//	TFBot	{	Template	T_TFBot_Demoman_Loch_Burst
	//	TFBot	{	Template	T_TFBot_Demoman_Burst_Hyper Skill Hard
		TFBot	{	Template	T_TFBot_Demoman_Mortar Name "Spliced Soldier" Skill Hard ClassIcon soldier_and_demo
	//	Attributes AlwaysCrit
	//	ClassIcon demo_fast2
		CharacterAttributes	{
			"damage bonus" 1
		}
		}
	//	Name "Hyper Burst Demo" }
	}
	
	WaveSpawn {
		Name    sia2
        TotalCurrency    0
        TotalCount    0
        MaxActive    8
        SpawnCount    4
		WaitForAllDead sia1
		WaitBeforeStarting 12
        WaitBetweenSpawns	4
		Where	spawnbot_flank_right
		TFBot	{	Template	T_TFBot_Heavy_Tomislav_Reversed Skill Easy }
	}
	
	WaveSpawn {
		Name    sia2
        TotalCurrency    40
        TotalCount    32
        MaxActive    16
        SpawnCount    8
		WaitForAllDead sia1
		WaitBeforeStarting 15
        WaitBetweenSpawns	2.5
		Where	spawnbot_flank_left
		Squad {
		TFBot	{	Template	T_TFBot_Engineer_Battle_Frontier Skill Easy Action Mobber ClassIcon engineer_frontierjustice}
		TFBot	{	Template	T_TFBot_Engineer_Battle_Frontier_Reversed Skill Hard Action Mobber ClassIcon engineer_frontierjustice }
		}
	}
	
	WaveSpawn {
		Name    sia2s
        TotalCurrency    0
        TotalCount    10
        MaxActive    10 // 8
        SpawnCount    2
		WaitBeforeStarting 20
        WaitBetweenSpawns	2
		Where	spawnbot_flank_left
		Where	spawnbot_flank_right
		WaitForAllDead sia1
	//	TFBot { Template T_TFBot_Soldier_DirectHit Name "Ext. Backup Direct Hit Soldier" Skill Easy ClassIcon soldier_and_demo }
		TFBot { Template T_TFBot_Soldier_Mortar Name "Spliced Demo" Skill Easy ClassIcon soldier_and_demo }
	}
	
// Actual FvF Miniboss uwu~ 
// ty to people @FriendsvFriends for helping me with ideas.	
	// <3 AveryYeen
	WaveSpawn {
		Name    sia3
        TotalCurrency    450
        TotalCount    1
        MaxActive    1
        SpawnCount    1
		WaitForAllDead sia2
		WaitBeforeStarting 8
        WaitBetweenSpawns	8
		Where	spawnbot
		FirstSpawnWarningSound "items/powerup_pickup_resistance.wav"
		
		RandomChoice {
		TFBot	{	Template T_Scout_Haru	} // Scout A // Deagle + Blast-a-Nature; Cocky -- Ignores Bomb, takes double dmg
		TFBot	{	Template T_Soldier_Stevie	} // Soldier A // DH + Reserv; Takes less damage, Ignores Sentry and Highest DPS
		TFBot	{	Template T_Pyro_Manokitt	} // Pyro A // Frostburn + RF_Maul; Weak to Blast type
		TFBot	{	Template T_Demo_Lars	} // Demoman A // Atom Launcher + Overloader; Massive self dmg and Will Suicide on Low HP
	//	TFBot	{	Template T_Heavy_Myk	} // Heavy A // AA-Cannon + Ludmilla; Ignores Far targets, Bad at tracking 
		TFBot	{	Template T_Engi_Bach	} // Engi A // HighNoon + Emancipator ShortCircuit; Starts off weak
	//	TFBot	{	Template T_Medic_Dale	} // Medic A // Dartgun + Invis ; Fur Weak to fire.
	//	TFBot	{	Template T_Sniper_Newt	} // Sniper A // SMG + Classic-Rifle
	//	TFBot	{	Template T_Spy_Amante	} // Spy A

	//	TFBot	{	Template T_Scout_Mulligan	} // Scout B // Copies your idle scout loadout.
	//	TFBot	{	Template T_Soldier_Donn	} // Soldier B // Red Glare + Equalizer; More health!
	//	TFBot	{	Template T_Pyro_QT	} // Pyro B // Volcanic + Airblast; Weak to Explosive and Minicrit
	//	TFBot	{	Template T_Demo_Sable	} // Demo B // Katana; Weak to ranged attack, will attempt to block both bullet and explosion
	//	TFBot	{	Template T_Heavy_Dooper	} // Heavy B // Fist of Steel + Firestarter Huolong; Takes 60% more damage by default.
	//	TFBot	{	Template T_Engi_Klustr	} // Engi B // Gungslinger + Widowmaker; If no minisentry is alive, deals 80% less damage 
	//	TFBot	{	Template T_Medic_Jawhara	} // Medic B // Reverse Medigun + Surg Precision; All damage taken is doubled, but crit immune.
	//	TFBot	{	Template T_Sniper_Owl	} // Sniper B // Huntsman + Jarate // Weak to melee damage and elec-energy type weapons.
	//	TFBot	{	Template T_Spy_FKF	} // Sy B // Easter Egg. TF2 x100 Knife // Weak to getting airblasted and launched.
		}
	}
	
	WaveSpawn {
		Name    Siaro
		WaitForAllDead sia3
		WaitBeforeStarting 2
        DoneOutput {
		Target wave_start_relay
        Action RunScriptCode
        Param
        "
        ClientPrint(null,3,`FvF_unconnected left the game (Client Kicked. Reason: Wrong videogame.)`)
        "
		}
	}
	
	WaveSpawn {
		Name    sia1s
        TotalCurrency    0
        TotalCount    621
        MaxActive    5
        SpawnCount    2
		WaitBeforeStarting 45
        WaitBetweenSpawns	9
		Support Limited
		Where	spawnbot
		Where spawnbot_right
		RandomChoice {
		// Pre-nerf Degreaser -- Pushover
		TFBot	{	Template	T_TFBot_Pyro_Airblast_NoPush  Skill Hard Name "Pushover Pyro" ClassIcon	pyro_reflect_hyper_lite	}
		TFBot	{	Template	T_Pyro Attributes AlwaysFireWeapon  Skill Easy Name "Pushover Pyro" ClassIcon	pyro_reflect_hyper_lite	}
		TFBot	{	Template	T_TFBot_Pyro_Airblast_Hyper 
		Skill Hard
		Name "Airblast Pyro" 
		ClassIcon	pyro_reflect_hyper_lite
		ItemAttributes {
		ItemName  "Powerhouse_flamethrower_turbinetorcher"
			"airblast_deflect_projectiles_disabled" 1
		}
		}
		// Reverse Degreaser -- Wavesucker. Cut weapon.
		TFBot	{	Template	T_TFBot_Pyro_Airblast_Reversed  Skill Expert Name "Wavesucker Pyro" ClassIcon	pyro_reflect_hyper_lite	}

		}
	}
	
	WaveSpawn {
		Name    sia1s2
        TotalCurrency    0
        TotalCount    621
        MaxActive    8
        SpawnCount    2
		WaitForAllSpawned sia3
		WaitBeforeStarting 35
        WaitBetweenSpawns	8
		Support Limited
		Where	spawnbot
		Where spawnbot_right
		RandomChoice {
		TFBot	{	Template	T_Pyro
		Skill Hard
		Name "Golfing Pyro" 
		ClassIcon	pyro_reflect_hyper_lite
		ExtAttr AlwaysFireWeaponAlt  
		ItemAttributes {
		ItemName  "Powerhouse_flamethrower_turbinetorcher"
			"airblast_deflect_projectiles_disabled" 1
		}
		}
		TFBot	{	Template	T_Pyro
		Skill Hard
		Name "Golfing Pyro" 
		ClassIcon	pyro_reflect_hyper_lite
		ExtAttr AlwaysFireWeaponAlt  
		ItemAttributes {
		ItemName  "Powerhouse_flamethrower_turbinetorcher"
			"airblast_deflect_projectiles_disabled" 1
		}
		}
		TFBot	{	Template	T_TFBot_Pyro_Dragon Name "Dwagon Pyro"  Skill Hard ClassIcon	pyro_reflect_hyper_lite	}
		}
	}
	
	
	} // Wave 4 Done.
	
	// Wave 5 / 6 (1000)
	Wave	{
	WaitWhenDone	65
	Checkpoint	Yes
//	RedTeamWipeCausesWaveLoss 1  
	InitWaveOutput	{
	Target gamerules
	Action RunScriptCode
	Param 
		"
		SetSkyboxTexture (`sky_halloween`) // Thanks ficool2.
		
		ClientPrint(null,3,`\x08FFFF00FFThe robots have grown sentient. You really SHOULD leave.`)
		ClientPrint(null,3,`\x08FFFF00FFOnly cure to FOETOR is DEATH.`)
		ClientPrint(null,3,`CAUTION: If everyone is DEAD, the wave is considered a loss.`)
		
	//	EntFire(`func_upgradestation`, `enable`); // Christn why is this not working
		
		Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); 
		Convars.SetValue(`tf_airblast_cray_power`, 150);
		Convars.SetValue(`tf_bot_taunt_victim_chance`, 0);
		"
	}
	
//	SpawnTemplate  "EscapeW5ControlPointLogic"  
	
	StartWaveOutput	{
		Target	wave_start_relay
		Action	Trigger
	}
	
//	FlagResetTime   
//	{
//		Name "intel" 
//		ResetTime 15
//	}

	DoneOutput	{
		Target	wave_finished_relay
		Action	Trigger
	}
	
	PlayerAttributes	 
	{
	"can headshot"	1  
	"revolver use hit locations" 1 
	}
	
	SpawnTemplate  "Decor"  
	
	WaveSpawn    {
	WaitBeforeStarting 1
	DoneMessage "{EEEEEE}????{reset}: Thanks for the help."  
    }
	
	WaveSpawn    {
	WaitBeforeStarting 3
	DoneMessage "{EEEEEE}????{reset}: We don't need any of you anymore."  
    }
	
	WaveSpawn    {
	WaitBeforeStarting 6
	FirstSpawnWarningSound "misc/cp_harbor_blue_whistle.wav"
	FirstSpawnOutput 
	{
		Target gamerules
		Action RunScriptCode
		Param 
		"
		SpawnEntityFromTable(`training_annotation` , {
		targetname = `sif_annot`
		display_text = `<!> The Ferry tolls.. Defend yourselves!`
		lifetime = `8`
		origin = `-292 52 704.33`
		}
		)
		EntFire(`sif_annot`, `show`)
		EntFire(`sif_annot`, `kill`, ``, 8)
		
		ClientPrint(null,3,`Current Goal:`)
		ClientPrint(null,3,`Survive through the crescendo for long enough.`)
		"
	}
    }
	
	WaveSpawn	{
	Name era1
	WaitBeforeStarting 8
//	FirstSpawnWarningSound "insertmusichere"
	FirstSpawnWarningSound "meme/sif_swampfever_finale.wav"
	FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`\x08FFFF00FF[Music] Now Playing: Your Own Funeral (Cresc Hold- Finale)`)
		"
	}
	}
	
	WaveSpawn {
		Name    wua1
        TotalCurrency    20
        TotalCount    20
        MaxActive    12
        SpawnCount    4
        WaitBeforeStarting    13
        WaitBetweenSpawns    3
        Where	spawnbot
	//	Where	spawnbot_right
		RandomChoice {
		TFBot { Template T_TFBot_Scout_Cleaver Name "Flesh Monger" Item	"Parasite Hat" 
		ClassIcon scout_cleaver }
		TFBot { Template T_TFBot_Scout_Sword 
		Name "Flesh Flenser" 
		Item "Parasite Hat"
		ClassIcon scout_cleaver
		ItemAttributes {
		ItemName "Three-Rune Blade"
			"custom item model" "models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl"  
			}
		}
		}
	}
	
	WaveSpawn {
		Name    wua1s
        TotalCurrency    60
        TotalCount    20 // 30
        MaxActive    10
        SpawnCount    5
        WaitBeforeStarting    8.5
        WaitBetweenSpawns    25
        Where	spawnbot
		Where	spawnbot_left
		Where	spawnbot_right
		RandomChoice {
		TFBot { Template T_TFBot_Heavy_Steel_Gauntlet_Reversed Name "Alloy Docker" ClassIcon heavy_steelfist_nys}
		TFBot { Template T_TFBot_Heavy_Steel_Gauntlet_Reversed Name "Alloy Docker" ClassIcon heavy_steelfist_nys}
		TFBot { Template T_TFBot_Heavy_Steel_Gauntlet_Reversed Name "Alloy Docker" ClassIcon heavy_steelfist_nys}
		TFBot { Template T_TFBot_Heavy_Steel_Gauntlet_Reversed_Pusher Name "Alloy Docker" ClassIcon heavy_steelfist_nys}
		}
	}
	
	WaveSpawn {
		Name    wua1
        TotalCurrency    200
        TotalCount    6 // 4
        MaxActive    3 // 2
        SpawnCount    3 // 2
        WaitBeforeStarting    8
        WaitBetweenSpawns    25
        Where	spawnbot
		Squad {
	//	TFBot { Template T_TFBot_Giant_Heavy_Shotgun_Burst Name "Private Fusilier" }
		TFBot { Template T_TFBot_Giant_Pyro_Dragon Name "Giant Swamp Immolationist" }
		TFBot { Template T_TFBot_Giant_Medic_QuickFix_Heal ClassIcon medic Name "Giant Regen Medic"  }
		TFBot { Template T_TFBot_Medic_QuickFix_BigHeal Name "Marsh Altar"	
		ClassIcon medic_critcanteen
		Item "Battery Canteens"
		Action FetchFlag  
		ItemAttributes	{
		ItemName "Battery Canteens"
			"critboost" 1
			"powerup charges" 1
		}
		}
		}
	}
	
	WaveSpawn {
		Name    wua2
        TotalCurrency    108
        TotalCount    4
        MaxActive    4
        SpawnCount    4
		WaitForAllSpawned wua1
        WaitBeforeStarting    0
        WaitBetweenSpawns    15
        Where	spawnbot_left
		Where	spawnbot_right
		LastSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
		ClientPrint(null,3,`Director Tempo: RELAX`)
		"
		}
		Squad {
	//	TFBot { Template T_TFBot_Giant_Heavy_Shotgun_Burst Name "Private Fusilier" }
		TFBot { Template T_TFBot_Giant_Engineer_Widowmaker Action FetchFlag 
		Name "Giant Bullet Carver" }
	//	TFBot { Template T_TFBot_Medic_Kritzkrieg_Rapid Name "Giant Regen Medic"  }
		//	TFBot { Template T_TFBot_Medic_Uber_Blink Name "Cabin Keeper"	}
		TFBot { Template T_TFBot_Medic_QuickFix_BigHeal Name "Marsh Altar"	
		ClassIcon medic_critcanteen
		Item "Battery Canteens"
		Action FetchFlag  
		ItemAttributes	{
		ItemName "Battery Canteens"
			"critboost" 1
			"powerup charges" 1
		}
		}
		}
	}
	
	WaveSpawn {
		Name    wua2
        TotalCurrency    32
        TotalCount    16
        MaxActive    16
        SpawnCount    4
		WaitForAllDead wua1
        WaitBeforeStarting    15
        WaitBetweenSpawns    0
        Where	spawnbot_left
		Where	spawnbot_right
		Support Limited
		RandomChoice {
		TFBot { Template T_TFBot_Medic_Battle_Crossbow_Burst_Penetrate ClassIcon medic_crossbow_burst
		Action FetchFlag  
		CharacterAttributes
		{
		"damage penalty" 0.5
		}
		}
		TFBot { Template T_TFBot_Medic_Battle_Crossbow_Burst_Penetrate ClassIcon medic_crossbow_burst
		Action FetchFlag  
		CharacterAttributes
		{
		"damage penalty" 0.5
		}
		}
		TFBot { Template T_TFBot_Medic_Battle_Crossbow_Burst_Penetrate ClassIcon medic_crossbow_burst
		Action FetchFlag  
		CharacterAttributes
		{
		"damage penalty" 0.5
		}
		}
		TFBot { Template T_TFBot_Medic_Battle_Crossbow_Burst_Penetrate ClassIcon medic_crossbow_burst
		Action FetchFlag  
		CharacterAttributes
		{
		"damage penalty" 0.5
		}
		}
		TFBot { Template T_TFBot_Medic_Battle_Crossbow_Dartgun 
		Action FetchFlag  
		Scale 1.2
		Health 150 // 300
		ItemAttributes	{
		ItemName "The Crusader's Crossbow"
		"minicrit on cond" 5|24|27|86|1|9|15|22|25|123   
		"add attributes on hit" "effect immunity|1|3|wet immunity|1|3"  
		}
		Name "Chiruwurgeon" Item "Hundekopf" ClassIcon medic_crossbow_burst }
		
		}
		FirstSpawnOutput	{
		Target wave_start_relay
		Action RunScriptCode
		Param 
		"
	//	ClientPrint(null,3,`Director Tempo: BUILD_UP`)
		"
		}
	}
	
	WaveSpawn {
		Name    wua3
        TotalCurrency    50
        TotalCount    1
        MaxActive    1
        SpawnCount    1
		WaitForAllSpawned wua2
        WaitBeforeStarting    20
        WaitBetweenSpawns    5
		Where spawnbot_flank_right
		FirstSpawnWarningSound "dnmeme/tank"
		TFBot { Template T_Zombie_Garg Name "Tank"
			UseCustomModel "models\kirillian\infected\hank_v4.mdl"
		ClassIcon heavy_zombie_arm1_lite
			StripItem "Zombie Heavy"
			NoIdleSound 1
			AdditionalStepSound "=80|player/footsteps/giant2.wav"
	//	Health 12000
		Health 5000
		CharacterAttributes	{ "attach particle effect" 3130 "move speed bonus" 0.6 "add attributes on hit" "auto fires when full|1|5|damage bonus hidden|1.5|15|no_jump|1|5|attach particle effect|3044|15"  } // Cremation	
		}
		FirstSpawnOutput	{
		Target ambient_musik3
		Action Trigger
		}
	}
	
	WaveSpawn {
		Name wua3
		TotalCurrency 150
		TotalCount 2 // 4
		MaxActive 2
		SpawnCount 1
		WaitForAllDead wua2
		WaitBeforeStarting 25 // 40
		WaitBetweenSpawns 5 // 15
		Where spawnbot_flank_left
		Where spawnbot_flank_right
		TFBot { Template T_Zombie_Garg Action Mobber Name "Tank" 
		UseCustomModel "models\kirillian\infected\hank_v4.mdl"
		ClassIcon heavy_zombie_arm1_lite
			StripItem "Zombie Heavy"
			NoIdleSound 1
			AdditionalStepSound "=80|player/footsteps/giant2.wav"
	//	Health 12000
		Health 5000
		CharacterAttributes	{ "attach particle effect" 3130 "move speed bonus" 0.6 "add attributes on hit" "auto fires when full|1|5|damage bonus hidden|1.5|15|no_jump|1|5|attach particle effect|3044|15"  } // Cremation	
		}
		
	//	FirstSpawnOutput	{
	//	Target wave_start_relay
	//	Action RunScriptCode
	//	Param 
	//	"
	//	
	//	"
	//	}
	}
	
	WaveSpawn {
		Name wub3s
		TotalCurrency 0
		TotalCount 621
		MaxActive 9
		SpawnCount 6 // 2
	//	WaitForAllDead wua1 // wua2 // wub2
		WaitBeforeStarting 50 // 5
		WaitBetweenSpawns 4 // 6
		Where spawnbot_left
		Where spawnbot
		Where spawnbot_right
		Support Limited
		RandomChoice {
	//	TFBot { Template T_TFBot_Soldier_Bazooka_Conch Action Mobber Name "Mud Soldier" }
		TFBot { Template T_TFBot_Heavy_Apoco_Champ Action Mobber Name "Mud Infected" }
		}
	}
	
	WaveSpawn {
		Name wua3s
		TotalCurrency 0
		TotalCount 621
		MaxActive 12
		SpawnCount 6
		WaitForAllSpawned wua2
		WaitBeforeStarting 12
		WaitBetweenSpawns 8
		Where spawnbot_left
		Where spawnbot_invasion
		Where spawnbot_right
		Support Limited
		RandomChoice {
		TFBot { Template T_TFBot_Demoman_Loch_Burst 
		UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"   
		Action Mobber Name "Fallen Demo" ClassIcon soldier_bazooka_conch_seel }
		TFBot { Template T_TFBot_Demoman_Loch_Burst 
		UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"   
		Action Mobber Name "Fallen Demo" ClassIcon soldier_bazooka_conch_seel }
		TFBot { Template T_TFBot_Soldier_Bazooka_Conch
		UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"    
		Action Mobber Name "Fallen Soldier" }
		TFBot { Template T_TFBot_Sniper_Bowman_Penetrate
		UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"   
		Action Mobber Name "Fallen Arbalist" }
		TFBot { Template T_TFBot_Medic_Ubersaw_Bleed Item Hundekopf ClassIcon medic_crossbow_burst
		Name "Rabid Gander" Action FetchFlag   }
		TFBot { Template T_TFBot_Heavy_Apoco_Champ Action Mobber Name "Mud Infected" }
		}
		FirstSpawnOutput
		{
			Target intel
			Action ForceResetSilent
		}	
	}
	
	
	WaveSpawn {
		Name FINALE
		WaitForAllDead wua3
		WaitBeforeStarting 5
		FirstSpawnWarningSound "meme/sif_monsterswithin"
	DoneOutput   {
			Target wave_start_relay
			Action RunScriptCode
			Param 
			"
			ScreenFade(null,0,0,0,255,2,4,1) // Target, R, G. B, Alpha, Fadein, Duration, typ
		//	ScreenShake(Vector(-5610 -2270 -80),300,400,4,99999,0,true)
			Convars.SetValue(`tf_bot_kill`, all);
			
			ClientPrint(null,3,`REDs have escaped.`)
			"
           }
	}
	
	WaveSpawn {
		Name FINALE
		WaitForAllDead wua3
		WaitBeforeStarting 5
	DoneOutput
        {
            Target bossmusic3
            Action RunScriptCode
            Param "
			//	EntFire(`player`, `RunScriptCode`, `if (!IsPlayerABot(self)) self.StopSound(`meme/sif_swampfever_intro`)`)
				StopAmbientSoundOn(`meme/sif_swampfever_finale`, self)
            "
        }
	}
	
	
	} // Wave 5 Done.
}
// Fellas, ints are boring amirite
// -SiF

//This file has been generated by http://mvm.tfs