#base robot_giant.pop
#base robot_standard.pop

// oh boy it's time to do the flip flop
// has a time limit to beat waves because yes
// and other things because just hauling the bomb gets boring
//
// My hearts go out to all you sinners:
//
// - JaidenDestroyer 	> Made the map and added a .pcf file for Dell-OROM's skyray attack
// - Jurrell 			> Explained what datamaps are so the 'full bars on spawn' logic actually works, misc. assistance when shit don't work
// - NotYourSagittarius > Icons for Skull Magician, Dell-OROM, his Beep Boys and Finale Soldier
// - Braindawg 			> Made that core logic pop which made putting this together a lot easier
// - Yaki 				> Shared some funny things you can do with mvm logic, seen on the finale
// - Rafradek 			> Occasional assistance when things stopped working
// - Lite 				> Logic for the Vita-Saw's damage mechanic (which was later removed)
// - The One of Wonders > Stats for the Baby Face's Blaster
// - Seelpit			> Pointing out how to stop Short Circuit orb from moving
// - CTriggerHurt		> That Gibby Soldierbot model that Treadonator uses
// - Oobersli 			> B.M.M.H's model
// - Cbast 				> Subterranean Sun's model
// - Noors 				> Warsaw Fact model, aka Treadonator's chainsaw
// - Josh Mancell		> Dell-OROM's boss music
// - Jarkko Rotsten 	> Soldier's boss music
// - And the several folks who tested this thing out!
//
//
// The concept of this mission is to go all-in on the Reverse aspect of you playing as bots
// Money is completely optional as all the weapons are pre-upgraded, like you're playing as Template bots
// Only use for it is for buybacks
//
// Final server crash bodycount: 8


WaveSchedule
{
	StartingCurrency		0
	RespawnWaveTimeBlue	3 				 
	FixedRespawnWaveTimeBlue 1			 
	CanBotsAttackWhileInSpawnRoom Yes
	
	// some crap
	NoReanimators 1 					   // you're robots, no reviving
	NoMvMDeathTune 1 					 
	SniperAllowHeadshots 1 				 
	SentryBusterFriendlyFire 0 			 
	NoSapUnownedBuildings 1 		   	 
//	SendBotsToSpectatorImmediately 1	 
	RobotLimit 26 						 
	BotPushaway 0 						 
	BotsAreHumans 2						  // give spy some love
	MaxTotalPlayers 6					 
	DisplayRobotDeathNotice 0 			 
	BodyPartScaleSpeed 10 				  // for megabig kill
//	FixedBuybacks 1 					  // no buyback
//	BuybacksPerWave 0 					  // no buyback
	StealthDamageReduction 0.1 			  // give spy some love
	MedigunShieldDamage 1 				  // spicy
	WaveStartCountdown 3 				  // get on with it
	NoRomevisionCosmetics 1 			 
	BonusRatioHalf 2
	BonusRatioFull 2
	MaxSpeedLimit 666							   // peak of comedy
	CustomNavFile "mvm_legerdemain_stilltabletop"  // regular one is pretty bad
	ScriptSoundOverrides "scripts/crush_soundscripts.txt"
	
	//the actual 'make players bots' bits
	ReverseWinConditions 1				  // no shit
	BluHumanFlagCapture 1				 
	BluHumanFlagPickup 1				 
	AllowJoinTeamBlueMax 6				 
	AllowJoinTeamBlue 1 				 
	HumansMustJoinTeam blue 			  // no shit
	BluPlayersAreRobots 1 				 
	SetCreditTeam 3 					 			
	FlagCarrierMovementPenalty 0.75 	  // very slight penalty  
	BluHumanInfiniteAmmo 1 				  // here's infinite ammo
	BluHumanInfiniteCloak 1 			  // give them that spybot behavior
	PlayerMiniBossMinRespawnTime 23 	 
	BluHumanTeleportOnSpawn 1 			  // for the finale
	
	// disable sounds
//	DisableSound "music.mvm_end_last_wave"					 	  
//	DisableSound "music.mvm_end_mid_wave"						  
//	DisableSound "music.mvm_end_tank_wave"						  
//	DisableSound "music.mvm_end_wave"							  
	DisableSound "music.mvm_lost_wave"							  
	DisableSound "music.mvm_start_last_wave"					  
	DisableSound "music.mvm_start_mid_wave"						  
	DisableSound "music.mvm_start_tank_wave"					  
	DisableSound "music.mvm_start_wave"							  
	DisableSound "Announcer.MVM_Get_To_Upgrade"					  
	DisableSound "Announcer.MVM_Spy_Alert" 						  
	DisableSound "Announcer.mvm_spybot_death"					  
	DisableSound "Announcer.mvm_spybot_death_all"				  
	DisableSound "Announcer.MVM_First_Wave_Start"				  
	DisableSound "Announcer.MVM_Wave_Start"						  
	DisableSound "Announcer.MVM_Wave_End"						  
	DisableSound "Announcer.MVM_Wave_Lose"						  
	DisableSound "Announcer.MVM_Final_Wave_Start"				  
	DisableSound "Announcer.MVM_Final_Wave_End"					  
	DisableSound "Announcer.MVM_Robots_Planted"					  
	DisableSound "Announcer.MVM_All_Dead"						  
	DisableSound "Announcer.MVM_Bomb_Alert_Entered"				  
	DisableSound "Announcer.MVM_Bomb_Alert_Near_Hatch"			  
	DisableSound "Announcer.MVM_Bomb_Alert_Deploying"			  
	DisableSound "Announcer.MVM_Sentry_Buster_Alert"			  
	DisableSound "Announcer.MVM_Sentry_Buster_Alert_Another"	  
	DisableSound "Announcer.MVM_General_Wave_Start"				  
	DisableSound "Announcer.MVM_General_Destruction"			  
	DisableSound "Announcer.MVM_Game_Over_Loss"					  
	DisableSound "Announcer.MVM_Tank_Planted"					  
	DisableSound "Announcer.MVM_Tank_Alert_Spawn"				  
	DisableSound "Announcer.MVM_Tank_Alert_Another"				  
	DisableSound "Announcer.MVM_Tank_Alert_Multiple"			  
	DisableSound "Announcer.MVM_Tank_Alert_Halfway"				  
	DisableSound "Announcer.MVM_Tank_Alert_Halfway_Multiple"	  
	DisableSound "Announcer.MVM_Tank_Alert_Near_Hatch"			  
	DisableSound "Announcer.MVM_Tank_Alert_Deploying"			  
	
	//some precache shit		 
	PrecacheModel "models/props_mvm/reversemvm_redwall_640x300.mdl"  			// force fields
	PrecacheModel "models/props_trainyard/cart_bomb_separate.mdl" 	 			// fat boy's projectile
	PrecacheModel "models/weapons/w_models/w_rocketbullet.mdl" 		 			// BIG SHOT PROJECTILE
	PrecacheModel "models/props_mvm/robot_spawnpoint.mdl" 						// very limited use but lets use it anyway
	PrecacheModel "models/bots/merasmus/merasmussmall.mdl"						// ending cutscene
	PrecacheModel "models/bots/merasmus/merasmussmall_animations.mdl"
	PrecacheModel "models/props_trainyard/bomb_eotl_red.mdl"					// Redtank model
	PrecacheModel "models/props_frontline/tank_animated.mdl"					// treadkill's tank
	PrecacheModel "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl"		// treadkill's saw
	PrecacheModel "models\weapons\c_models\c_bmmh\c_bmmh.mdl"					// big meanie
//	PrecacheModel "models\weapons\c_models\c_armcannon\c_armcannon.mdl"			// animation issues!!!!!
	PrecacheModel "models\weapons\c_models\c_subsun\c_subsun.mdl"				// subby
	
	PrecacheSound "crush/HEDSIT.wav"
	PrecacheSound "crush/HEDAT3.wav"
	PrecacheSound "crush/HEDDTH.wav"
	PrecacheSound "crush/HEDACT.wav"
	PrecacheSound "crush/payload_deploy.mp3"
	PrecacheSound "crush/countdown.mp3"
	PrecacheSound "crush/skyray_snd.mp3"
	PrecacheSound "crush/warp_snd.mp3"
	PrecacheSound "crush/dellorom_bosstune.mp3"
	PrecacheSound "crush/dellorom_death.mp3"
	PrecacheSound "crush/chainsaw_swing.wav"
	PrecacheSound "crush/treadkill_death.mp3"
	PrecacheSound "crush/soldier_boardgamecrap.mp3"		// amazing VO, courtesy of 15.ai
	PrecacheSound "crush/soldier_nopants.mp3" 			// amazing VO, courtesy of 15.ai
	PrecacheSound "crush/finale_bosstune.mp3"	
	PrecacheSound "crush/hubby_shoot.wav"				// Big meanie's firing sound
	PrecacheSound "crush/armcannon_shoot.wav"			// beam firing sound
	
	PrecacheParticle skyray_eff
	
	OverrideSounds  
	{
		"Regenerate.Touch" 							"misc/null.wav" 		// the only one that works
	}
	
	ItemBlacklist   // bots get no canteen or whatever
	{
		Name "Kritz Or Treat Canteen"
		Name "Default Power Up Canteen (MvM)"
		Name "Power Up Canteen (MvM)"
		Name "Battery Canteens"
		Name "TF_WEAPON_SPELLBOOK"
		Name "Zombie Scout"
		Name "Zombie Soldier"
		Name "Zombie Pyro"
		Name "Zombie Demo"
		Name "Zombie Heavy"
		Name "Zombie Engineer"
		Name "Zombie Sniper"
		Name "Zombie Medic"
		Name "Zombie Spy"
		Classname tf_weapon_pipebomblauncher 	// animation problems
		Name "The Reserve Shooter" // ban multiclass weapons due to stat headaches
		Name "Panic Attack Shotgun"
		Name "The Ham Shank"
		Name "Prinny Machete"
		Name "Frying Pan"
		Name "Necro Smasher"
		Classname saxxy // oh right this exists
	}
	
	ClassLimit   // no stacking giants!!!
	{
		Heavyweapons	1
		Soldier 		1
		Demoman 		1
		Pyro 			1
	}
	
	ExtraTankPath  
	{
		Name "objtank_red"
		Node "-192 -960 29"
		Node "-256 -1568 -34"
		Node "-192 -1792 -34"
		Node "-192 -2896 -96"
		Node "-96 -3072 -96"
		Node "358 -3072 -96"
		Node "544 -3168 -96"
		Node "576 -3291 -96"
		Node "576 -4104 -96"
		Node "440 -4232 -96"
		Node "152 -4320 -96"
		Node "-8 -4392 -96"
		Node "-128 -4512 -96"
		Node "-128 -5024 -172"
		Node "-256 -5192 -176"
		Node "-448 -5240 -176"
		Node "-632 -5457 -183"
		Node "-568 -6256 -176"
		Node "96 -6880 -176"
		Node "192 -7104 -176"
		Node "192 -7408 -176"
		Node "-136 -7658 -111"
		Node "-192 -7658 -111"
	}
	ExtraTankPath  
	{
		Name "objtank_blu"
		Node "-192 -7658 -111"
		Node "-136 -7658 -111"
		Node "192 -7408 -176"
		Node "192 -7104 -176"
		Node "96 -6880 -176"
		Node "-568 -6256 -176"
		Node "-632 -6128 -176"
		Node "-632 -5457 -183"
		Node "-448 -5240 -176"
		Node "-256 -5192 -176"
		Node "-128 -5024 -172"
		Node "-128 -4512 -96"
		Node "-8 -4392 -96"
		Node "152 -4320 -96"
		Node "440 -4232 -96"
		Node "554 -4176 -96"
		Node "576 -4040 -96"
		Node "576 -3291 -96"
		Node "358 -3072 -96"
		Node "-96 -3072 -96"
		Node "-192 -2896 -96"
		Node "-192 -1792 -34"
		Node "-256 -1568 -34"
		Node "-192 -960 29"
		Node "-152 -832 29"
		Node "-16 -776 29"
		Node "120 -776 29"
		Node "288 -912 29"
		Node "288 -992 29"
	}
	
	// this is where we do the weapon changes that I gave people shit for earlier
	// scout
	ItemAttributes  
	{
		ItemName "The Shortstop"
		"bullets per shot bonus" 3
		"heal on kill" 75
	}
	ItemAttributes  
	{
		ItemName "The Force-a-Nature"
		"scattergun knockback mult" 1.5
		"bullets per shot bonus" 2
		"damage causes airblast" 1
	}
	ItemAttributes  
	{
		ItemName "Festive Force-a-Nature"
		"scattergun knockback mult" 1.5
		"bullets per shot bonus" 2
		"damage causes airblast" 1
	}
	ItemAttributes  
	{
		ItemName "The Soda Popper"
		"damage bonus" 0.8
		"bullets per shot bonus" 5
		"fire rate bonus" 1.5
		"clip size penalty" 0.2
		"faster reload rate" 1.6
	}
	ItemAttributes
	{
		ItemName	"baby face's blaster"
		"special item description" "Weapon can deal headshot damage"
		"weapon spread bonus" 0.5 // reason why i didn't go for a single pellet per shot is because visible tracers.
		"fire rate penalty" 1.7
		"faster reload rate" -0.8
		"crit_dmg_falloff" 1
		"can headshot" 1
		"headshot damage increase" 3
	}
	ItemAttributes
	{
		ItemName	"The Back Scatter"
		"spread penalty" 1
		"minicrits become crits" 1
		"mult crit dmg" 2
		"faster reload rate" 0.8
	}
	ItemAttributes
	{
		Classname tf_weapon_scattergun
		"faster reload rate" 0.2
		"fire rate bonus" 0.6
	}
	ItemAttributes   // become big with the bat?
	{
		ItemName "The Sandman"
		"effect bar recharge rate increased" 0.25
	//	"always crit" 1
		"applies snare effect" 0.35
		"max health additive penalty" 0
	}
	ItemAttributes   // become big with the bat?
	{
		ItemName "The Wrap Assassin"
		"effect bar recharge rate increased" 0.25
		"max health additive penalty" 0
		"damage penalty" 1
		"dmg penalty vs players" 3
	}
	ItemAttributes
	{
		ItemName TF_WEAPON_BAT
		"always crit" 1
	}
	ItemAttributes
	{
		ItemName "The Holy Mackerel"
		"always crit" 1
	}
	ItemAttributes
	{
		ItemName "The Flying Guillotine"
		"effect bar recharge rate increased" 0.25
	}
	// soldier
	ItemAttributes   // giant crit soldier
	{
		ItemName "The Original"
		"faster reload rate" 0.2
		"fire rate bonus" 2
		"projectile speed increased" 0.5
		"mult dmg vs giants" 1.5
		"blast radius increased" 1.1
		"always crit" 1
	}
	ItemAttributes   // giant blast soldier
	{
		ItemName "The Liberty Launcher"
		"damage causes airblast" 1
		"apply z velocity on damage" 96
		"damage penalty" 0.75
		"fire rate bonus" 0.25
		"clip size upgrade atomic" 5
		"faster reload rate" 0.2
		"Blast radius decreased" 1.2
		"projectile spread angle penalty" 4
	}
	ItemAttributes   // giant bb
	{
		ItemName "The Black Box"
		"damage bonus" 2
		"damage causes airblast" 1
		"fire rate bonus" 2
		"use large smoke explosion" 1
		"blast radius increased" 2
		"dmg falloff decreased" 0.5
		"blast dmg to self increased" 6
		"clip size penalty" 0.25
	//	"custom projectile model" "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl"
		"custom impact sound" "misc/doomsday_missile_explosion.wav"
	}
	ItemAttributes  
	{
		ItemName "Festive Black Box"
		"damage bonus" 2
		"damage causes airblast" 1
		"fire rate bonus" 2
		"use large smoke explosion" 1
		"blast radius increased" 2
		"dmg falloff decreased" 0.5
		"blast dmg to self increased" 6
		"clip size penalty" 0.25
		"custom impact sound" "misc/doomsday_missile_explosion.wav"
	}
	ItemAttributes   // rocket sniper
	{
		ItemName "The Direct Hit"
		"damage bonus" 3
		"projectile speed increased" 3
		"rocket specialist" 4
		"fire rate penalty" 1.5
		"faster reload rate" -1
	}
	ItemAttributes  
	{
		ItemName "The Beggar's Bazooka"
		"Reload time decreased" 0.33
		"clip size upgrade atomic" 6
		"projectile spread angle penalty" 4
		"fire rate bonus" 0.2
	}
	ItemAttributes  
	{
		ItemName "The Air Strike"
		"mod projectile heat seek power" 360
		"mod projectile heat aim error" 90
		"increased jump height" 2.5
		"bot custom jump particle"	1
		"Reload time decreased" 0.5
		"cancel falling damage" 1
		"clipsize increase on kill" 12
		"fire rate bonus" 0.4
	}
	ItemAttributes  
	{
		ItemName "The Cow Mangler 5000"
		"fire rate penalty" 1.3
		"Blast radius increased" 1.2
		"set damagetype ignite" 1
		"damage bonus vs burning" 2
	//	"damage bonus" 1.25
		"faster reload rate" -1
	}
	ItemAttributes // default is spammer
	{
		Classname "tf_weapon_rocketlauncher" // classname as the catch-all umbrella
		"faster reload rate" -0.8
		"fire rate bonus" 0.5
	}
	ItemAttributes  
	{
		ItemName "The Righteous Bison"
		"faster reload rate" -1
		"fire rate bonus" 0.2
	}
	ItemAttributes  
	{
		ItemName "The Gunboats"
		"max health additive bonus" 400
	}
	ItemAttributes  
	{
		ItemName "The Mantreads"
		"max health additive bonus" 400
	}
	ItemAttributes   // basic banner boost
	{
		ItemName "The Buff Banner"
		"increase buff duration"	3
	}
	ItemAttributes   // basic banner boost
	{
		ItemName "Festive Buff Banner"
		"increase buff duration"	3
	}
	ItemAttributes   // basic banner boost
	{
		ItemName "The Concheror"
		"increase buff duration"	3
	}
	ItemAttributes   // basic banner boost
	{
		ItemName "The Battalion's Backup"
		"increase buff duration"	3
	}
	// pyro
	ItemAttributes
	{
		ItemName "The Backburner"
		"lunchbox adds minicrits" 2
		"damage bonus" 1.5
		"weapon burn dmg increased" 2
		"extinguish restores health" 300
	}
	ItemAttributes
	{
		ItemName "Festive Backburner 2014" // why did they add the years
		"lunchbox adds minicrits" 2
		"damage bonus" 1.5
		"weapon burn dmg increased" 2
		"extinguish restores health" 300
	}
	ItemAttributes
	{
		ItemName "The Dragon's Fury"
		"damage bonus" 2
		"energy weapon no deflect" 1
		"weapon burn dmg increased" 2
		"extinguish restores health" 300
	}
	ItemAttributes
	{
		ItemName "The Degreaser"
		"airblast pushback scale" 5
		"mult airblast refire time" 0.5
		"weapon burn dmg increased" 1.5
		"extinguish restores health" 300
	}
	ItemAttributes
	{
		ItemName "The Phlogistinator"
		"weapon burn dmg increased" 1.5
		"damage bonus vs burning" 2
		"increase buff duration" 1.25
		"weapon burn time reduced" 2
	}
	ItemAttributes
	{
		Classname tf_weapon_flamethrower
		"lunchbox adds minicrits" 2
		"mult airblast refire time" 0.75
		"damage bonus" 2
		"weapon burn dmg increased" 2
		"extinguish restores health" 300
	}
	ItemAttributes
	{
		ItemName "The Flare Gun"
		"fire rate bonus" 0.3
		"provide on active" 1
		"move speed bonus"	1.2
	}
	ItemAttributes
	{
		ItemName "Festive Flare Gun"
		"fire rate bonus" 0.3
		"provide on active" 1
		"move speed bonus"	1.2
	}
	ItemAttributes
	{
		ItemName "The detonator"
		"fire rate bonus" 0.3
		"weapon burn dmg increased" 1.5
		"provide on active" 1
		"move speed bonus"	1.2
	}
	ItemAttributes
	{
		ItemName "The Thermal Thruster"
	//	"switch from wep deploy time decreased" 1.5
	//	"holster_anim_time"	"0.4"
	//	"item_meter_charge_rate" "20"
		"cannot pick up intelligence" 1
	}
	ItemAttributes
	{
		ItemName "The Scorch Shot"
		"fire rate bonus" 0.4
		"damage causes airblast" 1
		"provide on active" 1
		"move speed bonus"	1.2
	}
	ItemAttributes
	{
		ItemName "The Manmelter"
		"fire rate bonus" 0.2
		"faster reload rate" 0.2
		"provide on active" 1
		"move speed bonus"	1.2
		"extinguish restores health" 300
		"mult projectile count" 3
		"projectile spread angle penalty" 3
	}
	ItemAttributes
	{
		ItemName "The Gas Passer"
		"weapon burn dmg increased" 3
		"weapon burn time increased" 5
	}
	// demo
	ItemAttributes // clusterbomber
	{
		ItemName "The Iron Bomber"
		"fire rate bonus" -1
		"fuse bonus" 1
		"clip size upgrade atomic" 12.0
		"projectile spread angle penalty" 4
		"Reload time decreased" 0.33
		"blast radius increased" 0.5
	}
	ItemAttributes
	{
		ItemName "The Loose Cannon"
		"grenade explode on impact" 1
		"grenade launcher mortar mode" 0
		"damage bonus" 2
		"blast dmg to self increased" 6
		"override projectile type" 3
		"Blast radius increased" 2
		"fire rate bonus" 2
		"clip size penalty" 0.25
		"dmg falloff decreased" 0.5
		"explosion particle" hightower_explosion
		"custom projectile model" "models\props_trainyard\cart_bomb_separate.mdl"
		"custom impact sound" "misc/doomsday_missile_explosion.wav"
	}
	ItemAttributes
	{
		ItemName "The Loch-n-Load"
		"blast radius increased" 1.2
		"damage bonus" 1.5
		"fire rate bonus" 1.2
		"dmg bonus vs buildings" 1.33
		"reload full clip at once" 1
	}
	ItemAttributes // spammer demo
	{
		Classname tf_weapon_grenadelauncher
		"faster reload rate" -0.4
		"fire rate bonus" 0.75
	}
	ItemAttributes
	{
		ItemName "The Eyelander"
		"critboost on kill" 3
		"damage bonus"	2
	}
	ItemAttributes
	{
		ItemName "Nessie's Nine Iron"
		"critboost on kill" 3
		"damage bonus"	2
	}
	ItemAttributes // festive guff gets fancy
	{
		ItemName "Festive Eyelander"
		"critboost on kill" 3
		"damage bonus"	2
		"turn to gold" 1
	}
	ItemAttributes // spookee
	{
		ItemName "The Horseless Headless Horseman's Headtaker"
		"critboost on kill" 3
		"damage bonus"	2
		"crit kill will gib" 1
	}
	ItemAttributes
	{
		ItemName "TF_WEAPON_BOTTLE"
		"provide on active" 1
		"move speed bonus"	1.2
		"damage bonus" 1.5
	}
	ItemAttributes
	{
		ItemName "The Scottish Handshake"
		"provide on active" 1
		"move speed bonus"	1.2
		"damage bonus" 1.5
	}
	ItemAttributes // shared with soldier
	{
		ItemName "The Pain Train" 
		"provide on active" 1
		"move speed bonus"	1.2
		"damage bonus" 1.25
		"melee cleave attack" 1
		"bleeding duration" 3
	}
	ItemAttributes
	{
		ItemName "The Scotsman's Skullcutter"
		"critboost on kill" 3
		"damage bonus" 2.20
	}
	ItemAttributes // make this cleave
	{
		ItemName "The Persian Persuader"
		"melee cleave attack" 1
		"critboost on kill" 2
		"damage bonus" 1.75
		"provide on active" 1
		"move speed bonus"	1.2
	}
	ItemAttributes
	{
		ItemName "The Half-Zatoichi"
		"provide on active" 1
		"cancel falling damage" 1
		"increased jump height" 2.3
		"bot custom jump particle" 1
		"damage bonus" 1.75
	}
	ItemAttributes
	{
		ItemName "The Claidheamohmor"
		"provide on active" 1
		"charge time increased" 2.5
		"dmg taken increased" 1
		"critboost on kill" 3
		"damage bonus"	2
	}
	ItemAttributes
	{
		ItemName "The Ullapool Caber"
		"provide on active" 1
		"move speed bonus"	1.4
		"regenerate stickbomb" 1
		"damage bonus"	4
		"blast dmg to self increased" 5
	}
	ItemAttributes // make this a passive effect, don't tie it to the zatoichi
	{
		ItemName "The Splendid Screen"
		"charge time increased" 2
		"charge recharge rate increased" 5
		"attack not cancel charge" 1
	}
	ItemAttributes
	{
		ItemName "The Tide Turner"
		"no charge impact range" 1
		"charge impact damage increased" 3
	}
	ItemAttributes
	{
		ItemName "Ali Baba's Wee Booties"
		"max health additive bonus" 300
	}
	ItemAttributes
	{
		ItemName "The Bootlegger"
		"max health additive bonus" 300
	}
	// heavy
	ItemAttributes
	{
		ItemName Natascha
		"damage bonus"	1.25
		"applies snare effect" 0.25
	}
	ItemAttributes
	{
		ItemName "The Brass Beast"
		"provide on active" 1
		"damage bonus"	1.7
		"move speed penalty" 0.6
	}
	ItemAttributes
	{
		ItemName tomislav
		"damage bonus" 1.2
		"fire rate bonus" 0.75
		"weapon spread bonus" 0.5
		"minigun spinup time decreased"	0.5
	}
	ItemAttributes
	{
		ItemName "the huo long heatmaker"
		"damage penalty" 0.5
		"bullets per shot bonus" 2
		"minigun spinup time increased"	1.25
		"spread penalty" 1.75
		"ring of fire while aiming"	50
		"damage bonus vs burning" 1
		"weapon burn dmg increased" 1.5
		"set damagetype ignite"	1
	}
	ItemAttributes
	{
		Classname TF_WEAPON_MINIGUN
		"damage bonus"	1.5
	}
	ItemAttributes
	{
		ItemName TF_WEAPON_SHOTGUN_HWG
		"fire rate bonus" 2.5
		"bullets per shot bonus" 10
		"damage penalty" 0.5
		"faster reload rate" 0.1
		"provide on active" 1
		"move speed bonus"	1.2
	}
	ItemAttributes
	{
		ItemName "The Family Business"
		"fire rate bonus" 1.25
		"bullets per shot bonus" 5
		"auto fires full clip" 1
		"clip size bonus" 1.5
		"fire rate bonus with reduced health" 0.2
		"faster reload rate" 0.1
		"provide on active" 1
		"move speed bonus"	1.2
	}
	ItemAttributes
	{
		ItemName "The Sandvich"
		"lunchbox healing decreased" 10
	}
	ItemAttributes
	{
		ItemName "Festive Sandvich"
		"lunchbox healing decreased" 10
	}
	ItemAttributes
	{
		ItemName "The Second Banana"
		"lunchbox healing decreased" 5
	}
	ItemAttributes
	{
		ItemName "The Buffalo Steak Sandvich"
		"provide on active" 1
		"gesture speed increase" 1.5
	}
	ItemAttributes
	{
		ItemName "the killing gloves of boxing"
		"fire rate bonus" 0.6
		"damage bonus" 1.2
		"melee cleave attack" 1
	}
	ItemAttributes
	{
		ItemName "Fists of Steel"
		"damage bonus" 1.5
	}
	ItemAttributes
	{
		ItemName "Apoco-Fists"
		"heal on kill" 100
		"melee cleave attack" 1
		"always crit" 1
	}
	ItemAttributes
	{
		ItemName "The Eviction Notice"
		"damage bonus" 1.2
		"mod_maxhealth_drain_rate" 0
	}
	ItemAttributes
	{
		ItemName "Gloves of Running Urgently"
		"fire rate bonus" 0.6
		"damage bonus" 1.2
		"mod_maxhealth_drain_rate" 0
		"provide on active" 1
		"self mark for death" 3
		"lunchbox adds minicrits" 2
	}
	ItemAttributes
	{
		ItemName "Festive Gloves of Running Urgently"
		"fire rate bonus" 0.6
		"damage bonus" 1.2
		"mod_maxhealth_drain_rate" 0
		"provide on active" 1
		"self mark for death" 3
		"lunchbox adds minicrits" 2
	}
	ItemAttributes
	{
		ItemName "The Holiday Punch"
		"always crit" 1
		"melee cleave attack" 1
		"fire rate bonus" 1.2
		"switch from wep deploy time decreased" 0.25
	}
	ItemAttributes
	{
		Classname tf_weapon_fists
		"damage bonus" 1.25
	}
	// engineer
	ItemAttributes
	{
		ItemName "The Pomson 6000"
		"fire rate bonus" 0.25
		"faster reload rate" 0.01
		"subtract victim cloak on hit" 0
		"subtract victim medigun charge on hit" 0
		"energy weapon penetration" 1
		"projectile spread angle penalty" 5
	}
	ItemAttributes
	{
		ItemName "The Rescue Ranger"
		"mult projectile count" 3
		"projectile spread angle penalty" 3
	}
	ItemAttributes
	{
		ItemName "The Widowmaker"
		"fire rate bonus" 1
		"damage bonus bullet vs sentry target" 1.5
	}
	ItemAttributes
	{
		ItemName "The Frontier Justice"
		"faster reload rate" 0.8
		"fire rate bonus" 0.05
		"clip size bonus" 1.5
		"mult_spread_scales_consecutive" 1
	}
	ItemAttributes
	{
		ItemName "Festive Frontier Justice"
		"faster reload rate" 0.8
		"fire rate bonus" 0.05
		"clip size bonus" 1.5
		"mult_spread_scales_consecutive" 1
	}
	ItemAttributes
	{
		Classname tf_weapon_laser_pointer
		"engy building health bonus" 0.5
	}
	ItemAttributes
	{
		ItemName "The Short Circuit"
		"mod projectile heat seek power" 360 // apparently orb doesn't move at all with this
		"fire rate penalty" 1.5
		"self mark for death" 1
	}
	ItemAttributes
	{
		ItemName "The Gunslinger"
		"max health additive bonus" 225
		"engy disposable sentries" 3
		"engy sentry radius increased" 2
	}
	ItemAttributes
	{
		ItemName "The Jag"
		"building max level" 2
		"engineer sentry build rate multiplier" 2
		"engineer teleporter build rate multiplier" 2.25
		"engy building health bonus" 2
		"max health additive bonus" -50
	}
	ItemAttributes
	{
		ItemName "The Eureka Effect"
		"engineer sentry build rate multiplier" 0.75
		"engineer teleporter build rate multiplier" 0.75
		"engy building health bonus" 6.5
		"max health additive bonus" -100
	}
	ItemAttributes
	{
		ItemName "The Southern Hospitality"
		"dmg penalty vs players" 1.5
		"engy sentry damage bonus" 1.33
		"healing received bonus" 1.25
		"max health additive bonus" -50
	}
	ItemAttributes   // regular wrench
	{
		Classname tf_weapon_wrench
		"engy building health bonus" 3
	}
	// medic
	ItemAttributes   // milky~
	{
		ItemName "The Crusader's Crossbow"
		"fires milk bolt" 1.5
		"can headshot" 1
		"headshot damage increase" 3
	}
	ItemAttributes   // meh
	{
		ItemName "The Blutsauger"
		"heal on hit for rapidfire" 5
		"bleeding duration" 2
	}
	ItemAttributes   // overdosing on piss
	{
		ItemName "The Overdose"
		"add cond on hit" 24
		"add cond on hit duration" 2
		"special item description" "On Hit: Cover target in Jarate"
	}
	ItemAttributes   // meh
	{
		Classname tf_weapon_syringegun_medic
		"mad milk syringes" 1
	}
	ItemAttributes   // bigheal for QF
	{
		ItemName "The Quick-Fix"
		"ubercharge rate bonus" 0.01
		"heal rate bonus" 6
		"uber duration bonus" -7.95
		"medic machinery beam" 5
		"increase buff duration" 0.02
	}
	ItemAttributes  
	{
		ItemName "The Kritzkrieg"
		"ubercharge rate bonus" 3
		"medic machinery beam" 10
		"increase buff duration" 0.02
	}
	ItemAttributes  
	{
		ItemName "The Vaccinator"
		"ubercharge rate bonus" 2
		"medigun bullet resist passive" 0.25
		"medigun blast resist passive" 0.25
		"medigun fire resist passive" 0.25
		"medic machinery beam" 10
		"increase buff duration" 0.02
		"special item description" "Grants passive +25% resistance for damage type"
	}
	ItemAttributes   // stock uber becomes QuickUber
	{
		Classname tf_weapon_medigun
		"ubercharge rate bonus" 3
		"uber duration bonus" -3
		"medic machinery beam" 10
		"increase buff duration" 0.02
	}
	ItemAttributes
	{
		ItemName "The Ubersaw"
		"add uber charge on hit" 0.10
	}
	ItemAttributes // fuck off already
	{
		ItemName "Festive Ubersaw"
		"add uber charge on hit" 0.10
	}
	ItemAttributes   // have some plague
	{
		ItemName "The Vita-Saw" 
	//	"add cond on hit" "112"
	//	"add cond on hit duration" "0.1"
	//	"fire input on hit" "plaguetest^$callertoactivator^"
		"dmg max health" 0.1
		"special damage type" 1
	//	"special item description" "Deals damage based on target's max health"
		"fire rate penalty" 1.25
	}
	// sniper
	ItemAttributes   // big bowman
	{
		ItemName "The Huntsman"
		"fire rate bonus" 0.6
		"head scale" 0.7
		"move speed bonus"	0.85
		"model scale" 1.5
		"arrow mastery" 1 // give multiple arrows
		"max health additive bonus" 1075
		"mult_patient_overheal_penalty_active" 0
		"voice pitch scale" 0.9
		"health from packs decreased" 0.75
	}
	ItemAttributes  
	{
		ItemName "Festive Huntsman"
		"fire rate bonus" 0.6
		"head scale" 0.7
		"move speed bonus"	0.85
		"model scale" 1.5
		"arrow mastery" 1 // give multiple arrows
		"max health additive bonus" 1075
		"mult_patient_overheal_penalty_active" 0
		"voice pitch scale" 0.9
		"health from packs decreased" 0.75
	}
	ItemAttributes  
	{
		ItemName "The Fortified Compound"
		"fire rate bonus" 0.6
		"head scale" 0.7
		"move speed bonus"	0.85
		"model scale" 1.5
		"arrow mastery" 1 // give multiple arrows
		"max health additive bonus" 1075
		"mult_patient_overheal_penalty_active" 0
		"voice pitch scale" 0.9
		"health from packs decreased" 0.75
	}
	ItemAttributes  
	{
		ItemName "The Machina"
		"sniper full charge damage bonus" 3
	}
	ItemAttributes  
	{
		ItemName "Shooting Star"
		"sniper full charge damage bonus" 3
	}
	ItemAttributes  
	{
		ItemName "The Bazaar Bargain"
		"faster reload rate" 0.5
		"headshot damage increase" 2
		"mult sniper charge after headshot" 1.4
		"SRifle Charge rate increased" 1.5 // counteract bazaar charge penalty
	}
	ItemAttributes  
	{
		ItemName "The Hitman's Heatmaker"
		"faster reload rate" 0.25
		"headshot damage increase" 1.25
	}
	ItemAttributes  
	{
		ItemName "The Classic"
		"explosive sniper shot" 5
	}
	ItemAttributes   // radius pisser
	{
		ItemName "The Sydney Sleeper"
		"radius sleeper" 1
	}
	ItemAttributes  
	{
		Classname tf_weapon_sniperrifle
		"explosive sniper shot" 3
		"mult dmg vs giants" 2
	}
	ItemAttributes   // spy immunity
	{
		ItemName "The Razorback"
		"cannot be backstabbed" 1
	}
	ItemAttributes   // more health
	{
		ItemName "Darwin's Danger Shield"
		"max health additive bonus" 50
	}
	ItemAttributes   // higher regen and knockback immunity
	{
		ItemName "The Cozy Camper"
		"health regen" 8
		"aiming knockback resistance" 0
	}
	// spy
	ItemAttributes   // giving the knives armor pierce
	{
		ItemName TF_WEAPON_KNIFE
		"armor piercing" 150
	}
	ItemAttributes  
	{
		ItemName "Festive Knife 2011"
		"armor piercing" 150
	}
	ItemAttributes  
	{
		ItemName "The Sharp Dresser"
		"armor piercing" 150
	}
	ItemAttributes  
	{
		ItemName "The Black Rose"
		"armor piercing" 150
	}
	ItemAttributes   // weaker backstab
	{
		ItemName "Conniver's Kunai"
		"armor piercing" 100
		"max health additive penalty" 0
	}
	ItemAttributes  
	{
		ItemName "The Big Earner"
		"armor piercing" 100
		"max health additive penalty" 0
	}
	ItemAttributes  
	{
		ItemName "Your Eternal Reward"
		"armor piercing" 50
	}
	ItemAttributes  
	{
		ItemName "The Wanga Prick"
		"armor piercing" 50
	}
	ItemAttributes  
	{
		ItemName "The Spy-cicle"
		"armor piercing" 100
		"applies snare effect" 0.5 // chilling touch
	}
	ItemAttributes  
	{
		ItemName "The Ambassador"
		"crit_dmg_falloff" 0
		"no damage falloff" 1
	}
	ItemAttributes  
	{
		ItemName "Festive Ambassador"
		"crit_dmg_falloff" 0
		"no damage falloff" 1
	}
	ItemAttributes  
	{
		ItemName TF_WEAPON_BUILDER_SPY
		"sapper damage leaches health" 10
		"robo sapper" 2
	}
	ItemAttributes  
	{
		ItemName "Festive Sapper"
		"sapper damage leaches health" 10
		"robo sapper" 2
	}
	ItemAttributes  
	{
		ItemName "The Ap-Sap"
		"sapper damage leaches health" 10
		"robo sapper" 2
	}
	ItemAttributes  
	{
		ItemName "The Red-Tape Recorder"
		"sapper damage penalty" 0.2
		"robo sapper" 1
	}
	CustomWeapon   // better than just rebalancing
	{
		// scout
		"The Punch Packer" // beggars scattergun
		{
			OriginalItemName "TF_WEAPON_SCATTERGUN"
			"faster reload rate" 0.85
			"panic_attack" 1
			"fire rate bonus" 0.1
			"clip size bonus" 1.5
			"auto fires full clip" 1
		//	"mult_spread_scales_consecutive" 1
		}
		// soldier
		// pyro
		"The Subterranean Sun" // beams
		{
			OriginalItemName "The Flare Gun"
			"provide on active" 1
	//		"special item description" "Disables weapon switch once active"
			"override projectile type" 2
			"damage bonus" 4
			"move speed bonus"	1.2
	//		"disable weapon switch" 1
			"projectile trail particle"	spell_fireball_small_trail_blue // test later 
			"custom projectile model" models/weapons/w_models/w_drg_ball.mdl
			"custom weapon fire sound" "crush/armcannon_shoot.wav"
			"custom impact sound" weapons\cow_mangler_explode.wav
			"explosion particle" drg_cow_explosioncore_charged_blue
			"custom item model" "models\weapons\c_models\c_subsun\c_subsun.mdl"
			"blast radius decreased" 0.5 // no blast radius at all?
			"reload time increased" 1.2
			"projectile speed increased" 1.5
			"energy weapon no ammo" 1
			"Set DamageType Ignite" 1
			"projectile gravity" 200
		}
		// demo
		"The Giga-Mallet" // getting me mallet
		{
			OriginalItemName "The Eyelander"
			"damage bonus" 2
			"fire rate bonus" 1.25
			"melee cleave attack" 1
			"critboost on kill" 2
			"apply z velocity on damage" -8000
			"custom item model" "models\weapons\c_models\c_big_mallet\c_big_mallet.mdl"
			"custom kill icon" necro_smasher
			"custom hit sound" "weapons/halloween_boss/knight_axe_hit.wav"
			"melee range multiplier" 1.15
		}
		// heavy
		"The Deflector"
		{
			OriginalItemName "Deflector"
			"damage bonus"	1.2
			"attack projectiles" 2
		}
		// engineer
		"The B.M.M.H" // time to shake the ground
		{
			OriginalItemName TF_WEAPON_SHOTGUN_PRIMARY // is this engineer
			"custom item model" "models\weapons\c_models\c_bmmh\c_bmmh.mdl"
			"custom weapon fire sound" "crush/hubby_shoot.wav"
			"clip size penalty" 0.5
			"damage bonus"	1.5
			"bullets per shot bonus" 1.5
			"explosive bullets" 116
			"fire rate penalty" 1.10
			"blast dmg to self increased" 0.5 // lower self damage?
			"spread penalty" 1.33
		}
		// medic
		"The Shield Projector" // yes
		{
			OriginalItemName "The Quick-Fix"
			"generate rage on heal" 1
			"increase buff duration" 3
			"ubercharge rate bonus" 0
			"overheal decay penalty" 0.1
			"heal rate bonus" 1.25
		}
		// spy
		"The Big Shot" // giving spy custom weapons still sucks
		{
			OriginalItemName "TF_WEAPON_REVOLVER"
			"fire rate bonus" 2
			"special item description" "It's time to be a BIG SHOT!"
			"hand scale" 3
			"damage bonus" 3
			"cannot disguise" 1
			"max health additive bonus" 75
			"override projectile type" 2 
			"projectile speed increased" 2
			"projectile trail particle" bullet_distortion_trail
			"no self blast dmg" 2 // wtf
			"cannot pick up intelligence" -1
			"custom item model" "models/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun.mdl"
			"custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl"
			"custom kill icon" samrevolver
		}
	}
	ExtraLoadoutItems   // have the guns available here with /missionitems
	{
		Scout
		{
			Primary "The Punch Packer"
		}
		Pyro
		{
			Secondary "The Subterranean Sun"
		}
		Demoman
		{
			Melee "The Giga-Mallet"
		}
		Heavyweapons
		{
			Primary "The Deflector"
		}
		Engineer
		{
			Primary "The B.M.M.H"
		}
		Medic
		{
			Secondary "The Shield Projector"
		}
		Spy // spy is very stupid in his loadout set-up
		{
			Secondary "The Big Shot"
		}
	}
	
	PlayerAttributes   // more guff for the players themselves
	{
		"crit mod disabled" 0 	// you get no crits because you're bots
		"cannot upgrade" 1 		// making a mission like this has been nothing but a mistake
		Scout // minigiant scout now?
		{
			"head scale" 0.7
			"model scale" 1.4
			"max health additive bonus" 525
			"mult_patient_overheal_penalty_active" 0
			"voice pitch scale" 0.9
			"dmg from ranged reduced" 0.5
			"health from packs decreased" 0.75
		}
		Engineer
		{
			"max health additive bonus" 150 // more in line with valve's engineer guff
			"upgrade rate decrease" 4 // yep
			"mult dispenser rate" 2 // give dispenser something because infinite ammo
			"engy dispenser radius increased" 6 
			"mult teleporter recharge rate" 0.3 // like bot teleporter works
			"engineer teleporter build rate multiplier" 1.25 // convenient
			"dmg from ranged reduced" 0.5
		}
		Spy
		{
			"cannot pick up intelligence" 1 // mission support bit
			"teleport instead of die" 1 // that's right, you don't get to die!
			"dmg from ranged reduced" 0.5
		}
		Sniper
		{
			"mult sniper charge per sec with enemy under crosshair" 2
			"sniper beep with enemy under crosshair" 1
			"dmg from ranged reduced" 0.5
		}
		Medic
		{
			"dmg from ranged reduced" 0.5
			"mult medigun range" 1.25
		}
		Pyro
		{
			"is miniboss" 1
			"model scale" 1.75
			"move speed bonus"	0.5
			"damage force reduction" 0.6
			"airblast vulnerability multiplier" 0.6
			"override footstep sound set" 6
			"max health additive bonus" 2825
			"SPELL: Halloween voice modulation" 1
			"health from healers increased" 2
			"mult_patient_overheal_penalty_active" 0
			"health from packs decreased" 0.5
		}
		Soldier
		{
			"is miniboss" 1
			"model scale" 1.75
			"move speed bonus"	0.5
			"damage force reduction" 0.4
			"airblast vulnerability multiplier" 0.4
			"override footstep sound set" 3
			"max health additive bonus" 3600
			"SPELL: Halloween voice modulation" 1
			"health from healers increased" 2
			"mult_patient_overheal_penalty_active" 0
			"health from packs decreased" 0.5
		}
		Heavyweapons // yes make him big too for the time being
		{
			"is miniboss" 1
			"model scale" 1.75
			"move speed bonus"	0.5
			"damage force reduction" 0.3
			"airblast vulnerability multiplier" 0.3
			"override footstep sound set" 2
			"max health additive bonus" 4700
			"SPELL: Halloween voice modulation" 1
			"health from healers increased" 2
			"mult_patient_overheal_penalty_active" 0
			"health from packs decreased" 0.5
		}
		Demoman // big number three
		{
			"is miniboss" 1
			"model scale" 1.75
			"damage force reduction" 0.5
			"airblast vulnerability multiplier" 0.5
			"max health additive bonus" 2825
			"SPELL: Halloween voice modulation" 1
			"health from healers increased" 2
			"override footstep sound set" 7
			"move speed bonus"	0.5
			"mult_patient_overheal_penalty_active" 0
			"health from packs decreased" 0.5
		}
	}
	
	PointTemplates    // the other side of make shit work
	{
		ScaryAlarmTimer // simple numbers game: when the clock hits zero, you lose!
		{
			NoFixup 1
			game_text_tf // inform when bomb is arriving
			{
				background 3
				display_to_team 3
				icon "ico_notify_thirty_seconds"
				message "Bomb will arrive in thirty seconds!"
				targetname "text_reverse_msg30"
			}
			game_text_tf // ditto
			{
				background 3
				display_to_team 3
				icon "ico_notify_ten_seconds"
				message "Bomb will arrive in ten seconds!"
				targetname "text_reverse_msg10"
			}
			game_text_tf // it begins
			{
				background 3
				display_to_team 3
				icon "ico_notify_flag_moving_alt"
				message "Bomb has arrived! Game on!"
				targetname "text_reverse_arrival"
			}
			game_text_tf // backup
			{
				background 3
				display_to_team 3
				icon "ico_notify_flag_moving_alt"
				message "Reinforcements have arrived!"
				targetname "text_reverse_backup"
			}
			game_text_tf // inform when bomb is arriving
			{
				background 3
				display_to_team 3
				icon "ico_notify_thirty_seconds"
				message "You have one minute remaining!"
				targetname "text_reverse_60sec_warning"
			}
			game_text_tf // ditto
			{
				background 3
				display_to_team 3
				icon "ico_notify_ten_seconds"
				message "You have thirty seconds remaining!"
				targetname "text_reverse_30sec_warning"
			}
			game_text_tf // good effort
			{
				background 3
				display_to_team 3
				icon "ico_demolish"
				message "You lose, homeboy!"
				targetname "redwin_gametext"
			}
			game_text_tf
			{
				background 3
				display_to_team 3
				icon "ico_demolish"
				message "wtf you pit the bomb!!!!"
				targetname "redwin_pittext"
			}
		}
		fill_meter // using whatever the fuck datamaps are, give players full bars
        {
            OnSpawnOutput
            {
                Target "!activator"
                Action "$SetProp$m_flRageMeter"
                Param "100"
            }
        }
		plague // to ensure the plague effect is removed properly, thanks Lite
		{
			NoFixup 1
			logic_case
			{
				"targetname" "plaguetest"
				"ondefault" "!activator,$removecond,25,0.1,-1"
			}
		}
		corelogic // this shit also needs to be here so things work properly
		{  
            NoFixup 1
			logic_auto 
			{
				"origin" "0 0 0" 
				"targetname" "mainrelay"
				
				"OnMapSpawn" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Castle Crush (Advanced),0,-1"
				"OnMapSpawn" "item_ammopack*,Kill,,0,-1" 				//don't need these, you got inf ammo
				"OnMapSpawn" "filter_gatebot*,Kill,,0,-1" 				// piss off and lemme cap
				"OnMapSpawn" "upgradestationfront_station,Kill,,0,-1" 
				"OnMapSpawn" "dice_capturepoint_nav,Kill,,0,-1" 
				"OnMapSpawn" "dice_capturepoint_nav_point,Kill,,0,-1" 
				"OnMapSpawn" "trigger_add_tf_player_condition,Kill,,0,-1" 
				"OnMapSpawn" "dice_capturepoint_alarm_timer,Kill,,0,-1" 
				"OnMapSpawn" "spawnbot,Kill,,0,-1"
				"OnMapSpawn" "item_healthkit*,SetTeam,3,0,-1" 			//swap the kits

				// sneak our forcefield shit into the wave relays 
		
				"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger blocker_spawns:Disable:0:-1"
				"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger frontspawn_gateprops:Disable:0:-1"
				"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger navman:Recomputeblockers:0:-1"
				"OnMapSpawn" "respawnroom_red_door_*,AddOutput,OnOpen navman:Recomputeblockers:0:1" // insurance
				"OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger blocker_spawns:Enable:0:-1"
				"OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger frontspawn_gateprops:Enable:0:-1"
				"OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger spawn_reset_relay:Trigger:0:-1"
				"OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger fields_reset_relay:Trigger:0:-1"
				
				"OnMapSpawn" "deathpit_relay,AddOutput,OnTrigger redwin_deathpit:Trigger:0:-1" // deathpit gag
		
			}
			game_forcerespawn
			{
				targetname respawner
			}
			logic_relay //trigger this to kill all players and buildings
			{
				"targetname" "kill_relay"
				"OnTrigger" "obj_dispenser,RemoveHealth,5000,0,-1"
				"OnTrigger" "obj_sentrygun,RemoveHealth,5000,0,-1"
				"OnTrigger" "obj_teleporter,RemoveHealth,5000,0,-1"
				"OnTrigger" "player,SetHealth,-10000,0,-1"
			}
			logic_relay //trigger this to lose
			{
				"origin" "0 0 0"
				"targetname" "redwin_relay"
				"OnTrigger" "bots_win_red,RoundWin,,0,-1"
				"OnTrigger" "tankbossred,DestroyIfAtCapturePoint,,0,-1"
				"OnTrigger" "redwin_gametext,Display,,0,-1"
				"OnTrigger" "player,$DisplayTextChat,You lose homeboy!,0,-1" 
			}
			logic_relay //death pit gag
			{
				"origin" "0 0 0"
				"targetname" "redwin_deathpit"
				"OnTrigger" "bots_win_red,RoundWin,,0,-1"
				"OnTrigger" "redwin_pittext,Display,,0,-1"
				"OnTrigger" "player,$DisplayTextChat,wtf you pit the bomb!!!!,0,-1"
			}
			trigger_add_tf_player_condition // ubercharge eff on respawn in case of tele
            { 
				duration 2
				filtername filter_blueteam
				spawnflags 1
			//	StartDisabled 1
				condition 57
				mins "-9999 -9999 -9999"
				maxs "9999 9999 9999"
				origin "0 0 0"
				targetname spawn_uber
				"OnStartTouchAll" "!activator,SetHealth,125,-1"
            }
			func_nav_prerequisite // defensive spots near the gate(s)
            { 
                "targetname" "gate_holdout_a"
				mins "-1055 -5504 -256"
				maxs "464 -4992 256"
                "Entity" "gate_holdout_a"
                "filtername" "filter_tower"
                "spawnflags" "1"
                "start_disabled" "0"
                "StartDisabled" "0"
                "Task" "2"
                "Value" "444"
            } 
			func_nav_prerequisite // defensive spots near the gate(s)
            { 
                "targetname" "gate_holdout_a"
				mins "-512 -128 -44"
				maxs "512 128 44"
                "Entity" "gate_holdout_a"
                "filtername" "filter_tower"
                "origin" "-128 -5120 -212"
                "spawnflags" "1"
                "start_disabled" "0"
                "StartDisabled" "0"
                "Task" "2"
                "Value" "444"
            }
			func_nav_prerequisite // defensive spots near the gate(s)
            { 
                "targetname" "gate_holdout_b"
				mins "-256 -432 -76"
				maxs "256 432 76"
                "Entity" "gate_holdout_b"
                "filtername" "filter_tower"
                "origin" "-192 -2448 -52"
                "spawnflags" "1"
                "start_disabled" "1"
                "StartDisabled" "1"
                "Task" "2"
                "Value" "444"
            }
			func_nav_prerequisite // defensive spots near the gate(s)
            { 
                "targetname" "gate_holdout_b"
				mins "-288 -240 -76"
				maxs "288 240 76"
                "Entity" "gate_holdout_b"
                "filtername" "filter_tower"
                "origin" "352 -2256 -52"
                "spawnflags" "1"
                "start_disabled" "1"
                "StartDisabled" "1"
                "Task" "2"
                "Value" "444"
            }
			func_nav_prerequisite // defensive spots near the gate(s)
            { 
                "targetname" "gate_holdout_b"
				mins "64 -2880 136"
				maxs "512 -2496 176"
                "Entity" "gate_holdout_b"
                "filtername" "filter_tower"
                "origin" "288.19 -2688 156"
                "spawnflags" "1"
                "start_disabled" "1"
                "StartDisabled" "1"
                "Task" "2"
                "Value" "444"
            }
			func_nav_prerequisite // defensive spots near the gate(s)
            { 
                "targetname" "gate_holdout_b"
				mins "-224 -64 -100"
				maxs "224 64 100"
                "Entity" "gate_holdout_b"
                "filtername" "filter_tower"
                "origin" "416 -2560 35.5"
                "spawnflags" "1"
                "start_disabled" "1"
                "StartDisabled" "1"
                "Task" "2"
                "Value" "444"
            }
			func_nav_prerequisite // defensive spots near the gate(s)
            { 
                "targetname" "gate_holdout_c"
				mins "-420 -240 -19"
				maxs "421 240 20"
                "Entity" "gate_holdout_c"
                "filtername" "filter_tower"
                "origin" "212.92 -762.81 4"
                "spawnflags" "1"
                "start_disabled" "1"
                "StartDisabled" "1" // what the fuck why are there two??
                "Task" "2"
                "Value" "444"
            }   
            filter_tf_bot_has_tag // tell bots to hang back at the gates
            {
                "Negated" "0"
                "require_all_tags" "1"
                "tags" "gate_defense"
                "targetname" "filter_tower"
            }
			game_round_win // älä koske
			{
				"origin" "0 0 0"
				"TeamNum" "2"
				"targetname" "bots_win_red"
				"switch_teams" "0"
				"force_map_reset" "1"
				"classname" "game_round_win"
			}
		}
		ForceField_SetUp // stay in spawn if the wave hasn't started
		{
			NoFixup 1
			func_forcefield
			{
				disablereceiveshadows 0
				origin "786 -7600 672"
				renderamt 255 // dunno if they're all needed but lets put them anyway
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10 // Don't Render
				StartDisabled 0
				targetname blocker_spawns
				TeamNum 2
				mins "-178 -16 -544"
				maxs "178 16 544"
			}
			func_forcefield
			{
				disablereceiveshadows 0
				origin "-160 -8240 -72"
				renderamt 255
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10 
				StartDisabled 0
				targetname blocker_spawns
				TeamNum 2
				mins "-96 -16 -136"
				maxs "96 16 136"
			}
			func_forcefield // janky tunnel
			{
				disablereceiveshadows 0
				origin "-816 -7520 -103"
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 0
				targetname blocker_spawns
				TeamNum 2
				mins "-16 -104 -108"
				maxs "16 104 108"
			}
			func_regenerate // tunnel regen
			{
				StartDisabled 0
				TeamNum 3
				associatedmodel "bombpath_arrows_town_middle" // block console error
				mins "-256 -269 -128"
				maxs "256 269 128"
				origin "-1024 -7693 -128"
			}
			func_regenerate // middle regen
			{
				StartDisabled 0
				TeamNum 3
				associatedmodel "bombpath_arrows_town_middle" // block console error
				mins "-380 -238 -128"
				maxs "380 238 128"
				origin "-96 -8736 -96"
			}
			func_regenerate // right regen
			{
				StartDisabled 0
				TeamNum 3
				associatedmodel "bombpath_arrows_town_middle" // block console error
				mins "-448 -256 -120"
				maxs "448 256 120"
				origin "1056 -7872 248"
			}
		}
		ForceField_Front // don't let players rush until the bomb gets far enough
		{
			NoFixup 1 // stop
			func_forcefield
			{
				disablereceiveshadows 0
				origin "-128 -4832 0"
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10 
				StartDisabled 0 
				targetname blocker_front
				TeamNum 2
				mins "-192 -96 -256"
				maxs "192 96 256"
			}
			func_forcefield
			{
				disablereceiveshadows 0
				origin "512 -4976 4"
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 0 
				targetname blocker_front
				TeamNum 2
				mins "-128 -16 -124"
				maxs "128 16 124"
			}
			prop_dynamic
			{
				modelscale 1
				model "models/props_mvm/reversemvm_redwall_640x300.mdl"
				origin "-114 -4906 -37"
				angles "0 180 0"
				targetname blocker_wallprop_A
				disableshadows 1
			}
			prop_dynamic
			{
				modelscale 1
				model "models/props_mvm/reversemvm_redwall_640x300.mdl"
				origin "513 -4938 22"
				angles "0 180 0"
				targetname blocker_wallprop_A
				disableshadows 1
			}
			trigger_hurt // collect money behind field
			{
				damage 0 
				targetname cashcollect_front
				origin "48 -4496.5 -116"
				startdisabled 0
				spawnflags 1
				mins "-720 -432.5 -76"
				maxs "720 432.5 76"
			}
			func_flagdetectionzone
			{
				origin "-128 -4960 0"
				targetname bombdetector_front
				TeamNum 3
				mins "-256 -32 -256"
				maxs "256 32 256"
				"OnStartTouchFlag" "blocker_front,Disable,,0,-1"
				"OnStartTouchFlag" "bombdetector_front,Disable,,0,-1"
				"OnStartTouchFlag" "bombhint_front,Disable,,0,-1"
				"OnStartTouchFlag" "cashcollect_front,Disable,,0,-1"
				"OnStartTouchFlag" "blocker_wallprop_A,Disable,,0,-1"
				"OnStartTouchFlag" "pushback_red_1,Trigger,,0,-1"
			}
		}
		ForceField_Warning
		{
			NoFixup 1
			trigger_multiple
			{
				origin "-128 -5020 0"
				filtername filter_blu
				spawnflags 1
				targetname bombhint_front
				wait 1 
				mins "-256 -92 -256"
				maxs "256 92 256"
				StartDisabled 0
				"OnStartTouchAll" "bombhint_msg,Show,,0,-1"
				"OnStartTouchAll" "bombhint_front,Disable,,0,-1"
			}
			training_annotation
			{
				display_text "The bomb will disable the field when brought near it!"
				lifetime 3
				targetname bombhint_msg
				Origin "-163 -5009 -88" // maybe??
			}
		}
		ForceField_Hatch
		{
			NoFixup 1
			func_forcefield
			{
				disablereceiveshadows 0
			//	origin "-192 -1936 48"
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 0 
				targetname "blocker_hatch"
				TeamNum 2
				mins "-352 -2016 -128"
				maxs "-32 -1856 224"
			}
			func_forcefield
			{
				disablereceiveshadows 0
			//	origin "-1056 -1840 96"
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 0 
				targetname "blocker_hatch"
				TeamNum 2 // maybe replace this with a visualizer instead?
				mins "-1248 -1920 -64"
				maxs "-864 -1760 256"
			}
			prop_dynamic
			{
				modelscale 1
				model "models/props_mvm/reversemvm_redwall_640x300.mdl"
				origin "-199 -1959 80"
				angles "0 180 0"
				targetname blocker_wallprop_B
				disableshadows 1
			}
			prop_dynamic
			{
				modelscale 1
				model "models/props_mvm/reversemvm_redwall_640x300.mdl"
				origin "-1046 -1857 83"
				angles "0 180 0"
				targetname blocker_wallprop_B
				disableshadows 1
			}
			trigger_hurt // collect money behind field
			{
				damage 0 
				targetname cashcollect_hatch
				origin "-536 -1591.5 -16"
				startdisabled 0
				spawnflags 1
				mins "-888 -425.5 -48"
				maxs "888 425.5 48"
			}
			func_flagdetectionzone
			{
				origin "-176 -2048 80"
				targetname bombdetector_hatch
				TeamNum 3
				mins "-256 -32 -144"
				maxs "256 32 144"
				"OnStartTouchFlag" "blocker_hatch,Disable,,0,-1"
				"OnStartTouchFlag" "bombdetector_hatch,Disable,,0,-1"
				"OnStartTouchFlag" "blocker_wallprop_B,Disable,,0,-1"
				"OnStartTouchFlag" "cashcollect_hatch,Disable,,0,-1"
				"OnStartTouchFlag" "pushback_red_2,Trigger,,0,-1"
			}
		}
		Spawn_Relays // triggered when bomb reaches field, pushes RED back
		{
			NoFixup 1
			logic_relay // from A to B
			{
				"targetname" "pushback_red_1" 
				"OnTrigger" "spawnbot_gate_a,Disable,,0,-1"
				"OnTrigger" "spawnbot_gate_a_flank,Disable,,0,-1"
				"OnTrigger" "gate_holdout_a,Disable,,0,-1"
				"OnTrigger" "spawnbot_gate_b,Enable,,0,-1"
				"OnTrigger" "spawnbot_gate_b_flank,Enable,,0,-1"
				"OnTrigger" "gate_holdout_b,Enable,,0,-1"
			}
			logic_relay // from B to hatch
			{
				"targetname" "pushback_red_2" 
				"OnTrigger" "spawnbot_gate_b,Disable,,0,-1"
				"OnTrigger" "spawnbot_gate_b_flank,Disable,,0,-1"
				"OnTrigger" "gate_holdout_b,Disable,,0,-1"
				"OnTrigger" "spawnbot_gate_c,Enable,,0,-1"
				"OnTrigger" "spawnbot_gate_c_giant,Enable,,0,-1"
				"OnTrigger" "gate_holdout_c,Enable,,0,-1"
			}
			logic_relay // back to A
			{
				"targetname" "spawn_reset_relay" 
				"OnTrigger" "spawnbot_gate_a,Enable,,0,-1"
				"OnTrigger" "spawnbot_gate_a_flank,Enable,,0,-1"
				"OnTrigger" "gate_holdout_a,Enable,,0,-1"
				"OnTrigger" "spawnbot_gate_b,Disable,,0,-1"
				"OnTrigger" "spawnbot_gate_b_flank,Disable,,0,-1"
				"OnTrigger" "gate_holdout_b,Disable,,0,-1"
				"OnTrigger" "spawnbot_gate_c,Disable,,0,-1"
				"OnTrigger" "spawnbot_gate_c_giant,Disable,,0,-1"
				"OnTrigger" "gate_holdout_c,Disable,,0,-1"
			}
			logic_relay // dunno if this has become obsolete now
			{
				"targetname" "fields_reset_relay" // putting this here
				"OnTrigger" "blocker_front,Enable,,0,-1"
				"OnTrigger" "blocker_wallprop_A,Enable,,0,-1"
				"OnTrigger" "blocker_hatch,Enable,,0,-1"
				"OnTrigger" "blocker_wallprop_B,Enable,,0,-1"
			}
		}
		Stopwatch_Warp // so bots don't gank the timer
		{
			NoFixup 1
			info_target
			{
				targetname "timer_warp"
				origin "640 -3711 -1216"
			}
			trigger_teleport
			{
				filtername "filter_stopwatch"
				origin "-340 -236 96"
				spawnflags 1
				StartDisabled 0
				target "timer_warp"
				targetname "ticker_rescue"
				mins "-140 -156 -32"
				maxs "140 156 32"
			}
			filter_tf_bot_has_tag
			{
				Negated "Allow entities that match criteria"
				require_all_tags 1
				tags "bot_stopwatch"
				targetname "filter_stopwatch"
			}
			filter_tf_bot_has_tag
			{
				Negated 1
				require_all_tags 1
				tags "bot_stopwatch"
				targetname "filter_nostopwatch"
			}
		}
		Front_Gates
		{
			NoFixup 1
			prop_dynamic
			{
				model "models/props_manor/gothic_gate_01b.mdl"
				modelscale 1.5
				solid 0
				targetname "frontspawn_gateprops"
				disableshadows 1
			}
		}
		Tunnel_Prop // posh
		{
			NoFixup 1
			prop_dynamic
			{
				model "models/props_farm/fence_metal01a.mdl"
				disableshadows 1
				solid 6
			}
		}
		Hatch_Prop // posh
		{
			NoFixup 1
			prop_dynamic
			{
				model "models/props_medieval/wallstone001_256.mdl"
				disableshadows 1
				solid 6
			}
		}
		Spawn_Marker // posh
		{
			NoFixup 1
			prop_dynamic
			{
				model models/props_mvm/robot_spawnpoint.mdl
				disableshadows 1
				solid 0
			}
		}
		Cave_Lights // lemme light your way~
		{
			NoFixup 1
			light_dynamic
			{
				"_light" "255 249 234 275"
				distance "450"
				brightness "1"
				origin "-1170 -7474 -109"
			}
			light_spot
			{
			"_cone" "60"
			"_exponent" "1"
			"_inner_cone" "45"
			targetname "cave_lighting"
			"_light" "255 249 234 275"
			origin "-1170 -7474 -115"
			"_lightHDR" "-1 -1 -1 1"
			"_lightscaleHDR" "1"
			"_quadratic_attn" "1"
			"spawnflags" "0"
			}
		}
		Arms_Box
		{
			NoFixup 1
			prop_dynamic
			{
				model "models/workshop/player/items/engineer/hwn2020_ghoul_box/hwn2020_ghoul_box.mdl"
				modelscale 6
				origin "80 0 -280"
				angles "30 0 0"
				lightingorigin "bombpath_arrows_town_middle"
				skin 1
				disableshadows 1
			}
		//	prop_dynamic
		//	{
		//		modelscale 2
		//		model "models/weapons/c_models/c_grenadelauncher/c_grenadelauncher.mdl"
		//		origin "25 -50 70"
		//		angles "0 90 0"
		//		rendermode 1 // hologram
			//	fademaxdist 300
			//	fademindist 100
			//	fadescale 1
		//		lightingorigin "bombpath_arrows_town_middle"
		//		disableshadows 1
		//	}
			func_upgradestation
			{
				mins "-96 -96 -96"
				maxs "96 96 96"
			}
		}
		BlackBoxRocket
		{
			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
			}
		}
		SpyPlayerPt // give spy full heal on spawn because of the respawn thing
		{
			OnSpawnOutput
			{
				Target !activator
				Action sethealth
				Param 125
			}
		}
		Spawn_Nudge // get out of spawn, you fucks
		{
			NoFixup 1 // argh
			trigger_push // left side
			{
				origin "32 -206 80"
				pushdir "0 270 0"
				spawnflags 1
				speed 512
				StartDisabled 0
				mins "-80 -104 -96"
				maxs "80 104 96"
			}
			trigger_push // left side
			{
				origin "-108 -276 80"
				pushdir "0 0 0"
				spawnflags 1
				speed 512
				StartDisabled 0
				mins "-60 -20 -96"
				maxs "60 20 96"
			}
			trigger_push // right side
			{
				origin "-608 -462 80"
				pushdir "10 270 0"
				spawnflags 1
				speed 512
				StartDisabled 0
				mins "-80 -104 -96"
				maxs "80 104 96"
			}
			trigger_push // right side
			{
				origin "-510 -508 80"
				pushdir "0 180 0"
				spawnflags 1
				speed 512
				StartDisabled 0
				mins "-18 -44 -96"
				maxs "18 44 96"
			}
			trigger_push // get off the upgrade station
			{
				origin "-368 -364 119.87"
				pushdir "0 180 0"
				spawnflags 1
				filtername filter_nostopwatch
				speed 512
				StartDisabled 0
				mins "-160 -28 -56"
				maxs "160 28 56"
			}
			tf_point_nav_interface // in case throwing them out somehow isn't enough
			{
				targetname navman
			}
		}
		Iron_Lich_Cosmetics // HEDACT.WAV
		{
			//NoFixup 1
			prop_dynamic // -15 0 0 angles when open
			{
				model "models/player/items/heavy/skull_horns_b.mdl"
				disableshadows 1
				modelscale 2.95
				solid 0
				//targetname lich_skull
				origin "-20 0 16"
			}
			prop_dynamic // 15 0 0 angles when open
			{
				model "models/player/items/heavy/big_jaw.mdl"
				disableshadows 1
				modelscale 2.95
				solid 0
				//parentname lich_skull
				origin "-11 -0 16" // 22 -16 24 lefteye, 22 16 24 righteye
			}
		}
		Tornado // lich spell
		{
		//	KeepAlive 1
			OnParentKilledOutput // remove the particle effect
			{
				Target tornado_eff
				Action kill
			}
			trigger_hurt
			{
				damage 70
				filtername filter_blu
				nodmgforce 0
				damagetype 4
				origin "0 0 0"
				spawnflags 1
				mins "-56 -56 -96"
				maxs "56 56 96"
				targetname tornado_eff
			}
			trigger_push
			{
				origin "0 0 0"
				pushdir "0 90 0"
				spawnflags 1
				speed 192
				filtername filter_blu
				mins "-48 -48 -96"
				maxs "48 48 96"
				targetname tornado_eff
			}
			info_particle_system
			{
				targetname tornado_eff
				effect_name utaunt_tornado_parent_white
				start_active 1
			}
		}
		Thunder_Wave // lich spell
		{
			info_particle_system // first row
			{
				targetname lightning_row_1
				effect_name utaunt_lightning_bolt
				origin "48 -48 16"
			}
			info_particle_system
			{
				targetname lightning_row_1
				effect_name utaunt_lightning_bolt
				origin "64 -0 16"
			}
			info_particle_system
			{
				targetname lightning_row_1
				effect_name utaunt_lightning_bolt
				origin "48 48 16"
			}
			info_particle_system // second
			{
				targetname lightning_row_2
				effect_name utaunt_lightning_bolt
				origin "112 -80 16"
			}
			info_particle_system
			{
				targetname lightning_row_2
				effect_name utaunt_lightning_bolt
				origin "128 -0 16"
			}
			info_particle_system
			{
				targetname lightning_row_2
				effect_name utaunt_lightning_bolt
				origin "112 80 16"
			}
			info_particle_system
			{
				targetname lightning_row_3
				effect_name utaunt_lightning_bolt
				origin "176 -112 16"
			}
			info_particle_system
			{
				targetname lightning_row_3
				effect_name utaunt_lightning_bolt
				origin "192 -0 16"
			}
			info_particle_system
			{
				targetname lightning_row_3
				effect_name utaunt_lightning_bolt
				origin "176 112 16"
			}
			info_particle_system
			{
				targetname lightning_row_4
				effect_name utaunt_lightning_bolt
				origin "240 144 16"
			}
			info_particle_system
			{
				targetname lightning_row_4
				effect_name utaunt_lightning_bolt
				origin "256 -0 16"
			}
			info_particle_system
			{
				targetname lightning_row_4
				effect_name utaunt_lightning_bolt
				origin "240 -144 16"
			}
			trigger_hurt // first row's hurts
			{
				targetname lightning_hurt_1
				damage 1400
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "48 48 64"
			}
			trigger_hurt 
			{
				targetname lightning_hurt_1
				damage 1400
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "64 0 64"
			}
			trigger_hurt 
			{
				targetname lightning_hurt_1
				damage 1400
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "48 -48 64"
			}
			trigger_hurt
			{
				targetname lightning_hurt_2
				damage 1200
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "112 80 64"
			}
			trigger_hurt
			{
				targetname lightning_hurt_2
				damage 1200
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "128 0 64"
			}
			trigger_hurt
			{
				targetname lightning_hurt_2
				damage 1200
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "112 -80 64"
			}
			trigger_hurt
			{
				targetname lightning_hurt_3
				damage 1000
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "176 112 64"
			}
			trigger_hurt
			{
				targetname lightning_hurt_3
				damage 1000
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "192 0 64"
			}
			trigger_hurt
			{
				targetname lightning_hurt_3
				damage 1000
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "176 -112 64"
			}
			trigger_hurt
			{
				targetname lightning_hurt_4
				damage 800
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "240 144 64"
			}
			trigger_hurt
			{
				targetname lightning_hurt_4
				damage 800
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "256 0 64"
			}
			trigger_hurt
			{
				targetname lightning_hurt_4
				damage 800
				damagetype 256 // shock
				spawnflags 1
				filtername filter_blu
				StartDisabled 1
				mins "-16 -16 -64"
				maxs "16 16 64"
				origin "240 -144 64"
			}
			ambient_generic
			{
				targetname lightning_sound
				spawnflags 49
				health 10 // this is volume
				radius 18000
				message "misc\halloween\spell_lightning_ball_impact.wav"
			}
			logic_timer // makes the wave do something
			{
				targetname lightning_timer
				RefireTime 7
				
				"OnTimer" "lightning_sound,PlaySound,,0,-1"
				"OnTimer" "lightning_hurt_1,Enable,,0,-1"
				"OnTimer" "lightning_row_1,Start,,0,-1"
				"OnTimer" "lightning_hurt_1,Disable,,0.3,-1"
				"OnTimer" "lightning_row_1,Stop,,0.3,-1"
				"OnTimer" "lightning_sound,PlaySound,,0.7,-1"
				"OnTimer" "lightning_hurt_2,Enable,,0.7,-1"
				"OnTimer" "lightning_row_2,Start,,0.7,-1"
				"OnTimer" "lightning_hurt_2,Disable,,1,-1"
				"OnTimer" "lightning_row_2,Stop,,1,-1"
				"OnTimer" "lightning_sound,PlaySound,,1.4,-1"
				"OnTimer" "lightning_hurt_3,Enable,,1.4,-1"
				"OnTimer" "lightning_row_3,Start,,1.4,-1"
				"OnTimer" "lightning_hurt_3,Disable,,1.7,-1"
				"OnTimer" "lightning_row_3,Stop,,1.7,-1"
				"OnTimer" "lightning_sound,PlaySound,,2.1,-1"
				"OnTimer" "lightning_hurt_4,Enable,,2.1,-1"
				"OnTimer" "lightning_row_4,Start,,2.1,-1"
				"OnTimer" "lightning_hurt_4,Disable,,2.5,-1"
				"OnTimer" "lightning_row_4,Stop,,2.5,-1"
			}
		}
		Sentrygun
		{
			obj_sentrygun
			{
				teamnum 2
				spawnflags 8
				defaultupgrade 0 // lvl1
				SolidToPlayer 0
			}
		}
		Sentry_Mover // for round 7
		{
			OnSpawnOutput
			{
				Target "sentry"
				Action "setbuilder"
				Delay 0.00
			}
			obj_sentrygun
			{
				targetname sentry
				teamnum 2
				spawnflags 8
				defaultupgrade 0 // lvl1
				SolidToPlayer 0
				health 500
				"OnDestroyed" "!parent,$Suicide,,0,-1"
			}
		}
		Redtank_Glowie // for Round 5
		{
			tf_glow
			{
				target tankbossred
				targetname glowie
				GlowColor "255 0 0 255"
				Mode 0
			}
		}
		Bombtank_Prop
		{
			//NoFixup 1
			prop_dynamic
			{
				"model" "models/props_trainyard/bomb_eotl_red.mdl"
				"solid" "0"
				"modelscale" 1
				"angles" "0 180 0"
				"origin" "0 0 24"
			}
			trigger_hurt
			{
				damage 100
				damagetype 1
				origin "96 0 0"
				spawnflags 64
				filtername noplayers // don't crush players
				mins "40 -40 -45"
				maxs "64 40 51"
				
				"OnHurt" "!activator,SetHealth,0,,-1"
				"OnHurt" "!parent,SetHealth,0,,-1" // parent should be the redtank
			}
			filter_activator_class
			{
				targetname noplayers
				Negated 1
				filterclass player
			}
		}
		Camera_Crew_Payload
		{
			NoFixup 1
			point_viewcontrol
			{
				angles "7 99 0"
				origin "-83 -1819 48"
				acceleration 0
				deceleration 0
				spawnflags 0
				//target tankbossred
				targetname camera_payload
				wait 10
				interpolatepositiontoplayer 0
				speed 0
			}
			env_fade // make the transition less abrupt
			{
				targetname fade_out
				duration 1.8
				holdtime 0.5
				rendercolor "0 0 0" // 100% black
			}
			env_fade 
			{
				targetname fade_in
				duration 2
				spawnflags 1
				rendercolor "0 0 0"
			}
			logic_relay
			{
				targetname crewcam_payload
				"OnTrigger" "respawner,ForceTeamRespawn,2,8,-1"
				"OnTrigger" "camera_payload,$EnableAll,,0,-1"  // apparently regular command doesn't work here??
				"OnTrigger" "camera_payload,$DisableAll,,8,-1" // thank you, whoever hired the camera crew for condemned
				"OnTrigger" "fade_out,Fade,,6,-1"
				"OnTrigger" "fade_in,Fade,,8,-1"
				"OnTrigger" "camera_payload,$DisableAll,,10,-1" // safety
				"OnTrigger" "camera_payload,$DisableAll,,12,-1" 
				"OnTrigger" "camera_payload,$DisableAll,,14,-1" 
				"OnTrigger" "camera_payload,$DisableAll,,16,-1" 
				"OnTrigger" "camera_payload,$DisableAll,,18,-1" 
				"OnTrigger" "camera_payload,$DisableAll,,20,-1"
				"OnTrigger" "camera_payload,$DisableAll,,22,-1" 
				"OnTrigger" "camera_payload,$DisableAll,,24,-1" 
				"OnTrigger" "camera_payload,$DisableAll,,26,-1" 
				"OnTrigger" "camera_payload,$DisableAll,,28,-1" 
				"OnTrigger" "camera_payload,$DisableAll,,30,-1" 
			}
		}
		Tankround_Stalematent // move things along
		{
			logic_relay
			{
				"targetname" "stalemate_buster" 
				"OnTrigger" "tankboss,Setspeed,80,0,-1"
			}
			logic_relay // warp bomb to tank
			{
				targetname boss_dead_bombwarp
				OnTrigger "bomb_warp_burhsg,Enable,,0,-1"
			}
			trigger_teleport
			{
				targetname bomb_warp_burhsg
				spawnflags 1
				target warp_target
				filtername bossfilter
				origin "-1184 -7872 -248"
				"mins" "-192 -160 -64"
				"maxs" "192 160 64"
			}
			filter_tf_bot_has_tag
			{
				targetname bossfilter
				tags swooce
				require_all_tags 1
				Negated "Allow entities that match criteria"
			}
			logic_timer
			{
				RefireTime 150
				"OnTimer" "stalemate_buster,Trigger,,0,-1"
				"OnTimer" "!self,Disable,,0,-1"
			}
		}
		BlueTank_Warp
		{
			NoFixup 1
			KeepAlive 1
			prop_dynamic
			{
				targetname warp_target
				"model" "models/empty.mdl"
				"solid" "0"
				"modelscale" 1
				"angles" "0 0 0"
				"origin" "0 0 48"
			}
		}
		EngieBoss_HatchField
		{
			NoFixup 1
			func_forcefield
			{
				disablereceiveshadows 0
			//	origin "-192 -1936 48"
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 0
				targetname bossfight_blocker
				TeamNum 2
				mins "-352 -2016 -128"
				maxs "-32 -1856 224"
			}
			func_forcefield
			{
				disablereceiveshadows 0
			//	origin "-1056 -1840 96"
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 0
				targetname bossfight_blocker
				TeamNum 2
				mins "-1248 -1920 -64"
				maxs "-864 -1760 256"
			}
			func_forcefield // pit blocker
			{
				disablereceiveshadows 0
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 1
				targetname bossfight_blocker
				TeamNum 2
				mins "-1048 -3776 -160"
				maxs "-1024 -3520 112"
			}
			func_forcefield
			{
				disablereceiveshadows 0
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 1
				targetname bossfight_blocker
				TeamNum 3
				mins "-1048 -3776 -160"
				maxs "-1024 -3520 112"
			}
			prop_dynamic // pit wall
			{
				modelscale 1
				model "models/props_mvm/reversemvm_redwall_640x300.mdl"
				origin "-1017 -3539 -65"
				angles "0 270 0"
				StartDisabled 1
				targetname bossfight_wallprop
				disableshadows 1
			}
			prop_dynamic
			{
				modelscale 1
				model "models/props_mvm/reversemvm_redwall_640x300.mdl"
				origin "-199 -1959 80"
				angles "0 180 0"
				StartDisabled 1
				targetname bossfight_wallprop
				disableshadows 1
			}
			prop_dynamic
			{
				modelscale 1
				model "models/props_mvm/reversemvm_redwall_640x300.mdl"
				origin "-1046 -1857 83"
				angles "0 180 0"
				StartDisabled 1
				targetname bossfight_wallprop
				disableshadows 1
			}
			logic_relay
			{
				targetname hatchfield_relay
				"OnTrigger" "bombdetector_bossfight,Disable,,0,1" // fire only once to avoid overlapping triggers
				"OnTrigger" "bossfight_blocker,Enable,,0,1"
				"OnTrigger" "bossfight_wallprop,Enable,,0,1"
				"OnTrigger" "field_activate,PlaySound,,0,1"
				"OnTrigger" "bombdetector_hatch,Disable,,0,1"
				"OnTrigger" "engieboss_smacktalk,PlaySound,,0.5,1"
				"OnTrigger" "player,$DisplayTextChat,Now jus' stop trying to mess with my contraptions.,0.5,-1" 
				"OnTrigger" "crewcam_engieboss,Trigger,,3,1"
			}
			logic_relay // drop the field when boss dies
			{
				targetname bossfight_end
				"OnTrigger" "bossfight_blocker,Disable,,0,-1"
				"OnTrigger" "engieboss_bossmusic,StopSound,,0,-1"
				"OnTrigger" "bossfight_wallprop,Disable,,0,-1"
				"OnTrigger" "spawnbot_gate_b_nostop,Disable,,0,-1"
				"OnTrigger" "spawnbot_engieboss_support,Disable,,0,-1"
				"OnTrigger" "bossfight_stunner,Enable,,0,-1"		
			}
			func_flagdetectionzone // turn on the fields and commence the boss fight
			{
				origin "-192 -1936 48" // as a secondary so people don't try to bypass the boss
				targetname bombdetector_bossfight
				TeamNum 3
				mins "-256 -32 -144"
				maxs "256 32 144"
				"OnStartTouchFlag" "hatchfield_relay,Trigger,,0,-1"
			}
			trigger_add_tf_player_condition // disable remaining enemies when boss dies
			{
				targetname bossfight_stunner
				StartDisabled 1
				condition 71
				duration -1
				spawnflags 1
				filtername filter_red
				origin "-48 -4960 264"
				mins "-1776 -3040 -584"
				maxs "1776 3040 584"
			}
			trigger_hurt // nah that stun don't work, just kill em
			{
				targetname bossfight_stunner
				damage 50
				filtername filter_red
				StartDisabled 1
				targetname bossfight_stunner
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-48 -4960 264" // stop fucking doing this
				mins "-1776 -3040 -584"
				maxs "1776 3040 584"
			}
			ambient_generic
			{
				health 10
				message #*ambient\halloween\mysterious_perc_07.wav
				radius 20
				spawnflags 49
				targetname field_activate
			}
			ambient_generic
			{
				health 10
				message #*vo\mvm\norm\engineer_mvm_dominationspy01.mp3
				radius 20
				spawnflags 49
				targetname engieboss_smacktalk
			}
		}
		EngieBoss_Skyray // heads up
		{
			NoFixup 1
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_1
				origin "-645 -4263 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_1
				origin "-646 -4263 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_1
				origin "-646 -4263 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_1
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-645.39 -4262.72 -95.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_1
				"OnTrigger" "skyray_beam_1,Start,,0,-1"
				"OnTrigger" "skyray_snd_1,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_1,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_1,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_1,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_1,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_1,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_2
				origin "-90 -4358 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_2
				origin "-90 -4358 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_2
				origin "-90 -4358 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_2
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-89.89 -4357.98 -95.97"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_2
				"OnTrigger" "skyray_beam_2,Start,,0,-1"
				"OnTrigger" "skyray_snd_2,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_2,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_2,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_2,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_2,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_2,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_3
				origin "475 -4256 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_3
				origin "475 -4256 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_3
				origin "475 -4256 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_3
				spawnflags 1
				damagetype 1024 // energybeam
				origin "474.92 -4256.23 -95.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_3
				"OnTrigger" "skyray_beam_3,Start,,0,-1"
				"OnTrigger" "skyray_snd_3,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_3,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_3,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_3,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_3,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_3,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_4
				origin "776 -4223 -50"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_4
				origin "775 -4223 -114"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_4
				origin "775 -4223 -114"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_4
				spawnflags 1
				damagetype 1024 // energybeam
				origin "775.6 -4223.45 -90.92"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_4
				"OnTrigger" "skyray_beam_4,Start,,0,-1"
				"OnTrigger" "skyray_snd_4,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_4,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_4,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_4,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_4,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_4,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_5
				origin "1030 -4192 4"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_5
				origin "1030 -4192 -61"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_5
				origin "1030 -4192 -61"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_5
				spawnflags 1
				damagetype 1024 // energybeam
				origin "1030.15 -4191.96 -37.48"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_5
				"OnTrigger" "skyray_beam_5,Start,,0,-1"
				"OnTrigger" "skyray_snd_5,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_5,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_5,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_5,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_5,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_5,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_6
				origin "1399 -4326 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_6
				origin "1399 -4326 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_6
				origin "1399 -4326 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_6
				spawnflags 1
				damagetype 1024 // energybeam
				origin "1398.95 -4325.93 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_6
				"OnTrigger" "skyray_beam_6,Start,,0,-1"
				"OnTrigger" "skyray_snd_6,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_6,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_6,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_6,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_6,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_6,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_7
				origin "-1013 -4308 41"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_7
				origin "-1013 -4308 -23"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_7
				origin "-1013 -4308 -23"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_7
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-1013.11 -4307.99 0.06"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_7
				"OnTrigger" "skyray_beam_7,Start,,0,-1"
				"OnTrigger" "skyray_snd_7,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_7,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_7,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_7,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_7,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_7,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_8
				origin "-697 -3972 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_8
				origin "-697 -3972 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_8
				origin "-697 -3972 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_8
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-697.13 -3972.44 -95.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_8
				"OnTrigger" "skyray_beam_8,Start,,0,-1"
				"OnTrigger" "skyray_snd_8,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_8,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_8,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_8,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_8,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_8,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_9
				origin "578 -3640 -119"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_9
				origin "578 -3640 -183"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_9
				origin "578 -3640 -183"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_9
				spawnflags 1
				damagetype 1024 // energybeam
				origin "578.27 -3640.37 -159.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_9
				"OnTrigger" "skyray_beam_9,Start,,0,-1"
				"OnTrigger" "skyray_snd_9,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_9,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_9,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_9,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_9,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_9,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_10
				origin "1171 -3795 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_10
				origin "1171 -3795 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_10
				origin "1171 -3795 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_10
				spawnflags 1
				damagetype 1024 // energybeam
				origin "1171.2 -3795.41 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_10
				"OnTrigger" "skyray_beam_10,Start,,0,-1"
				"OnTrigger" "skyray_snd_10,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_10,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_10,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_10,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_10,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_10,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_11
				origin "1527 -3866 137"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_11
				origin "1527 -3866 73"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_11
				origin "1527 -3866 73"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_11
				spawnflags 1
				damagetype 1024 // energybeam
				origin "1527.44 -3866.31 96.06"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_11
				"OnTrigger" "skyray_beam_11,Start,,0,-1"
				"OnTrigger" "skyray_snd_11,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_11,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_11,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_11,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_11,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_11,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_12
				origin "-1018 -3586 201"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_12
				origin "-1018 -3586 137"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_12
				origin "-1018 -3586 137"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_12
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-1017.96 -3586.22 160.06"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_12
				"OnTrigger" "skyray_beam_12,Start,,0,-1"
				"OnTrigger" "skyray_snd_12,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_12,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_12,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_12,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_12,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_12,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_13
				origin "-681 -3602 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_13
				origin "-682 -3602 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_13
				origin "-682 -3602 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_13
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-681.47 -3601.91 -95.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_13
				"OnTrigger" "skyray_beam_13,Start,,0,-1"
				"OnTrigger" "skyray_snd_13,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_13,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_13,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_13,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_13,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_13,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_14
				origin "1111 -3452 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_14
				origin "1111 -3452 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_14
				origin "1111 -3452 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_14
				spawnflags 1
				damagetype 1024 // energybeam
				origin "1111.42 -3451.55 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_14
				"OnTrigger" "skyray_beam_14,Start,,0,-1"
				"OnTrigger" "skyray_snd_14,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_14,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_14,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_14,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_14,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_14,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_15
				origin "-994 -2942 105"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_15
				origin "-994 -2942 41"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_15
				origin "-994 -2942 41"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_15
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-994.48 -2942.23 64.06"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_15
				"OnTrigger" "skyray_beam_15,Start,,0,-1"
				"OnTrigger" "skyray_snd_15,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_15,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_15,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_15,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_15,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_15,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_16
				origin "-460 -3119 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_16
				origin "-460 -3119 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_16
				origin "-460 -3119 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_16
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-460 -3119.42 -95.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_16
				"OnTrigger" "skyray_beam_16,Start,,0,-1"
				"OnTrigger" "skyray_snd_16,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_16,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_16,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_16,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_16,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_16,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_17
				origin "-176 -2960 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_17
				origin "-176 -2960 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_17
				origin "-176 -2960 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_17
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-176.35 -2959.83 -95.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_17
				"OnTrigger" "skyray_beam_17,Start,,0,-1"
				"OnTrigger" "skyray_snd_17,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_17,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_17,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_17,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_17,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_17,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_18
				origin "-130 -3219 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_18
				origin "-130 -3219 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_18
				origin "-130 -3219 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_18
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-130.13 -3219.4 -95.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_18
				"OnTrigger" "skyray_beam_18,Start,,0,-1"
				"OnTrigger" "skyray_snd_18,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_18,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_18,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_18,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_18,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_18,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_19
				origin "155 -3068 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_19
				origin "155 -3068 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_19
				origin "155 -3068 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_19
				spawnflags 1
				damagetype 1024 // energybeam
				origin "155.03 -3068.03 -95.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_19
				"OnTrigger" "skyray_beam_19,Start,,0,-1"
				"OnTrigger" "skyray_snd_19,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_19,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_19,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_19,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_19,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_19,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_20
				origin "537 -3210 -55"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_20
				origin "537 -3210 -119"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_20
				origin "537 -3210 -119"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_20
				spawnflags 1
				damagetype 1024 // energybeam
				origin "537.25 -3209.58 -95.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_20
				"OnTrigger" "skyray_beam_20,Start,,0,-1"
				"OnTrigger" "skyray_snd_20,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_20,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_20,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_20,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_20,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_20,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_21
				origin "1275 -3157 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_21
				origin "1275 -3157 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_21
				origin "1275 -3157 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_21
				spawnflags 1
				damagetype 1024 // energybeam
				origin "1275.22 -3156.86 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_21
				"OnTrigger" "skyray_beam_21,Start,,0,-1"
				"OnTrigger" "skyray_snd_21,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_21,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_21,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_21,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_21,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_21,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_22
				origin "1295 -2804 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_22
				origin "1295 -2804 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_22
				origin "1295 -2804 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_22
				spawnflags 1
				damagetype 1024 // energybeam
				origin "1294.69 -2804 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_22
				"OnTrigger" "skyray_beam_22,Start,,0,-1"
				"OnTrigger" "skyray_snd_22,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_22,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_22,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_22,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_22,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_22,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_23
				origin "1182 -2454 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_23
				origin "1182 -2454 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_23
				origin "1182 -2454 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_23
				spawnflags 1
				damagetype 1024 // energybeam
				origin "1182.4 -2453.76 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_23
				"OnTrigger" "skyray_beam_23,Start,,0,-1"
				"OnTrigger" "skyray_snd_23,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_23,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_23,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_23,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_23,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_23,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_24
				origin "901 -2364 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_24
				origin "901 -2364 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_24
				origin "901 -2364 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_24
				spawnflags 1
				damagetype 1024 // energybeam
				origin "901.5 -2364.44 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_24
				"OnTrigger" "skyray_beam_24,Start,,0,-1"
				"OnTrigger" "skyray_snd_24,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_24,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_24,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_24,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_24,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_24,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_25
				origin "566 -2294 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_25
				origin "566 -2294 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_25
				origin "566 -2294 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_25
				spawnflags 1
				damagetype 1024 // energybeam
				origin "565.64 -2293.69 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_25
				"OnTrigger" "skyray_beam_25,Start,,0,-1"
				"OnTrigger" "skyray_snd_25,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_25,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_25,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_25,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_25,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_25,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_26
				origin "193 -2245 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_26
				origin "193 -2245 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_26
				origin "193 -2245 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_26
				spawnflags 1
				damagetype 1024 // energybeam
				origin "192.67 -2245.11 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_26
				"OnTrigger" "skyray_beam_26,Start,,0,-1"
				"OnTrigger" "skyray_snd_26,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_26,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_26,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_26,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_26,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_26,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_27
				origin "-196 -2270 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_27
				origin "-196 -2270 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_27
				origin "-196 -2270 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_27
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-195.85 -2270.39 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_27
				"OnTrigger" "skyray_beam_27,Start,,0,-1"
				"OnTrigger" "skyray_snd_27,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_27,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_27,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_27,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_27,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_27,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_28
				origin "-241 -2654 -27"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_28
				origin "-241 -2654 -91"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_28
				origin "-241 -2654 -91"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_28
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-240.53 -2653.62 -67.89"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,0,-1"
			}
			logic_relay
			{
				targetname skyray_relay_28
				"OnTrigger" "skyray_beam_28,Start,,0,-1"
				"OnTrigger" "skyray_snd_28,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_28,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_28,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_28,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_28,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_28,Enable,,4,-1"
			}
			ambient_generic
			{
				health 10
				message crush/skyray_snd.mp3
				radius 9000
				spawnflags 48
				targetname skyray_snd_29
				origin "-579 -2250 9"
			}
			info_particle_system
			{
				effect_name skyray_eff
				angles "0 0 0"
				targetname skyray_beam_29
				origin "-579 -2250 -55"
			}
			info_particle_system
			{
				effect_name utaunt_electricity_cloud_parent_WB
				angles "0 0 0"
				targetname skyray_beam_29
				origin "-579 -2250 -55"
			}
			trigger_hurt
			{
				damage 5000
				filtername filter_blu
				StartDisabled 1
				targetname skyray_hurt_29
				spawnflags 1
				damagetype 1024 // energybeam
				origin "-578.63 -2250.3 -31.94"
				mins "-80 -80 -32"
				maxs "80 80 32"
				"OnHurtPlayer" "skyray_vo_check,SetValue,1,,-1"
			}
			logic_relay
			{
				targetname skyray_relay_29
				"OnTrigger" "skyray_beam_29,Start,,0,-1"
				"OnTrigger" "skyray_snd_29,PlaySound,,0,-1"
				"OnTrigger" "skyray_relay_29,Disable,,0,-1"
				"OnTrigger" "skyray_hurt_29,Enable,,3,-1"
				"OnTrigger" "skyray_hurt_29,Disable,,3.2,-1"
				"OnTrigger" "skyray_beam_29,Stop,,3.7,-1"
				"OnTrigger" "skyray_relay_29,Enable,,4,-1"
			}
			logic_case // too many targets for one case
			{
				targetname skyray_case_1
				"OnCase01" "skyray_relay_1,Trigger,,0,-1"
				"OnCase02" "skyray_relay_2,Trigger,,0,-1"
				"OnCase03" "skyray_relay_3,Trigger,,0,-1"
				"OnCase04" "skyray_relay_4,Trigger,,0,-1"
				"OnCase05" "skyray_relay_5,Trigger,,0,-1"
				"OnCase06" "skyray_relay_6,Trigger,,0,-1"
				"OnCase07" "skyray_relay_7,Trigger,,0,-1"
				"OnCase08" "skyray_relay_8,Trigger,,0,-1"
				"OnCase09" "skyray_relay_9,Trigger,,0,-1"
				"OnCase10" "skyray_relay_10,Trigger,,0,-1"
				"OnCase11" "skyray_relay_11,Trigger,,0,-1"
				"OnCase12" "skyray_relay_12,Trigger,,0,-1"
				"OnCase13" "skyray_relay_13,Trigger,,0,-1"
				"OnCase14" "skyray_relay_14,Trigger,,0,-1"
				"OnCase15" "skyray_relay_15,Trigger,,0,-1"
			}
			logic_case // too many targets for one case
			{
				targetname skyray_case_2
				"OnCase01" "skyray_relay_16,Trigger,,0,-1"
				"OnCase02" "skyray_relay_17,Trigger,,0,-1"
				"OnCase03" "skyray_relay_18,Trigger,,0,-1"
				"OnCase04" "skyray_relay_19,Trigger,,0,-1"
				"OnCase05" "skyray_relay_20,Trigger,,0,-1"
				"OnCase06" "skyray_relay_21,Trigger,,0,-1"
				"OnCase07" "skyray_relay_22,Trigger,,0,-1"
				"OnCase08" "skyray_relay_23,Trigger,,0,-1"
				"OnCase09" "skyray_relay_24,Trigger,,0,-1"
				"OnCase10" "skyray_relay_25,Trigger,,0,-1"
				"OnCase11" "skyray_relay_26,Trigger,,0,-1"
				"OnCase12" "skyray_relay_27,Trigger,,0,-1"
				"OnCase13" "skyray_relay_28,Trigger,,0,-1"
				"OnCase14" "skyray_relay_29,Trigger,,0,-1"
			}
			logic_timer
			{
				targetname skyray_timer_default
				RefireTime 0.5
				StartDisabled 1
				"OnTimer" "skyray_case_*,PickRandomShuffle,,0,-1"
			}
			logic_timer
			{
				targetname skyray_timer_fast
				RefireTime 0.25
				StartDisabled 1
				"OnTimer" "skyray_case_*,PickRandomShuffle,,0,-1"
			}
			logic_relay
			{
				targetname skyray_fire_default
				"OnTrigger" "skyray_timer_default,Enable,,0,-1"
				"OnTrigger" "skyray_timer_default,Disable,,10,-1"
				"OnTrigger" "skyray_vo_check,Test,,12,-1"
			}
			logic_relay
			{
				targetname skyray_fire_fast
				"OnTrigger" "skyray_timer_fast,Enable,,0,-1"
				"OnTrigger" "skyray_timer_fast,Disable,,10,-1"
				"OnTrigger" "skyray_vo_check,Test,,12,-1"
			}
			ambient_generic // hit skyray
			{
				health 10
				message vo\mvm\norm\engineer_mvm_dominationscout07.mp3
				radius 20
				spawnflags 49
				targetname skyray_hit_1
			}
			ambient_generic 
			{
				health 10
				message vo\mvm\norm\engineer_mvm_dominationsniper02.mp3
				radius 20
				spawnflags 49
				targetname skyray_hit_2
			}
			ambient_generic 
			{
				health 10
				message vo\mvm\norm\engineer_mvm_dominationsniper07.mp3
				radius 20
				spawnflags 49
				targetname skyray_hit_3
			}
			ambient_generic 
			{
				health 10
				message vo\mvm\norm\engineer_mvm_dominationsoldier07.mp3
				radius 20
				spawnflags 49
				targetname skyray_hit_4
			}
			ambient_generic 
			{
				health 10
				message vo\mvm\norm\engineer_mvm_laughhappy01.mp3
				radius 20
				spawnflags 49
				targetname skyray_hit_5
			}
			logic_case
			{
				targetname skyray_hit_vo_case
				"OnCase01" "skyray_hit_1,PlaySound,,0,-1"
				"OnCase02" "skyray_hit_2,PlaySound,,0,-1"
				"OnCase03" "skyray_hit_3,PlaySound,,0,-1"
				"OnCase04" "skyray_hit_4,PlaySound,,0,-1"
				"OnCase05" "skyray_hit_5,PlaySound,,0,-1"
			}
			ambient_generic // missed skyray
			{
				health 10
				message vo/mvm/norm/engineer_mvm_negativevocalization02.mp3
				radius 20
				spawnflags 49
				targetname skyray_miss_1
			}
			ambient_generic
			{
				health 10
				message vo/mvm/norm/engineer_mvm_negativevocalization03.mp3
				radius 20
				spawnflags 49
				targetname skyray_miss_2
			}
			ambient_generic
			{
				health 10
				message vo/mvm/norm/engineer_mvm_negativevocalization09.mp3
				radius 20
				spawnflags 49
				targetname skyray_miss_3
			}
			logic_case
			{
				targetname skyray_miss_vo_case
				"OnCase01" "skyray_miss_1,PlaySound,,0,-1"
				"OnCase02" "skyray_miss_2,PlaySound,,0,-1"
				"OnCase03" "skyray_miss_3,PlaySound,,0,-1"
			}
			logic_branch // did a single ray hit anyone?
			{
				targetname skyray_vo_check
				InitialValue 0 // assume a miss
				"OnFalse" "skyray_miss_vo_case,PickRandom,,0,-1"
				"OnTrue"  "skyray_hit_vo_case,PickRandom,,0,-1"
				"OnTrue"  "skyray_vo_check,SetValue,0,,-1"
			}
		}
		Camera_Crew_EngieBoss
		{
			NoFixup 1
			point_viewcontrol
			{
				angles "345 63 0"
				origin "78 -2955 152"
				acceleration 0
				deceleration 0
				spawnflags 0
				targetname camera_engieboss
				wait 5
				interpolatepositiontoplayer 0
				speed 0
			}
			info_particle_system
			{
				effect_name eyeboss_tp_vortex
				targetname engieboss_intro_eff
				origin "131 -2857 191"
			}
			env_fade // make the transition less abrupt
			{
				targetname fade_out
				duration 1.8
				holdtime 0.5
				rendercolor "0 0 0" // 100% black
			}
			env_fade 
			{
				targetname fade_in
				duration 2
				spawnflags 1
				rendercolor "0 0 0"
			}
			logic_relay
			{
				targetname engieboss_cosmetics_relay
				"OnTrigger" "engieboss_cosmetics,TurnOff,,0,-1"
			}
			logic_relay
			{
				targetname crewcam_engieboss
				"OnTrigger" "camera_engieboss,$EnableAll,,0,-1"
				"OnTrigger" "respawner,ForceTeamRespawn,2,5,-1"
				"OnTrigger" "engieboss_intro_eff,Start,,0,-1"
				"OnTrigger" "engieboss_warp_sound,PlaySound,,0,-1"
				"OnTrigger" "engieboss_bossmusic,PlaySound,,1,-1"
				"OnTrigger" "engieboss_intro_eff,Stop,,1.4,-1"
				"OnTrigger" "engieboss_cinematic,Enable,,1.4,-1"
				"OnTrigger" "engieboss_cosmetics,TurnOn,,1.4,-1"
				"OnTrigger" "engieboss_introtalk,PlaySound,,2,-1"
				"OnTrigger" "player,$DisplayTextChat,You dun incurred my wrath son.,2,-1" 
				"OnTrigger" "camera_engieboss,$DisableAll,,5,-1"
				"OnTrigger" "fade_out,Fade,,3,-1"
				"OnTrigger" "fade_in,Fade,,5,-1"
				"OnTrigger" "spawnbot_engieboss,Enable,,5,-1"
				"OnTrigger" "engieboss_cinematic,Kill,,5,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,7,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,9,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,11,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,13,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,15,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,17,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,19,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,21,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,23,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,25,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,27,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,29,-1"
				"OnTrigger" "camera_engieboss,$DisableAll,,31,-1"
			}
			ambient_generic
			{
				health 10
				message crush/warp_snd.mp3
				radius 20
				spawnflags 49
				targetname engieboss_warp_sound
			}
			ambient_generic
			{
				health 10
				message #*vo\mvm\norm\engineer_mvm_dominationengineer_mvm05.mp3
				radius 20
				spawnflags 49
				targetname engieboss_introtalk
			}
			ambient_generic
			{
				health 10
				message #*crush/dellorom_bosstune.mp3 // mp3 can't loop for reasons
				radius 20
				spawnflags 17
				fadeinsecs 3
				fadeoutsecs 3
				volstart 12
				targetname engieboss_bossmusic
			}
			prop_dynamic // engie boss for the cinematic
			{
				angles "0 240 0"
				origin "130 -2851 144"
				DefaultAnim "competitive_winnerstate_idle"
				DisableBoneFollowers 1
				disableshadows 0
				SetBodyGroup 1
				StartDisabled 1 // keep hidden until cinematic starts
				model "models/player/engineer.mdl"
				solid 0
				targetname engieboss_cinematic
			}
			prop_dynamic_ornament // trespasser gives a helping hand once again
			{
				InitialOwner engieboss_cinematic
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname engieboss_cosmetics
				model "models/workshop/player/items/engineer/hwn2020_wavefinder/hwn2020_wavefinder.mdl"
			}
			prop_dynamic_ornament // use TurnOff and wait for the cutscene to fix shit
			{
				InitialOwner engieboss_cinematic
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname engieboss_cosmetics
				model "models/workshop/player/items/all_class/sbox2014_zipper_suit/sbox2014_zipper_suit_engineer.mdl"
			}
			prop_dynamic_ornament
			{
				InitialOwner engieboss_cinematic
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname engieboss_cosmetics
				model "models/workshop/player/items/engineer/sf14_iron_fist/sf14_iron_fist.mdl"
			}
			prop_dynamic_ornament
			{
				InitialOwner engieboss_cinematic
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname engieboss_cosmetics
				model "models/workshop/player/items/engineer/hwn2015_iron_lung/hwn2015_iron_lung.mdl"
			}
			prop_dynamic_ornament
			{
				InitialOwner engieboss_cinematic
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname engieboss_cosmetics
				model "models/workshop/player/items/engineer/sum19_brain_interface/sum19_brain_interface.mdl"
			}
			prop_dynamic_ornament
			{
				InitialOwner engieboss_cinematic
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname engieboss_cosmetics
				model "models/bots/gameplay_cosmetic/bot_light_chest.mdl"
			}
			prop_dynamic_ornament
			{
				InitialOwner engieboss_cinematic
				spawnflags 256
				DisableBoneFollowers 1
				disableshadows 1
				solid 0
				targetname engieboss_cosmetics
				model "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl"
			}
		}
		Camera_Crew_Finale
		{
			NoFixup 1
			point_viewcontrol // soldier cam
			{
				angles "19 84 0"
				origin "-217 -2626 36"
				acceleration 0
				deceleration 0
				spawnflags 0
				targetname camera_finale_soldier
				wait 99 // we can just enable/disable to jiggle around this, iirc?
				interpolatepositiontoplayer 0
				speed 0
			}
			point_viewcontrol // wizard cam
			{
				angles "9 270 0"
				origin "-153 -8273 11"
				acceleration 0
				deceleration 0
				spawnflags 0
				targetname camera_finale_merasmus
				wait 99 // we can just enable/disable to jiggle around this, iirc?
				interpolatepositiontoplayer 0
				speed 0
			}
			prop_dynamic // soldier model
			{
				angles "0 270 0"
				origin "-217 -2319 -64"
				DefaultAnim "competitive_loserstate_idle"
				DisableBoneFollowers 1
				disableshadows 0
				StartDisabled 0 // keep hidden until cinematic starts
				model "models/player/soldier.mdl"
				solid 0
				targetname soldierboss_cinematic
			}
			prop_dynamic // merismo
			{
				angles "0 90 0"
				origin "-209 -8637 -100"
				DefaultAnim "Stand_MELEE"
				DisableBoneFollowers 1
				disableshadows 0
				Skin 0
				StartDisabled 0 // keep hidden until cinematic starts
				model "models/bots/merasmus/merasmus.mdl"
				solid 0
				targetname wizard_cinematic
			}
			ambient_generic // I'm done with your boardgame crap, merasmus
			{
				health 10
				message #*crush/soldier_boardgamecrap.mp3
				radius 20
				spawnflags 49
				targetname finale_vo_1
			}
			ambient_generic // get your spectral ass in here
			{
				health 10
				message #*vo/soldier_sf12_seeking02.mp3
				radius 20
				spawnflags 49
				targetname finale_vo_2
			}
			ambient_generic // merasmus is merasmus
			{
				health 10
				message #*vo/halloween_merasmus/hall2015_fightmeras_04.mp3
				radius 20
				spawnflags 49
				targetname finale_vo_3
			}
			ambient_generic // his teleport sound
			{
				health 10
				message misc\halloween\merasmus_appear.wav
				radius 20
				spawnflags 49
				targetname finale_vo_3
			}
			ambient_generic // you're going down etc.
			{
				health 10
				message #*vo/soldier_sf12_taunts09.mp3
				radius 20
				spawnflags 49
				targetname finale_vo_4
			}
			ambient_generic // epic boss tunes vol. 2
			{
				health 10
				message #*crush/finale_bosstune.mp3
				radius 20
				spawnflags 17
				fadeinsecs 3
				fadeoutsecs 3
				targetname finale_bossmusic
			}
			env_fade // make the transition less abrupt
			{
				targetname fade_out
				duration 1.8
				holdtime 0.5
				rendercolor "0 0 0" // 100% black
			}
			env_fade 
			{
				targetname fade_in
				duration 2
				spawnflags 1
				rendercolor "0 0 0"
			}
			logic_relay
			{
				targetname crewcam_finale
				"OnTrigger" "respawner,ForceTeamRespawn,2,0,-1" // in case a comedian killed themselves
				"OnTrigger" "camera_finale_soldier,$EnableAll,,0,-1" 
				"OnTrigger" "finale_vo_1,PlaySound,,0,-1" 
				"OnTrigger" "player,$DisplayTextChat,{red}I'm done with your board game crap Merasmus!{FFFFFF},0,-1" 
				"OnTrigger" "soldierboss_cinematic,SetAnimation,layer_taunt_the_profane_puppeteer,4.6,-1"
				"OnTrigger" "finale_vo_2,PlaySound,,2.75,-1" 
				"OnTrigger" "player,$DisplayTextChat,{red}Get out here so I can kick you right in your frilly wizard dress!{FFFFFF},2.75,-1" 
				"OnTrigger" "camera_finale_merasmus,$EnableAll,,6.3,-1" 
				"OnTrigger" "finale_vo_3,PlaySound,,6.3,-1"
				"OnTrigger" "player,$DisplayTextChat,{7D4071}You dare to fight ME?{FFFFFF},6.3,-1" 
				"OnTrigger" "wizard_cinematic,SetAnimation,teleport_in,6.3,-1"
				"OnTrigger" "player,$DisplayTextChat,{7D4071}Ohh mortal. This is going to be EMBARRASSING.{FFFFFF},8.7,-1" 
				"OnTrigger" "camera_finale_soldier,$EnableAll,,12,-1" 
				"OnTrigger" "finale_vo_4,PlaySound,,12,-1" 
				"OnTrigger" "player,$DisplayTextChat,{red}You are going down you spell-casting maggot!{FFFFFF},12,-1" 
				"OnTrigger" "finale_bossmusic,PlaySound,,12,-1" 
				"OnTrigger" "fade_out,Fade,,14.5,-1"
				"OnTrigger" "fade_in,Fade,,16.5,-1"
				"OnTrigger" "camera_*,$DisableAll,,16.5,-1"
				"OnTrigger" "soldierboss_cinematic,Kill,,16.5,-1"
				"OnTrigger" "wizard_cinematic,Kill,,16.5,-1"
				"OnTrigger" "respawner,ForceTeamRespawn,2,16.5,-1" // in case a comedian killed themselves
				"OnTrigger" "camera_*,$DisableAll,,18,-1" // in case a comedian killed themselves 
				"OnTrigger" "camera_*,$DisableAll,,20,-1"
				"OnTrigger" "camera_*,$DisableAll,,22,-1"
				"OnTrigger" "camera_*,$DisableAll,,24,-1"
				"OnTrigger" "camera_*,$DisableAll,,26,-1"
			}
			ambient_generic
			{
				health 10
				message #*vo/soldier_sf12_taunts17.mp3
				radius 20
				spawnflags 17
				targetname finale_chatterbox_1
			}
			ambient_generic
			{
				health 10
				message #*vo/halloween_merasmus/sf12_found08.mp3
				radius 20
				spawnflags 17
				targetname finale_chatterbox_2
			}
			ambient_generic
			{
				health 10
				message #*vo/soldier_sf12_scared01.mp3
				radius 20
				spawnflags 17
				targetname finale_chatterbox_3
			}
			ambient_generic
			{
				health 10
				message #*vo/soldier_sf12_goodmagic04.mp3
				radius 20
				spawnflags 17
				targetname finale_chatterbox_4
			}
			ambient_generic // poop
			{
				health 10
				message #*vo/halloween_merasmus/sf12_wheel_scared08.mp3
				radius 20
				spawnflags 17
				targetname finale_chatterbox_5
			}
			ambient_generic
			{
				health 10
				message #*crush/soldier_nopants.mp3
				radius 20
				spawnflags 17
				targetname finale_chatterbox_6
			}
			logic_relay // chatterbox
			{
				targetname soldierboss_phase_2 
				"OnTrigger" "finale_chatterbox_1,PlaySound,,0,-1"
				"OnTrigger" "player,$DisplayTextChat,{red}I am not afraid of no ghost! I REFUSE to be afraid of no ghost!{FFFFFF},0,-1" 
				"OnTrigger" "finale_chatterbox_2,PlaySound,,4.2,-1"
				"OnTrigger" "player,$DisplayTextChat,{7D4071}BOO!{FFFFFF},4.2,-1" 
				"OnTrigger" "finale_chatterbox_3,PlaySound,,5,-1"
				"OnTrigger" "player,$DisplayTextChat,{red}I am scared you maggots.{FFFFFF},5,-1" 
			}
			logic_relay // chatterbox pt. 2
			{
				targetname soldierboss_phase_3
				"OnTrigger" "finale_chatterbox_4,PlaySound,,0,-1"
				"OnTrigger" "player,$DisplayTextChat,{red}Hah I'm coming for you wizard!{FFFFFF},0,-1" 
				"OnTrigger" "finale_chatterbox_5,PlaySound,,2.4,-1"
				"OnTrigger" "player,$DisplayTextChat,{7D4071}Fear me!{FFFFFF},2.4,-1"
				"OnTrigger" "player,$DisplayTextChat,{7D4071}POOP!{FFFFFF},4.1,-1" 
				"OnTrigger" "player,$DisplayTextChat,{7D4071}Poop in your pumpkin pants!{FFFFFF},5.5,-1" 
				"OnTrigger" "finale_chatterbox_6,PlaySound,,7,-1"
				"OnTrigger" "player,$DisplayTextChat,{red}Hah the only thing in my pants is passion... FOR WAR!{FFFFFF},7,-1" 
			}
			logic_relay // snuck in here
			{
				targetname engie_hints
				"OnTrigger" "nest_1,Disable,,0,-1"
				"OnTrigger" "nest_2,Disable,,0,-1"
				"OnTrigger" "nest_3,Disable,,0,-1"
				"OnTrigger" "nest_6,Disable,,0,-1"
			}
		}
		Finale_HUDText
		{
			NoFixup 1
			OnSpawnOutput // thanks, Yaki
			{
				Target "tf_objective_resource"
				Action "$SetProp$m_iszMvMPopfileName"
				Param "No more games"
			}
		}
		Soldier_Tank
		{
			NoFixup 1 // no!!!!!!!!!!!!!!!!!!
			KeepAlive 1
		//	OnSpawnOutput
		//	{
		//		Target autotank_idle
		//		Action PlaySound
		//	}
			prop_dynamic // tank
			{
				angles "0 0 0"
				origin "0 0 -8"
				DisableBoneFollowers 1
				disableshadows 0
				model "models/props_frontline/tank_animated.mdl"
				DefaultAnim "move_slow"
				ModelScale 0.55
				solid 0
				targetname autotank_body
			}
			prop_dynamic // gibby~
			{
				angles "0 0 0"
				origin "0 0 -8"
				DisableBoneFollowers 1
				disableshadows 0
				StartDisabled 1
				model "models\bots\soldier\bot_soldier_gibby.mdl"
				DefaultAnim "PRIMARY_stun_middle"
				ModelScale 1.75
				solid 0
				targetname autotank_gibby
				parentname autotank_body
			}
			info_particle_system
			{
				angles "0 0 0"
				origin "0 0 0"
				effect_name cinefx_goldrush
				start_active 0
				targetname autotank_blast
				parentname autotank_body
			}
			ambient_generic
			{
				targetname autotank_deathsound
				spawnflags 17
				health 10 // this is volume
				radius 8000
				pitch 100
				message "crush/treadkill_death.mp3"
				parentname autotank_body
			}
			ambient_generic
			{
				targetname autotank_explosionsound
				spawnflags 17
				health 10 // this is volume
				radius 8000
				pitch 100
				message "mvm\mvm_tank_explode.wav"
				parentname autotank_body
			}
	//		ambient_generic
	//		{
	//			targetname autotank_idle
	//			spawnflags 48
	//			health 10 // this is volume
	//			radius 1200
	//			pitch 90
	//			message "mvm/mvm_tank_loop.wav"
	//			parentname autotank_body
	//		}
			info_particle_system
			{
				angles "0 180 0"
				origin "-70 38 52"
				effect_name kartdamage_smoke4
				start_active 1
				targetname autotank_smoke
				parentname autotank_body
			}
			info_particle_system
			{
				angles "0 180 0"
				origin "-70 -39 52"
				effect_name kartdamage_smoke4
				start_active 1
				targetname autotank_smoke
				parentname autotank_body
			}
			env_shake
			{
				amplitude 16
				duration 1.5
				frequency 2.5
				radius 1500
				spawnflags 1
				targetname autotank_shake
			}
			logic_relay
			{
				targetname autotank_death
				"OnTrigger" "autotank_idle,StopSound,,0,-1"
				"OnTrigger" "autotank_gibby,Enable,,0,-1"
				"OnTrigger" "autotank_smoke,Stop,,0,-1"
				"OnTrigger" "autotank_gibby,SetAnimation,PRIMARY_Stun_begin,0,-1"
				"OnTrigger" "autotank_gibby,SetPlaybackRate,0.36,0.3,-1" // stun animation has that blend that doesn't work
				"OnTrigger" "autotank_deathsound,PlaySound,,0,-1"
				"OnTrigger" "autotank_gibby,Disable,,3,-1"
				"OnTrigger" "autotank_body,Disable,,3,-1"
				"OnTrigger" "autotank_explosionsound,PlaySound,,3,-1"
				"OnTrigger" "autotank_blast,Start,,3,-1"
				"OnTrigger" "autotank_shake,StartShake,,3,-1"
				"OnTrigger" "autotank_*,Kill,,8,-1"
			}
		}
		Merasmus_Shield // move merasmus away and stun giants when outro begins
		{
			NoFixup 1
			trigger_teleport
			{
				filtername "filter_stopwatch"
				spawnflags 1
				StartDisabled 1
				target "timer_warp"
				targetname "merasmus_uber"
				mins "-16 -16 -24"
				maxs "16 16 24"
			}
			info_particle_system
			{
				start_active 1
				effect_name merasmus_ambient_body
			}
		}
		Pit_Block // damn it merasmus stop chilling in the pit
		{
			func_forcefield // pit blocker
			{
				disablereceiveshadows 0
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 0
				targetname bossfight_blocker
				TeamNum 2
				mins "-1048 -3776 -160"
				maxs "-1024 -3520 112"
			}
			func_forcefield
			{
				disablereceiveshadows 0
				renderamt 255 
				rendercolor "255 255 255"
				renderfx 0
				rendermode 10
				StartDisabled 0
				targetname bossfight_blocker
				TeamNum 3
				mins "-1048 -3776 -160"
				maxs "-1024 -3520 112"
			}
			prop_dynamic // pit wall
			{
				modelscale 1
				model "models/props_mvm/reversemvm_redwall_640x300.mdl"
				origin "-1017 -3539 -65"
				angles "0 270 0"
				StartDisabled 0
				targetname bossfight_wallprop
				disableshadows 1
			}
		}
		Camera_Crew_Outro // epic cutscene bro
		{
			NoFixup 1
			trigger_stun // disable remaining enemies when boss dies
			{
				targetname merasmus_uber
				StartDisabled 1
				spawnflags 1
				move_speed_reduction 0.8
				stun_duration 3
				stun_type 2
				filtername filter_red
				origin "-48 -4960 264"
				mins "-1776 -3040 -584"
				maxs "1776 3040 584"
			}
			point_viewcontrol // end cam
			{
				angles "357 44 0"
				origin "244 -961 50"
				acceleration 0
				deceleration 0
				spawnflags 0
				targetname camera_curtaincall
				wait 99 // we can just enable/disable to jiggle around this, iirc?
				interpolatepositiontoplayer 0
				speed 0
			}
			prop_dynamic // money!!!!!!!
			{
				angles "0 0 0"
				origin "458 -794 10"
				disableshadows 1
				StartDisabled 1
				model "models/items/currencypack_large.mdl"
				solid 0
				targetname outro_moneypile
			}
			prop_dynamic // money!!!!!!!
			{
				angles "0 0 0"
				origin "452 -841 10"
				disableshadows 1
				StartDisabled 1
				model "models/items/currencypack_large.mdl"
				solid 0
				targetname outro_moneypile
			}
			prop_dynamic // money!!!!!!!
			{
				angles "0 0 0"
				origin "385 -843 10"
				disableshadows 1
				StartDisabled 1
				model "models/items/currencypack_large.mdl"
				solid 0
				targetname outro_moneypile
			}
			prop_dynamic // money!!!!!!!
			{
				angles "0 0 0"
				origin "390 -815 10"
				disableshadows 1
				StartDisabled 1
				model "models/items/currencypack_large.mdl"
				solid 0
				targetname outro_moneypile
			}
			prop_dynamic // money!!!!!!!
			{
				angles "0 0 0"
				origin "410 -785 10"
				disableshadows 1
				StartDisabled 1
				model "models/items/currencypack_large.mdl"
				solid 0
				targetname outro_moneypile
			}
			prop_dynamic // money!!!!!!!
			{
				angles "0 0 0"
				origin "430 -808 10"
				disableshadows 1
				StartDisabled 1
				model "models/items/currencypack_large.mdl"
				solid 0
				targetname outro_moneypile
			}
			prop_dynamic // money!!!!!!!
			{
				angles "0 0 0"
				origin "417 -798 22"
				disableshadows 1
				StartDisabled 1
				model "models/items/currencypack_large.mdl"
				solid 0
				targetname outro_moneypile
			}
			env_fade // make the transition less abrupt
			{
				targetname fade_out
				duration 1.8
				holdtime 0.5
				rendercolor "0 0 0" // 100% black
			}
			env_fade 
			{
				targetname fade_in
				duration 2
				spawnflags 1
				rendercolor "0 0 0"
			}
			ambient_generic
			{
				targetname ending_vo_1
				spawnflags 49
				health 10
				radius 20
				pitch 100
				message "vo/soldier_sf12_reseeking03.mp3"
			}
			ambient_generic
			{
				targetname ending_vo_2
				spawnflags 49
				health 10
				radius 20
				pitch 100
				message "vo/halloween_merasmus/sf12_wheel_nonspecific04.mp3"
			}
			ambient_generic
			{
				targetname ending_vo_3
				spawnflags 49
				health 10
				radius 20
				pitch 100
				message "vo/halloween_merasmus/sf12_combat_idle02.mp3"
			}
			ambient_generic
			{
				targetname ending_vo_4
				spawnflags 49
				health 10
				radius 20
				pitch 100
				message "vo/taunts/soldier/soldier_taunt_cong_fun_04.mp3"
			}
			logic_relay
			{
				targetname ending_cinematic // fired when soldier dies
				"OnTrigger" "merasmus_uber,Enable,,0,-1"
				"OnTrigger" "spawnbot_middle,Disable,,0,-1"
				"OnTrigger" "spawnbot_engieboss_support,Disable,,0,-1"
				"OnTrigger" "spawnbot_gate_b_nostop,Disable,,0,-1"
				"OnTrigger" "finale_bossmusic,StopSound,,0,-1"
				"OnTrigger" "fade_out,Fade,,3,-1"
				"OnTrigger" "fade_in,Fade,,5,-1"
				"OnTrigger" "camera_curtaincall,$EnableAll,,5,-1"
				"OnTrigger" "spawnbot_endcutscene_soldier,Enable,,5,-1"
				"OnTrigger" "ending_vo_1,PlaySound,,7,-1"
				"OnTrigger" "player,$DisplayTextChat,{red}Come on out Merasmus. I've got your rent.{FFFFFF},7,-1" 
				"OnTrigger" "spawnbot_endcutscene_mersu,Enable,,9,-1"
				"OnTrigger" "outro_moneypile,Enable,,15,-1"
				"OnTrigger" "ending_vo_2,PlaySound,,15.5,-1"
				"OnTrigger" "player,$DisplayTextChat,{7D4071}Yes! YES! Perfect!{FFFFFF},15.5,-1" 
				"OnTrigger" "ending_vo_3,PlaySound,,19,-1"
				"OnTrigger" "player,$DisplayTextChat,{7D4071}Ohohohohohohahah!{FFFFFF},19,-1" 
				"OnTrigger" "ending_vo_4,PlaySound,,21,-1"
				"OnTrigger" "player,$DisplayTextChat,{red}Hah hah conga!{FFFFFF},21,-1" 
				"OnTrigger" "hatch_magnet,Enable,,24,-1"
				"OnTrigger" "hatch_hurt_outer,Enable,,24,-1"
				"OnTrigger" "hatch_prop_destroy,Enable,,24,-1"
				"OnTrigger" "hatch_destroy_particle,Start,,24,-1"
				"OnTrigger" "hatch_deploy_anim_gate_relay,Trigger,,24,-1"
				"OnTrigger" "hatch_destroy_sound,PlaySound,,24,-1"
				"OnTrigger" "blu_win,RoundWin,,24.5,-1"
			//	"OnTrigger" "camera_curtaincall,$DisableAll,,24,-1"
			}
		}
	}
	ExtraSpawnPoint  
    {
		Name "spawnbot_middle"
		StartDisabled 0 
        TeamNum 3
        X	"-256"                     
        Y	"-8832"                  
        Z	"-28"        
    }
	ExtraSpawnPoint  
    {
		Name "spawnbot_middle"
		StartDisabled 0 
        TeamNum 3
        X	"-192"                     
        Y	"-8704"                  
        Z	"-28"        
    }
	ExtraSpawnPoint  
    {
		Name "spawnbot_middle"
		StartDisabled 0 
        TeamNum 3
        X	"-128"                     
        Y	"-8832"                  
        Z	"-28"        
    }
	ExtraSpawnPoint    // spawns at first gate
    {
        Name "spawnbot_gate_a"
		StartDisabled 0 
        TeamNum 2
        X	"179"                     
        Y	"-3816"                  
        Z	"38"        
    }
	ExtraSpawnPoint  
    {
        Name "spawnbot_gate_a"
		StartDisabled 0 
        TeamNum 2
        X	"-384"                     
        Y	"-3927"                  
        Z	"38"        
    }
	ExtraSpawnPoint  
    {
        Name "spawnbot_gate_a_flank"
		StartDisabled 0 
        TeamNum 2
        X	"680"                     
        Y	"-4515"                  
        Z	"-82"       
    }
	ExtraSpawnPoint    // spawns at second gate
    {
        Name "spawnbot_gate_b"
		StartDisabled 1
        TeamNum 2
        X	"179"                     
        Y	"-1660"                  
        Z	"-21"        
    }
	ExtraSpawnPoint  
    {
        Name "spawnbot_gate_b"
		StartDisabled 1
        TeamNum 2
        X	"-804"                     
        Y	"-1099"                  
        Z	"104"
    }
	ExtraSpawnPoint  
    {
        Name "spawnbot_gate_b_flank"
		StartDisabled 1
        TeamNum 2
        X	"-1080"                     
        Y	"-1561"                  
        Z	"-1"       
    }
	ExtraSpawnPoint   // I forgot what this is for but it is used somewhere
    {
        Name "spawnbot_gate_b_nostop"
		StartDisabled 0
        TeamNum 2
        X	"-1080"                     
        Y	"-1561"                  
        Z	"-1"       
    }
	ExtraSpawnPoint    // spawns at hatch
    {
        Name "spawnbot_gate_c"
		StartDisabled 1
        TeamNum 2
        X	"14"                     
        Y	"-199"                  
        Z	"102"        
    }
	ExtraSpawnPoint  
    {
        Name "spawnbot_gate_c"
		StartDisabled 1
        TeamNum 2
        X	"-636"                     
        Y	"-320"                  
        Z	"102"        
    }
	ExtraSpawnPoint  
    {
        Name "spawnbot_gate_c_giant"
		StartDisabled 1
        TeamNum 2
        X	"-69"                     
        Y	"-445"                  
        Z	"106"       
    }
	ExtraSpawnPoint   // spawn for timer
    {
		Name "spawnbot_stopwatch"
		StartDisabled 0 
        TeamNum 3
        X	"-262"                     
        Y	"-347"                  
        Z	"100"        
    }
	ExtraSpawnPoint   // engieboss spawns
    {
        Name "spawnbot_engieboss"
		StartDisabled 1
        TeamNum 2
        X	"130"                     
        Y	"-2851"                  
        Z	"180"       
    }
	ExtraSpawnPoint   // engieboss spawns
    {
        Name "spawnbot_engieboss_support"
        TeamNum 2
        X	"1204"                     
        Y	"-2032"                  
        Z	"-20"       
    }
	ExtraSpawnPoint  
    {
        Name "spawnbot_endcutscene_soldier"
		StartDisabled 1
        TeamNum 3
        X	"31"                     
        Y	"-743"                  
        Z	"36"       
    }
	ExtraSpawnPoint  
    {
        Name "spawnbot_endcutscene_mersu"
		StartDisabled 1
        TeamNum 3
        X	"553"                     
        Y	"-1213"                  
        Z	"36"       
    }
	PlayerSpawnTemplate "fill_meter" // rev up the bars
	SpawnTemplate 		"ForceField_SetUp"
	SpawnTemplate 		"corelogic" // none of this works if this isn't here!!!!
	SpawnTemplate 		"ScaryAlarmTimer"
	SpawnTemplate 		"Spawn_Relays"
	SpawnTemplate 		"Stopwatch_Warp"
	SpawnTemplate 		"Spawn_Nudge" // stop
	SpawnTemplate 		"plague"
	SpawnTemplate		"Cave_Lights"
	
	SpawnTemplate
	{
		Name "Front_Gates"
		Origin "-279 -8223 -224"
	}
	SpawnTemplate
	{
		Name "Front_Gates"
		Origin "-206 -8223 -224"
	}
	SpawnTemplate
	{
		Name "Front_Gates"
		Origin "-67 -8223 -224"
		angles "0 180 0"
	}
	SpawnTemplate
	{
		Name "Tunnel_Prop"
		Origin "-1395 -7982 -168"
		angles "0 90 0"
		solid 2
	}
	SpawnTemplate
	{
		Name "Tunnel_Prop"
		Origin "1530 -7920 268"
		angles "0 0 0"
	}
	SpawnTemplate
	{
		Name "Arms_Box"
		Origin "920 -8024 130"
		angles "0 225 0"
	}
	SpawnTemplate
	{
		Name "Arms_Box"
		Origin "-530 -8554 -116"
		angles "0 135 0"
	}
	SpawnTemplate
	{
		Name "Arms_Box"
		Origin "-1300 -7470 -260"
		angles "-15 90 0"
	}
	SpawnTemplate // don't be a stinker
	{
		Name "Hatch_Prop"
		Origin "369 -1488 4"
		angles "0 90 0"
	}
	PlayerShootTemplate
	{
		Name BlackBoxRocket
		AttachToProjectile 1
		ItemName "The Black Box" // no rockets for festive
	}
	PlayerSpawnTemplate
	{
		Name SpyPlayerPt
		Class Spy
	}
	
	Templates
	{
		T_TFBot_Medic_Kritzkrieg //Pops Kritz on entering field, has to recharge
		{
			Name "Kritzkrieg Medic"
			Class Medic
			Skill Hard
			ClassIcon medic_kritz
			Attributes SpawnWithFullCharge
			WeaponRestrictions SecondaryOnly
			Item "The Kritzkrieg"
			ItemAttributes
			{
				ItemName "The Kritzkrieg"
				"ubercharge rate bonus"	10
				"uber duration bonus" 4
			}
			CharacterAttributes
			{
				"bot medic uber health threshold" 500
			}
		}
		T_TFBot_Engineer_Borg
		{
			Name "Dell-OROM"
			Class Engineer
			Attributes MiniBoss
			Attributes UseBossHealthBar
			WeaponRestrictions PrimaryOnly
			ClassIcon engineer_boss_borg
			UseMeleeThreatPrioritization 1  
			AlwaysGlow 1  
			Health 50000
			Skill Expert
			Scale 1.4
			Item "The Cute Suit"
			Item "The Purity Fist"
			Item "Iron Fist"
			Item "Iron Lung"
			Item "Brain Interface"
			Item "The Pomson 6000"
			Item "The Eureka Effect"
			Item "Employee Badge A" // dunno use a badge so he can wear Wavefinder
			WeaponResist  
			{
				"TF_WEAPON_MINIGUN" 0.75 // is this classname or not???
			}
			ItemModel
			{
				ItemName "Employee Badge A"
				Model "models/workshop/player/items/engineer/hwn2020_wavefinder/hwn2020_wavefinder.mdl"
			}
			ItemModel
			{
				ItemName "The Purity Fist"
				Model "models/bots/gameplay_cosmetic/bot_light_chest.mdl"
			}
			ItemModel
			{
				ItemName "The Pomson 6000"
				Model "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl"
			}
			ItemAttributes
			{
				ItemName "The Pomson 6000"
				"override projectile type"  1
				"sniper fires tracer" 1
				"bullets per shot bonus" 2
				"mult dmg vs giants" 2.5
				"fire rate bonus" 1.5
				"faster reload rate" -1
				"custom weapon fire sound" "weapons/cow_mangler_explosion_charge_04.wav"
			}
			ItemAttributes
			{
				ItemName "TF_WEAPON_PISTOL"
				"override projectile type"  13
				"mult dmg vs giants" 2
				"projectile spread angle penalty" 7
			//	"fire rate bonus" 3
				"burst fire count" 5
				"burst fire rate mult" 2
			//	"faster reload rate" -1
				"custom item model" "models/workshop/weapons/c_models/c_invasion_pistol/c_invasion_pistol.mdl"
				"custom weapon fire sound" "weapons/capper_shoot.wav" // SO LOUD
			}
			CharacterAttributes
			{
				"cancel falling damage" 1
				"always allow taunt" 1
				"voice pitch scale" 0
				"bombinomicon effect on death" 1
				"damage force reduction" 0.2
				"airblast vulnerability multiplier" 0
				"dmg taken mult from special damage type 1" 0.01
			}
			WeaponSwitch  
            {
                Delay 1
                Cooldown 30
                Repeats 0
				Type "Secondary"
				IfHealthBelow 20000
			}
			Taunt    //Taunt periodically
			{
				Delay 0
				Cooldown 50 
				Repeats 2
				Name "Replay Taunt" 
				IfHealthBelow 45000
				IfHealthAbove 20000
			}
			FireInput   
			{
					Target "skyray_fire_default"
					Action "Trigger"
					Delay 1 
					Cooldown 50 
					Repeats 2 
					IfHealthBelow 45000
					IfHealthAbove 20000
	
			}
			Taunt    //Taunt periodically
			{
				Delay 0
				Cooldown 50 
				Repeats 0
				Name "Replay Taunt" 
				IfHealthBelow 20000
			}
			FireInput   
			{
					Target "skyray_fire_fast"
					Action "Trigger"
					Delay 1
					Cooldown 50 
					Repeats 0 
					IfHealthBelow 20000
	
			}
		}
		T_TFBot_Giant_Medic_Kritzkrieg
		{
			Name "Giant Kritzkrieg Medic"
			ClassIcon medic_kritz
			Skill Hard
			Health 4500
			Class Medic
			Attributes SpawnWithFullCharge
			WeaponRestrictions SecondaryOnly
			Attributes MiniBoss
			Item "The Kritzkrieg"
			ItemAttributes
			{
				ItemName "The Kritzkrieg"
				"ubercharge rate bonus"	10
				"uber duration bonus" 6
			}
			CharacterAttributes
			{
				"move speed bonus"	0.5
				"damage force reduction" 0.6
				"airblast vulnerability multiplier" 0.6
			}
		}
		T_TFBot_Soldier_BurstFire_Nocrit
		{
			Class Soldier
			Name "Giant Burst Fire Soldier"
			ClassIcon soldier_burstfire
			Health 4200
			Skill Expert
			WeaponRestrictions PrimaryOnly
			Attributes MiniBoss
			Attributes HoldFireUntilFullReload
			ItemAttributes
			{
				ItemName "TF_WEAPON_ROCKETLAUNCHER"
				"damage bonus" 2.0
				"faster reload rate" 0.4
				"fire rate bonus" 0.2
				"clip size upgrade atomic" 5.0
			}
			CharacterAttributes
			{
				"move speed bonus"	0.5
				"damage force reduction" 0.4
				"airblast vulnerability multiplier" 0.4
				"override footstep sound set" 3
				"Projectile speed increased" 0.9
			}
		}
		T_TFBot_Soldier_Charged // quake radio
		{
			Class Soldier
			Skill Hard
			ClassIcon soldier_crit
			Item "The Original"
			Attributes AlwaysCrit
			Name "Charged Soldier"
			
			ItemAttributes
			{
				ItemName "The Original"
				"faster reload rate" 0.2
				"fire rate bonus" 2
				"Projectile speed increased" 0.5
			}
		}
		T_TFBot_Soldier_Bigbad // Finale Soldier
		{
			Class Soldier
			Skill Expert
			Attributes MiniBoss
			Scale 1
			Health 60000
			ClassIcon soldier_head
			Attributes UseBossHealthBar
			AimLeadProjectileSpeed 1 		 
			UseMeleeThreatPrioritization 1	 
			AimTrackingInterval 0.02		 
			AlwaysGlow 1					 
			Attributes AutoJump
			AutoJumpMin 5
			AutoJumpMax 8
			ExtAttr SuppressCanteenUse // use only when I tell you to
			ExtAttr IgnoreRealPlayers  
			ExtAttr IgnoreBuildings  
			AddCond   { Name TF_COND_REPROGRAMMED }
			EventChangeAttributes
			{
				Phase_1
				{
					Item "Power Up Canteen (MvM)"
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"custom weapon fire sound" Weapon_RPG.Single
						"faster reload rate" 0.25
						"fire rate bonus" 0.6
						"mult dmg vs giants" 2
					}
					WeaponResist  
					{
						"TF_WEAPON_MINIGUN" 0.75
					}
					CharacterAttributes
					{
						"cancel falling damage" 1
						"damage force reduction" 0.5
						"airblast vulnerability multiplier" 0
						"increased jump height" 1.4
						"dmg taken mult from special damage type 1" 0.01
					}
				}
				Phase_2
				{
					Item "Power Up Canteen (MvM)"
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"custom item model" models\weapons\c_models\c_dumpster_device\c_dumpster_device.mdl
						"custom weapon fire sound" Weapon_Does_Dumpster.Single
						"custom kill icon" dumpster_device
						"faster reload rate" 1.6
						"reload full clip at once" 1
						"fire rate bonus" 0.2
						"clip size upgrade atomic" 3.0
					//	"auto fires full clip" 1
						"mult dmg vs giants" 2
						"projectile spread angle penalty" 3
					}
					WeaponResist  
					{
						"TF_WEAPON_MINIGUN" 0.75
					}
					FireWeapon    // in case people try blocking him
					{
						Delay 1
						Cooldown 1
						Repeats 0
						Duration 1.3
						IfSeeTarget 1
						Type "Primary" 
					}
					ItemAttributes // recall canteen breaks Reprogram
					{
						ItemName "Power Up Canteen (MvM)"
						"ubercharge" 1
						"powerup charges" 1
					}
					CharacterAttributes
					{
						"cancel falling damage" 1
						"damage force reduction" 0.5
						"airblast vulnerability multiplier" 0
						"increased jump height" 1.4
						"dmg taken mult from special damage type 1" 0.01
					}
				}
				Phase_3
				{
					Item "Power Up Canteen (MvM)"
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"custom item model" models\weapons\c_models\c_dumpster_device\c_dumpster_device.mdl
						"custom weapon fire sound" Weapon_Does_Dumpster.Single
						"custom kill icon" dumpster_device
						"faster reload rate" 0.25
						"fire rate bonus" 0.2
						"mult dmg vs giants" 2
						"projectile spread angle penalty" 3
					}
					WeaponResist  
					{
						"TF_WEAPON_MINIGUN" 0.75
					}
					FireWeapon    // in case people try blocking him
					{
						Delay 0.5
						Cooldown 0.7
						Repeats 0
						Duration 1
						IfSeeTarget 1
						Type "Primary" 
					}
					ItemAttributes
					{
						ItemName "Power Up Canteen (MvM)"
						"critboost" 1
						"powerup charges" 3
					}
					CharacterAttributes
					{
						"cancel falling damage" 1
						"damage force reduction" 0.5
						"airblast vulnerability multiplier" 0
						"increased jump height" 1.4
						"dmg taken mult from special damage type 1" 0.01
					}
				}
			}
			ChangeAttributes   // kick off
			{
				Delay 1
				Cooldown 1
				Repeats 1
				Name "Phase_1"
			}
			ChangeAttributes   // swoop back when taking too much damage
			{
				Delay 1
				Cooldown 1
				Repeats 1
				IfSeeTarget 0
				IfHealthBelow 45000
				Name "Phase_2"
			}
			FireInput   // activate chatterbox
			{
				Target "soldierboss_phase_2"
				Action "Trigger"
				Delay 3 
				Cooldown 1 
				Repeats 1
				IfHealthBelow 45000
			}
			FireWeapon    // pop recall
            {
                Delay 2
                Cooldown 1
                Repeats 1 
                Duration 0.5 
				Type "Action"
				IfHealthBelow 45000
			}
			ChangeAttributes   // I'm about to die, pull out all the stops
			{
				Delay 1
				Cooldown 1
				Repeats 1
				IfSeeTarget 0
				IfHealthBelow 25000
				Name "Phase_3"
			}
			FireInput   // activate chatterbox pt. 2
			{
				Target "soldierboss_phase_3"
				Action "Trigger"
				Delay 1 
				Cooldown 1 
				Repeats 1
				IfHealthBelow 25000
			}
			FireWeapon    // pop crit canteens
            {
                Delay 10
                Cooldown 15
				Repeats 2
                Duration 0.5 
				Type "Action"
				IfHealthBelow 25000
			}
		}
		T_TFBot_Treadkill // Tank Man
		{
			Class Pyro
			Name "Salvaged Treadonator"
			Skill Hard
			Attributes MiniBoss
			Health 32000
			ClassIcon tank // placeholder
			Attributes UseBossHealthBar
			Attributes DisableDodge // you're too fucking big to dodge
			WeaponRestrictions MeleeOnly
			AimTrackingInterval 0.83
			Item "The Conscientious Objector"
			UseCustomModel "models\bots\soldier\bot_soldier_gibby.mdl"   // trash boys
			UseHumanAnimations 1  
			AddCond   { Name TF_COND_REPROGRAMMED }
			ItemAttributes
			{
				ItemName "The Conscientious Objector"
				"custom item model" "models\weapons\c_models\c_w_chainsaw\c_w_chainsaw.mdl"
				"move speed bonus"	0.25
				"no_jump" 1
				"damage bonus" 2
				"crit kill will gib" 1
				"fire rate bonus" 2
				"always crit" 1
				"melee cleave attack" 1
				"gesture speed increase" 1.33 // sync attack animation better
				"cancel falling damage" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"custom weapon fire sound" "=150|crush/chainsaw_swing.wav"
				"custom hit sound" SawMill.BladeImpact
				"custom kill icon" saw_kill
			}
			CharacterAttributes
			{
				"voice pitch scale" 0
				"dmg taken mult from special damage type 1" 0.01
			}
			VoiceCommand    // scary finger pointing
			{
				Delay 5
				Cooldown 15
				Repeats 0
				IfSeeTarget 1 
				Type "Move up" 
			}
		}
		T_TFBot_Merasmus // him
		{
			Class Sniper
			Skill Hard
			Health 80000
			Name "MERASMUS!"
			ClassIcon boss_merasmus
			Attributes UseBossHealthBar
			Attributes MiniBoss
			AlwaysGlow 1
			Scale 1.74 // no ragdoll because problems
			UseCustomModel "models/bots/merasmus/merasmussmall.mdl"
			WeaponRestrictions MeleeOnly
			Item Jarate
			Item "The Loose Cannon"
			WeaponResist  
			{
				"TF_WEAPON_MINIGUN" 0.5
				"TF_WEAPON_ROCKETLAUNCHER" 0.75
			}
			ItemAttributes
			{
				ItemName TF_WEAPON_CLUB
				"custom item model" "models/empty.mdl"
				"custom kill icon" merasmus_decap
				"damage bonus" 3
				"apply look velocity on damage" -1000
				"apply z velocity on damage" -256
				"melee range multiplier" 1.33
			}
			ItemAttributes
			{
				ItemName Jarate
				"effect bar recharge rate increased" 0.001
			}
			ItemAttributes
			{
				ItemName "The Loose Cannon"
				"grenade launcher mortar mode" 0
				"fire rate bonus" 0.025
				"clip size upgrade atomic" 14
				"faster reload rate" -0.8
				"damage bonus" 4
				"custom projectile model" models/weapons/w_models/w_drg_ball.mdl // probably needs an effect attached?
				"projectile trail particle" spell_fireball_small_trail_blue // more visible magic
				"explosion particle" merasmus_bomb_explosion
				"reload full clip at once" 1
				"custom item model" "models/empty.mdl"
				"custom kill icon" merasmus_zap
				"projectile spread angle penalty" 128 // less laser pointed magic
				"custom weapon fire sound" "player\taunt_sorcery_fail.wav" // merasmus spell might be too loud
				"Projectile speed increased" 0.75
				"blast radius increased" 1.25
				"grenade explode on impact" 1
				"damage causes airblast" 1
				"Set DamageType Ignite" 1
				
			}
			FireInput
			{
				Target "tf_gamerules"
				Action "PlayVO"
				Param "Halloween.MerasmusCastJarateSpell"
				Delay 1.2
				Cooldown 20
				Repeats 0
				IfSeeTarget 1
				IfHealthAbove 65000 
			}
			WeaponSwitch    //Periodically switches weapon
            {
                Delay 1
                Cooldown 20
                Repeats 0 
				IfSeeTarget 1
				Type "Secondary"
				IfHealthAbove 65000
			}
			WeaponSwitch    //Periodically switches weapon
            {
                Delay 2
                Cooldown 20
                Repeats 0 
				IfSeeTarget 1
				Type "Melee"
				IfHealthAbove 65000
			}
			Sequence // use that damn animation of his, good thing this was mentioned on Midnight Patrol somewhere...?
			{
                Name zap_attack
				Cooldown 30
				Delay 0
				Repeats 0
				IfHealthBelow 65000
			}
			FireInput
			{
				Target "tf_gamerules"
				Action "PlayVO"
				Param "Halloween.MerasmusLaunchSpell"
				Delay 0
				Cooldown 30
				Repeats 0
				IfHealthBelow 65000
			}
			WeaponSwitch    //Periodically switches weapon
            {
                Delay 0
                Cooldown 30
                Repeats 0 
				Type "Primary"
				IfHealthBelow 65000
			}
			WeaponSwitch    //Periodically switches weapon
            {
                Delay 2.5
                Cooldown 30
                Repeats 0 
				Type "Melee"
				IfHealthBelow 65000
			}
			WeaponSwitch    //Periodically switches weapon
            {
                Delay 2.7
                Cooldown 30
                Repeats 0 
				Type "Melee"
				IfHealthBelow 65000
			}
			WeaponSwitch    //Periodically switches weapon
            {
                Delay 3
                Cooldown 30
                Repeats 0 
				Type "Melee"
				IfHealthBelow 65000
			}
			FireInput
			{
				Target "tf_gamerules"
				Action "PlayVO"
				Param "Halloween.MerasmusCastJarateSpell"
				Delay 26
				Cooldown 30
				Repeats 0
				IfHealthBelow 65000 
			}
			WeaponSwitch    //Periodically switches weapon
            {
                Delay 25
                Cooldown 30
                Repeats 0 
				Type "Secondary"
				IfHealthBelow 65000
			}
			WeaponSwitch    //Periodically switches weapon
            {
                Delay 28
                Cooldown 30
                Repeats 0 
				Type "Melee"
				IfHealthBelow 65000
			}
			CharacterAttributes // no
			{
				"voice pitch scale" 0
				"cancel falling damage" 1
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"airblast vertical vulnerability multiplier" 0
				"override footstep sound set" 1
				"health from packs decreased" 0.2 // this is 80% right?
			}
		}
	}
	/////////////////////////////////////////////////////////////////////////////////////
	// Legerdemain Advanced ( Castle Crush )
	// Cash given at start: $0
	// Wave payouts: 500 each
	/////////////////////////////////////////////////////////////////////////////////////
	//ROUND 1 ///////////////////////////////////////////////////////////////////////////
	//

	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		SpawnTemplate
		{
			Name "ForceField_Warning"
		}
		SpawnTemplate "ForceField_Front"
		SpawnTemplate "ForceField_Hatch"
		Explanation   
 	 	{
			Line "{yellow}Help Merasmus settle a dispute with a game of Castle Crush!"
			Line "{yellow}Deliver the bomb and destroy Soldier's castle to win!"
			Line "{yellow}You have a time limit and Soldier will do his best to stall you."
			Line "{yellow}You have additional weapons and Giants to help you out."
			Line "{yellow}You can receive special weapons from your local Toolbox Arms Dealer."
			Line "{yellow}The Support tab will indicate support you will receive on the waves."
		}
		CustomMaxWaveNumber 0  
		
		WaitWhenDone 65
		Checkpoint Yes
		
		// RED SPAWNS
		WaveSpawn // soldiers at the start
		{
			Name "wave01a"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c
			TotalCount 48
			MaxActive 15
			SpawnCount 3
			WaitBeforeStarting 0
			WaitBetweenSpawns 2
			TotalCurrency 50
		
			StartWaveWarningSound "misc/halloween/strongman_bell_01.wav"
			
			TFBot
			{
				Class Soldier
				Skill Hard
				AddCond   { Name TF_COND_REPROGRAMMED }
				Action Mobber  
				Attributes DisableDodge
				VoiceCommand  
				{
					Delay 1
					Cooldown 20
					Repeats 0
					IfSeeTarget 1
					Type "Move up"
				}
				ItemAttributes
				{
					ItemName TF_WEAPON_ROCKETLAUNCHER
					"crit mod disabled" 0
				}
			}
		}
		WaveSpawn // use something else than soldiers, already
		{
			Name "wave01b"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c
			TotalCount 64
			MaxActive 12
			SpawnCount 4
			WaitBeforeStarting 2
			WaitBetweenSpawns 7
			WaitForAllSpawned "wave01a"	
			TotalCurrency 150
			FirstSpawnMessage "Enemies wearing glowing hats will stay near the Bomb or gates!"  
		
			RandomChoice
			{
				TFBot
				{
					Class Pyro
					Skill Hard
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Attributes DisableDodge
					Name Soldier
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					VoiceCommand  
					{
						Delay 2
						Cooldown 20
						Repeats 0
						IfSeeTarget 1
						Type "Move up"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Class Pyro
					Skill Hard
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Attributes DisableDodge
					Name Soldier
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					VoiceCommand  
					{
						Delay 5
						Cooldown 20
						Repeats 0
						IfSeeTarget 1
						Type "Move up"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Class Heavy
					Skill Hard
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Tag "gate_defense"
					Item "MvM GateBot Light Soldier"
					Action PushToCapturePoint  
					Attributes DisableDodge
					Name Soldier
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					VoiceCommand  
					{
						Delay 1
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_MINIGUN
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Class Heavy
					Skill Hard
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Tag gate_defense
					Item "MvM GateBot Light Soldier"
					Action PushToCapturePoint  
					Attributes DisableDodge
					Name Soldier
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					VoiceCommand  
					{
						Delay 2
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_MINIGUN
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Demoman_Knight
					Attributes AlwaysCrit
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Attributes DisableDodge
					Name Soldierknight
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					VoiceCommand  
					{
						Delay 1
						Cooldown 8
						Repeats 0
						IfSeeTarget 1
						Type "Battle cry"
					}
				}
				TFBot
				{
					Template T_TFBot_Demoman_Knight
					Attributes AlwaysCrit
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Attributes DisableDodge
					Name Soldierknight
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					VoiceCommand  
					{
						Delay 1
						Cooldown 8
						Repeats 0
						IfSeeTarget 1
						Type "Battle cry"
					}
				}
			}
		}
		WaveSpawn // last stand
		{
			Name "wave01c"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 9
			SpawnCount 3
			WaitBeforeStarting 5
			WaitBetweenSpawns 4
			WaitForAllSpawned "wave01b"
			TotalCurrency 200
		
			RandomChoice
			{
				TFBot
				{
					Class Demoman
					Skill Hard
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Name Soldier
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					VoiceCommand  
					{
						Delay 5
						Cooldown 20
						Repeats 0
						IfSeeTarget 1
						Type "Move up"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_GRENADELAUNCHER
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Class Demoman
					Skill Hard
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Name Soldier
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					VoiceCommand  
					{
						Delay 1
						Cooldown 20
						Repeats 0
						IfSeeTarget 1
						Type "Activate Charge"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_GRENADELAUNCHER
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Class Demoman
					Skill Hard
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Tag "gate_defense"
					Item "MvM GateBot Light Soldier"
					Action PushToCapturePoint  
					Attributes DisableDodge
					Name Soldier
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Activate Charge"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_GRENADELAUNCHER
						"crit mod disabled" 0
					}
				}
			}
		}
		WaveSpawn // last stand
		{
			Name "wave01c"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 9
			SpawnCount 3
			WaitBeforeStarting 6
			WaitBetweenSpawns 6
			WaitForAllSpawned "wave01b"	
			TotalCurrency 100
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Medic
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Uber Soldier"
					Attributes IgnoreEnemies
					ClassIcon medic_uberkritzsplit
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
				}
				TFBot
				{
					Template T_TFBot_Medic_Kritzkrieg
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Attributes IgnoreEnemies
					Name "Kritzkrieg Soldier"
					ClassIcon medic_uberkritzsplit
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
				}
			}
		}
		
		// BLU SPAWNS
		WaveSpawn // give the first alert message	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 1
			FirstSpawnMessage "Bomb will arrive in thirty seconds!"  

			FirstSpawnOutput
			{
				Target text_reverse_msg30
				Action Display
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // give the second alert message	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 21
			FirstSpawnMessage "Bomb will arrive in ten seconds!"  

			FirstSpawnOutput
			{
				Target text_reverse_msg10
				Action Display
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // give the second alert message	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 21

			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // turn on the bomb just before it 'arrives'	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 30

			FirstSpawnOutput
			{
				Target intel_classic_1
				Action Enable
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn
		{
			Name "boysinblue" // it's on now
			Where spawnbot_middle
			TotalCount 30
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support 1 
			WaitBeforeStarting 31
			WaitBetweenSpawnsAfterDeath 1
			TotalCurrency 0
			FirstSpawnMessage "Bomb has arrived! Game on!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_arrival
				Action Display
			}

			TFBot
			{
				Class Scout
				UseCustomModel "models/bots/scout/bot_scout.mdl"  
				NoBombUpgrades 1  
			}
		}
		WaveSpawn // the stopwatch wavespawn
		{
			Name "timelimitman" // it's on now
			Where spawnbot_stopwatch
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support Limited 
			WaitBeforeStarting 31.2
			
			FirstSpawnWarningSound "mvm\mvm_warning.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Class Scout
						ClassIcon timer_lite
						Name "Tim, moral support"
						Health 360
						Scale 0.01
						Tag "bot_stopwatch"
						Attributes UseBossHealthBar
						Attributes IgnoreFlag
						AddCond   { Name TF_COND_REPROGRAMMED }
						CharacterAttributes
						{
							"no_jump" 1
							"move speed bonus" 0.001
						}
						FireInput   
						{
                            Target "!activator"
                            Action "$TakeDamage"
                            Param "1"
                            Delay 1
                            Cooldown 1
                            Repeats 0
                        }
					}
				}
			}
		}
		WaveSpawn // time limit warning
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 300
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have one minute remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_60sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds60seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // danger time, cue the music
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 330
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have thirty seconds remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_30sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds30seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn
		{
			Name "boysinblue" // it's on now
			Where spawnbot_middle
			TotalCount 30
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support 1 
			WaitBeforeStarting 31
			WaitBetweenSpawnsAfterDeath 1
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target text_reverse_arrival
				Action Display
			}
			
			TFBot
			{
				Class Scout
				UseCustomModel "models/bots/scout/bot_scout.mdl"  
				NoBombUpgrades 1  
			}
		}
		WaveSpawn // time's up
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "timelimitman"
			
			FirstSpawnOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			FirstSpawnWarningSound "music\mvm_lost_wave.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
	}
	//ROUND 2 ///////////////////////////////////////////////////////////////////////////////////////////////////////

	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		CustomMaxWaveNumber 0  
		
		SpawnTemplate "ForceField_Front"
		SpawnTemplate "ForceField_Hatch"
		
		// RED SPAWNS
		WaveSpawn // bats
		{
			Name "wave02a"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c
			TotalCount 63
			MaxActive 21
			SpawnCount 7
			WaitBeforeStarting 0
			WaitBetweenSpawns 2
			TotalCurrency 100
			
			StartWaveWarningSound "misc/halloween/strongman_bell_01.wav"
		
			TFBot
			{
				Class Scout
				Skill Hard
				WeaponRestrictions MeleeOnly
				Attributes AlwaysCrit
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name Soldier
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action Mobber  
				ItemAttributes
				{
					ItemName TF_WEAPON_BAT
					"custom item model" models/weapons/c_models/c_shovel/c_shovel.mdl
					"custom kill icon" shovel
				}
				VoiceCommand  
				{
					Delay 0
					Cooldown 3
					Repeats 0
					IfSeeTarget 1
					Type "Battle cry"
				}
			}
		}
		WaveSpawn // blaster boys
		{
			Name "wave02b"
			Where spawnbot_gate_a_flank
			Where spawnbot_gate_b_flank
			Where spawnbot_gate_c
			TotalCount 48
			MaxActive 16
			SpawnCount 4
			WaitBeforeStarting 5
			WaitBetweenSpawns 5
			WaitForAllSpawned "wave02a"
			TotalCurrency 100
		
			TFBot
			{
				Template T_TFBot_Soldier_RocketPush
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action Mobber  
				VoiceCommand  
				{
					Delay 0
					Cooldown 30
					Repeats 0
					IfSeeTarget 1
					Type "Go"
				}
				ItemAttributes
				{
					ItemName "The Liberty Launcher"
					"crit mod disabled" 0
				}
			}
		}
		WaveSpawn // blaster boys
		{
			Name "wave02b"
			Where spawnbot_gate_a_flank
			Where spawnbot_gate_b_flank
			Where spawnbot_gate_c_giant
			TotalCount 12
			MaxActive 6
			SpawnCount 3
			WaitBeforeStarting 15
			WaitBetweenSpawns 10
			WaitForAllDead "wave02a"
			TotalCurrency 50
		
			TFBot
			{
				Template T_TFBot_Giant_Scout_FAN
				Skill Hard
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action Mobber  
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name "Force-a-Nature Super Soldier"
				VoiceCommand  
				{
					Delay 0
					Cooldown 30
					Repeats 0
					IfSeeTarget 1
					Type "Go"
				}
				ItemAttributes
				{
					ItemName "The Force-a-Nature"
					"crit mod disabled" 0
					"damage force reduction" 0
				}
			}
		}
		WaveSpawn // blaster boys
		{
			Name "wave02c"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c_giant
			TotalCount 8
			MaxActive 4
			SpawnCount 4
			WaitBeforeStarting 5
			WaitBetweenSpawns 20
			WaitForAllSpawned "wave02b"
			TotalCurrency 50
		
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons
					Skill Hard
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldier"
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Go"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_MINIGUN
						"damage bonus" 1.5
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Buff_Banner
					ClassIcon soldier_banner_trio
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Attributes DisableDodge
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Go"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Concheror
					ClassIcon soldier_banner_trio
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Attributes DisableDodge
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Go"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Battalion
					ClassIcon soldier_banner_trio
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber  
					Attributes DisableDodge
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Go"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"crit mod disabled" 0
					}
				}
			}
		}
		WaveSpawn // blaster boys
		{
			Name "wave02c"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c_giant
			TotalCount 8
			MaxActive 4
			SpawnCount 4
			WaitBeforeStarting 10
			WaitBetweenSpawns 20
			WaitForAllSpawned "wave02b"
			TotalCurrency 50
		
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons
					Skill Hard
					Item "MvM GateBot Light Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action PushToCapturePoint  
					Tag "gate_defense"
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldier"
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_MINIGUN
						"damage bonus" 1.5
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Buff_Banner
					Item "MvM GateBot Light Soldier"
					ClassIcon soldier_banner_trio
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action PushToCapturePoint  
					Tag "gate_defense"
					Attributes DisableDodge
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Concheror
					Item "MvM GateBot Light Soldier"
					ClassIcon soldier_banner_trio
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action PushToCapturePoint  
					Tag "gate_defense"
					Attributes DisableDodge
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"crit mod disabled" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Battalion
					Item "MvM GateBot Light Soldier"
					ClassIcon soldier_banner_trio
					AddCond   { Name TF_COND_REPROGRAMMED }
					Action PushToCapturePoint  
					Tag "gate_defense"
					Attributes DisableDodge
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"crit mod disabled" 0
					}
				}
			}
		}
		WaveSpawn // blaster boys
		{
			//Name "wave02d"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c_giant
			TotalCount 8
			MaxActive 4
			SpawnCount 2
			WaitBeforeStarting 10
			WaitBetweenSpawns 20
			WaitForAllDead "wave02c"
			TotalCurrency 50
		
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Demo_Burst
					Skill Hard
					ClassIcon demo_burst_red_giant
					Item "MvM GateBot Light Soldier"
					Attributes AlwaysCrit
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action PushToCapturePoint  
					Tag "gate_defense"
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Burst Fire Soldier"
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_GRENADELAUNCHER
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Demo_Burst
					Skill Hard
					ClassIcon demo_burst_red_giant
					Item "MvM GateBot Light Soldier"
					Attributes AlwaysCrit
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action PushToCapturePoint  
					Tag "gate_defense"
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Burst Fire Soldier"
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Incoming"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_GRENADELAUNCHER
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
			}
		}
		WaveSpawn
		{
			Name "wave02d"
			Where spawnbot_gate_a_flank
			Where spawnbot_gate_b_flank
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 16
			SpawnCount 4
			WaitBeforeStarting 0
			WaitBetweenSpawns 4
			WaitForAllDead "wave02c"
			TotalCurrency 100
		
			TFBot
			{
				Template T_TFBot_Heavyweapons_Shotgun
				ClassIcon heavy_shotgun_red
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action Mobber  
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name "Soldier Shotgun"
				VoiceCommand  
				{
					Delay 0
					Cooldown 30
					Repeats 0
					IfSeeTarget 1
					Type "Go"
				}
				ItemAttributes
				{
					ItemName TF_WEAPON_SHOTGUN_HWG
					"crit mod disabled" 0
				}
			}
		}
		WaveSpawn // they snipin
		{
			Name "wave02snipers"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 5
			SpawnCount 5
			WaitBeforeStarting 6
			WaitBetweenSpawns 40		
			TotalCurrency 0
		
			TFBot
			{
				Class Sniper
				Skill Hard
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Tag sniper_locations // maybe give them a Prefer?
				Action Sniper  
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name Soldier
				VoiceCommand  
				{
					Delay 0
					Cooldown 30
					Repeats 0
					IfSeeTarget 1
					Type "Incoming"
				}
			}
		}
		
		// BLU SPAWNS
		WaveSpawn // give the first alert message	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 1
			FirstSpawnMessage "Bomb will arrive in thirty seconds!"  

			FirstSpawnOutput
			{
				Target text_reverse_msg30
				Action Display
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // give the second alert message	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 21
			FirstSpawnMessage "Bomb will arrive in ten seconds!"  

			FirstSpawnOutput
			{
				Target text_reverse_msg10
				Action Display
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // give the second alert message	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 21

			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // turn on the bomb just before it 'arrives'	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 30

			FirstSpawnOutput
			{
				Target intel_classic_1
				Action Enable
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn
		{
			Name "boysinblue" // it's on now
			Where spawnbot_middle
			TotalCount 30
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support 1 
			WaitBeforeStarting 31
			WaitBetweenSpawnsAfterDeath 1
			TotalCurrency 0
			FirstSpawnMessage "Bomb has arrived! Game on!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_arrival
				Action Display
			}
			
			TFBot
			{
				Class Scout
				ClassIcon scout_giant
				UseCustomModel "models/bots/scout/bot_scout.mdl"  
				NoBombUpgrades 1  
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_middle
			TotalCount 30
			MaxActive 8
			SpawnCount 4
			RandomSpawn 1
			Support 1 
			WaitBeforeStarting 0
			WaitBetweenSpawns 5
			WaitForAllSpawned "wave02b"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target text_reverse_backup
				Action Display
			}
			
			TFBot
			{
				Class Soldier
				Skill Hard
				UseCustomModel "models/bots/soldier/bot_soldier.mdl"  
				NoBombUpgrades 1  
			}
		}
		WaveSpawn // the stopwatch wavespawn
		{
			Name "timelimitman" // it's on now
			Where spawnbot_stopwatch
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support Limited 
			WaitBeforeStarting 31.2
			
			FirstSpawnWarningSound "mvm\mvm_warning.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Class Scout
						ClassIcon timer_lite
						Name "Tim, moral support"
						Health 360
						Scale 0.01
						Tag "bot_stopwatch"
						Attributes UseBossHealthBar
						Attributes IgnoreFlag
						AddCond   { Name TF_COND_REPROGRAMMED }
						CharacterAttributes
						{
							"no_jump" 1
							"move speed bonus" 0.001
						}
						FireInput   
						{
                            Target "!activator"
                            Action "$TakeDamage"
                            Param "1"
                            Delay 1
                            Cooldown 1
                            Repeats 0
                        }
					}
				}
			}
		}
		WaveSpawn // time limit warning
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 300
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have one minute remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_60sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds60seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // danger time, cue the music
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 330
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have thirty seconds remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_30sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds30seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // time's up
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "timelimitman"
			
			FirstSpawnOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			FirstSpawnWarningSound "music\mvm_lost_wave.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
	}
	//ROUND 3 ///////////////////////////////////////////////////////////////////////////////////////////////////////

	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		CustomMaxWaveNumber 0  
		
		SpawnTemplate "ForceField_Front"
		SpawnTemplate "ForceField_Hatch"
		
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-560 -4360 -123"
			Angles "0 315 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "207 -4363 -123"
			Angles "0 225 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-926 -3837 131"
			Angles "0 0 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-926 -3513 131"
			Angles "0 0 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "1374 -3969 68"
			Angles "0 180 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "830 -3481 -56"
			Angles "0 180 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "1743 -2705 4"
			Angles "0 180 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-58 -2343 -60"
			Angles "0 270 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-260 -2340 -60"
			Angles "0 270 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "71 -1420 2"
			Angles "0 45 0"
		}
		
		// RED SPAWNS
		WaveSpawn
		{
			Name "wave03a"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c
			TotalCount 36
			MaxActive 12
			SpawnCount 6
			WaitBeforeStarting 0
			WaitBetweenSpawns 6
			TotalCurrency 50
			
			StartWaveWarningSound "misc/halloween/strongman_bell_01.wav"
		
			TFBot
			{
				Class Pyro
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action Mobber  
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name Soldier
				VoiceCommand  
				{
					Delay 0
					Cooldown 30
					Repeats 0
					IfSeeTarget 1
					Type "Move Up"
				}
				ItemAttributes
				{
					ItemName TF_WEAPON_FLAMETHROWER
					"crit mod disabled" 0
				}
			}
		}
		WaveSpawn
		{
			Name "wave03a"
			Where spawnbot_gate_a_flank
			Where spawnbot_gate_b_flank
			Where spawnbot_gate_c_giant
			TotalCount 6
			MaxActive 4
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 12
			TotalCurrency 50
		
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Spammer
				Skill Hard
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action Mobber  
				Attributes DisableDodge
				VoiceCommand  
				{
					Delay 0
					Cooldown 30
					Repeats 0
					IfSeeTarget 1
					Type "Move Up"
				}
				ItemAttributes
				{
					ItemName TF_WEAPON_ROCKETLAUNCHER
					"crit mod disabled" 0
					"damage force reduction" 0
				}
			}
		}
		WaveSpawn
		{
			Name "wave03a"
			Where spawnbot_gate_a_flank
			Where spawnbot_gate_b_flank
			Where spawnbot_gate_c_giant
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			WaitBeforeStarting 10
			WaitBetweenSpawns 20
			TotalCurrency 50
		
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Spammer
				Skill Hard
				Item "MvM GateBot Light Soldier"
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action PushToCapturePoint  
				Attributes DisableDodge
				Tag gate_defense
				VoiceCommand  
				{
					Delay 0
					Cooldown 30
					Repeats 0
					IfSeeTarget 1
					Type "Incoming"
				}
				ItemAttributes
				{
					ItemName TF_WEAPON_ROCKETLAUNCHER
					"crit mod disabled" 0
					"damage force reduction" 0
				}
			}
		}
		WaveSpawn
		{
			Name "wave03a"
			Where spawnbot_gate_a_flank
			Where spawnbot_gate_b_flank
			Where spawnbot_gate_c_giant
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 20
			WaitBetweenSpawns 40
			TotalCurrency 50
		
			TFBot
			{
				Template T_TFBot_Giant_Medic_Regen
				ClassIcon medic_shield_qf
				Attributes ProjectileShield
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name "Giant Soldier"
				AddCond   { Name TF_COND_REPROGRAMMED } 
				CharacterAttributes
				{
					"health from healers reduced" 2
					"damage force reduction" 0
					"increase buff duration" 3
					"ubercharge rate bonus" 0.01
					"generate rage on heal" 1
				}
			}
		}
		WaveSpawn // iron lich
		{
			Name "wave03lich_1"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c_giant
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			WaitForAllSpawned "wave03a"
			TotalCurrency 0
			
			FirstSpawnWarningSound "crush/HEDSIT.wav"
			
			TFBot
			{
				SpawnTemplate "Iron_Lich_Cosmetics"
				ClassIcon special_magicskull
				Class Heavy
				Skill Hard
				Name "Skull Magician"
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Attributes MiniBoss
				Attributes UseBossHealthBar
				Attributes HoldFireUntilFullReload
				WeaponRestrictions SecondaryOnly
				Action Mobber  
				Health 15000
				Scale 1.2
				UseCustomModel "models/empty.mdl" // no
				UseMeleeThreatPrioritization 1  
				AimOffset "0 0 48"  
				
				ItemAttributes
				{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"damage bonus"	10
						//"Projectile speed increased" 0.45
						"projectile spread angle penalty" 7
						"fire rate bonus" 0.25
						"faster reload rate" 0.5
						"clip size bonus" 3
						"override projectile type"  2
						"mod projectile heat seek power" 10
						"set damagetype ignite" 1
						"projectile trail particle"	spell_fireball_small_red
						"custom projectile model" models/weapons/w_models/w_drg_ball.mdl
						"custom kill icon" "spellbook_fireball"
						"custom item model" "models/empty.mdl"
						"mod weapon blocks healing" 1
						"custom weapon fire sound" "misc/halloween/spell_fireball_cast.wav" // SO LOUD
				}
				CharacterAttributes
				{
					"move speed bonus"	0.5
					"damage force reduction" 0
					"airblast vulnerability multiplier" 0
					"voice pitch scale" 0
					"torso scale" 0.1
					"dmg taken mult from special damage type 1" 0.01
				}
			}
		}
		WaveSpawn
		{
			Name "wave03lich_2"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c_giant
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 10
			WaitBetweenSpawns 1
			WaitForAllSpawned "wave03a"
			TotalCurrency 0
			
			FirstSpawnWarningSound "crush/HEDSIT.wav"
			
			TFBot
			{
				SpawnTemplate "Iron_Lich_Cosmetics"
				ClassIcon special_magicskull
				Class Demoman
				Skill Hard
				Name "Skull Magician"
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Attributes MiniBoss
				Attributes UseBossHealthBar
				Attributes HoldFireUntilFullReload
				WeaponRestrictions PrimaryOnly
				Action Mobber  
				Health 15000
				Item "The Loose Cannon"
				Scale 1.2
				UseCustomModel "models/empty.mdl" // no
				UseMeleeThreatPrioritization 1  
				RocketCustomModel "models/empty.mdl"  
				
				ShootTemplate  
				{
					Name Tornado
					ItemName "The Loose Cannon"
					Speed 100
					Offset "0 0 0" 
					Angles "0 0 0" 
					AttachToProjectile 1 // my parent is the rocket now
					Spread 0
				}
				ItemAttributes
				{
					ItemName "The Loose Cannon"
					"fuse bonus" 6
					"grenade launcher mortar mode" 0
					"fire rate bonus" 2.2
					"custom projectile model" models/weapons/w_models/w_drg_ball.mdl // probably needs an effect attached?
					"custom item model" "models/empty.mdl"
					"custom weapon fire sound" "crush/HEDAT3.wav"
					"mod weapon blocks healing" 1
				}
				CharacterAttributes
				{
					"move speed bonus"	0.5
					"damage force reduction" 0
					"airblast vulnerability multiplier" 0
					"voice pitch scale" 0
					"dmg taken mult from special damage type 1" 0.01
				}
			}
		}
		WaveSpawn
		{
			Name "wave03lich_3"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c_giant
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 20
			WaitBetweenSpawns 2
			WaitForAllSpawned "wave03a"
			TotalCurrency 0
			
			FirstSpawnWarningSound "crush/HEDACT.wav"
			
			TFBot
			{
				SpawnTemplate "Iron_Lich_Cosmetics"
				SpawnTemplate "Thunder_Wave"
				ClassIcon special_magicskull
				Class Demoman
				Skill Hard
				Name "Skull Magician"
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action PushToCapturePoint  
				StripItemSlot 0 		   
				StripItemSlot 1			   
				Attributes MiniBoss
				Attributes HoldFireUntilFullReload
				Attributes UseBossHealthBar
				Health 15000
				Scale 1.2
				UseCustomModel models/empty.mdl
				UseMeleeThreatPrioritization 1  

				ItemAttributes
				{
					ItemName TF_WEAPON_BOTTLE
					"fire rate bonus" 1.75
					"damage bonus" 3
					"apply z velocity on damage" 256
					"apply look velocity on damage" 256
					"crit mod disabled" 0
					"mod weapon blocks healing" 1
					"custom hit sound" "mvm/physics/robo_impact_hard_04.wav"
				}
				CharacterAttributes
				{
					"move speed bonus"	0.5
					"damage force reduction" 0
					"airblast vulnerability multiplier" 0
					"voice pitch scale" 0
					"dmg taken mult from special damage type 1" 0.01
				}
			}
		}
		WaveSpawn
		{
			Name "wave03c"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c_giant
			TotalCount 32
			MaxActive 8
			SpawnCount 4
			WaitBeforeStarting 24
			WaitBetweenSpawns 5
			WaitForAllSpawned "wave03a"
			TotalCurrency 150
		
			TFBot
			{
				Template T_TFBot_Heavyweapons_Fist
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action Mobber  
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name "Steel Soldlet"
				VoiceCommand  
				{
					Delay 0
					Cooldown 5
					Repeats 0
					IfSeeTarget 1
					Type "Battle Cry"
				}
				ItemAttributes
				{
					ItemName "Fists of Steel"
					"crit mod disabled" 0
				}
			}
		}
		WaveSpawn
		{
			Name "wave03e"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c_giant
			TotalCount 999
			MaxActive 3
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 8
			WaitForAllSpawned "wave03c"
			TotalCurrency 150
		
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Crit
				Item "MvM GateBot Light Soldier"
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Tag gate_defense
				Attributes DisableDodge
				Action PushToCapturePoint  

				ItemAttributes
				{
					ItemName "The Original"
					"damage bonus" 1.5
					"damage force reduction" 0
				}
			}
		}
		WaveSpawn
		{
			Name "wave03e"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 6
			SpawnCount 2
			WaitBeforeStarting 12
			WaitBetweenSpawns 8
			WaitForAllSpawned "wave03c"
			TotalCurrency 0
		
			TFBot
			{
				Template T_TFBot_Medic_BigHeal
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name "Quick-Fix Soldier"
			}
		}
		WaveSpawn
		{
			Name "wave03snort"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 3
			SpawnCount 3
			WaitBeforeStarting 80
			WaitBetweenSpawns 25
			TotalCurrency 0
		
			TFBot
			{
				Class Spy
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Attributes DisableDodge
		//		UseCustomModel "models/player/soldier.mdl"
		//		UseHumanAnimations 1
		//		Name Soldier
				ItemAttributes
				{
					ItemName TF_WEAPON_KNIFE
					"armor piercing" 150
				}
			}
		}
		// BLU SPAWNS
		WaveSpawn // give the first alert message	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 1
			FirstSpawnMessage "Bomb will arrive in thirty seconds!"  

			FirstSpawnOutput
			{
				Target text_reverse_msg30
				Action Display
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // give the second alert message	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 21
			FirstSpawnMessage "Bomb will arrive in ten seconds!"  

			FirstSpawnOutput
			{
				Target text_reverse_msg10
				Action Display
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // give the second alert message	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 21


			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // turn on the bomb just before it 'arrives'	
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 30

			FirstSpawnOutput
			{
				Target intel_classic_1
				Action Enable
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn
		{
			Name "boysinblue" // it's on now
			Where spawnbot_middle
			TotalCount 30
			MaxActive 3
			SpawnCount 3
			RandomSpawn 1
			Support 1 
			WaitBeforeStarting 31
			WaitBetweenSpawns 1
			TotalCurrency 0
			FirstSpawnMessage "Bomb has arrived! Game on!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_arrival
				Action Display
			}
			
			//FirstSpawnWarningSound "mvm\mvm_warning.wav"
			
			TFBot
			{
				Class Heavy
				ClassIcon heavy_deflector
				Skill Hard
				Item Deflector
				ItemAttributes
				{
					ItemName "Deflector"
					"attack projectiles" 1
				}
				UseCustomModel "models/bots/heavy/bot_heavy.mdl"  
				NoBombUpgrades 1  
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_left
			TotalCount 30
			MaxActive 6
			SpawnCount 3
			RandomSpawn 1
			Support 1 
			WaitBeforeStarting 15
			WaitBetweenSpawns 6
			WaitForAllSpawned "wave03a"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target text_reverse_backup
				Action Display
			}
			
			TFBot
			{
				Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast
				Skill Hard
				UseCustomModel "models/bots/heavy/bot_heavy.mdl"  
				NoBombUpgrades 1  
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_middle
			TotalCount 30
			MaxActive 3
			SpawnCount 3
			RandomSpawn 1
			Support 1 
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			WaitForAllSpawned "wave03c"
			TotalCurrency 0
			
			FirstSpawnOutput
			{
				Target text_reverse_backup
				Action Display
			}
			
			TFBot
			{
				Class Pyro
				Skill Normal
				UseCustomModel "models/bots/pyro/bot_pyro.mdl"  
				NoBombUpgrades 1  
			}
		}
		WaveSpawn // the stopwatch wavespawn
		{
			Name "timelimitman" // it's on now
			Where spawnbot_stopwatch
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support Limited 
			WaitBeforeStarting 31.2
			
			FirstSpawnWarningSound "mvm\mvm_warning.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Class Scout
						ClassIcon timer_lite
						Name "Tim, moral support"
						Health 360
						Scale 0.01
						Tag "bot_stopwatch"
						Attributes UseBossHealthBar
						Attributes IgnoreFlag
						AddCond   { Name TF_COND_REPROGRAMMED }
						CharacterAttributes
						{
							"no_jump" 1
							"move speed bonus" 0.001
						}
						FireInput   
						{
                            Target "!activator"
                            Action "$TakeDamage"
                            Param "1"
                            Delay 1
                            Cooldown 1
                            Repeats 0
                        }
					}
				}
			}
		}
		WaveSpawn // time limit warning
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 300
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have one minute remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_60sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds60seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // danger time, cue the music
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 330
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have thirty seconds remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_30sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds30seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // time's up
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "timelimitman"
			
			FirstSpawnOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			FirstSpawnWarningSound "music\mvm_lost_wave.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "wave03lich_1"
			
			FirstSpawnWarningSound "crush/HEDDTH.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "wave03lich_2"
			
			FirstSpawnWarningSound "crush/HEDDTH.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "wave03lich_3"
			
			FirstSpawnWarningSound "crush/HEDDTH.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
	}
	//ROUND 4 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	//
	// The rules change, it's Escort Time
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		
		CustomMaxWaveNumber 0  
		
		SpawnTemplate "Tankround_Stalematent"
		
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-560 -4360 -123"
			Angles "0 315 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "207 -4363 -123"
			Angles "0 225 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-926 -3837 131"
			Angles "0 0 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-926 -3513 131"
			Angles "0 0 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "1374 -3969 68"
			Angles "0 180 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "830 -3481 -56"
			Angles "0 180 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "1743 -2705 4"
			Angles "0 180 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-58 -2343 -60"
			Angles "0 270 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-260 -2340 -60"
			Angles "0 270 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "71 -1420 2"
			Angles "0 45 0"
		}
		SpawnTemplate
		{
			Name "Spawn_Marker"
			Origin "-1080 -1561 -48"
			Angles "0 270 0"
		}
		Explanation   
 	 	{
			Line "{yellow}The rules of the game have changed."
			Line "{yellow}Escort your Tank to destroy Soldier's castle!"
			Line "{yellow}The Tank will drop a bomb if it is destroyed."
		}
		
		WaveSpawn
		{
			Name "wave04a"
			Where spawnbot_gate_b_nostop
			TotalCount 30
			MaxActive 12
			SpawnCount 4
			WaitBeforeStarting 1
			WaitBetweenSpawns 4
			TotalCurrency 50
			
			StartWaveWarningSound "misc/halloween/strongman_bell_01.wav"
			
			FirstSpawnOutput
			{
				Target pushback_red_2
				Action Trigger
			}
			
			TFBot
			{
				Template T_TFBot_Giant_Scout_Fast
				Skill Hard
				AddCond   { Name TF_COND_REPROGRAMMED } 
				FastUpdate 1  
				Action Mobber
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name "Super Soldier"
				ItemAttributes
				{
					ItemName "The Holy Mackerel"
					"custom item model" models/weapons/c_models/c_shovel/c_shovel.mdl
					"custom kill icon" shovel
					"crit mod disabled" 0
					"damage force reduction" 0
				}
			}
		}
		WaveSpawn
		{
			Name "wave04b"
			Where spawnbot_gate_b_nostop
			TotalCount 16
			MaxActive 12
			SpawnCount 4
			WaitForAllSpawned "wave04a"
			WaitBeforeStarting 4
			WaitBetweenSpawns 15
			TotalCurrency 50
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Spammer_Reload
					Skill Hard
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber
					VoiceCommand  
					{
						Delay 2
						Cooldown 5
						Repeats 1
						IfSeeTarget 1
						Type "Activate Charge"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"mult dmg vs giants" 2
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Medic_Kritzkrieg
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Kritzkrieg Soldier"
				}
			}
		}
		WaveSpawn
		{
			Name "wave04c"
			Where spawnbot_gate_c_giant
			TotalCount 16
			MaxActive 8
			SpawnCount 4
			WaitForAllSpawned "wave04b"
			WaitBeforeStarting 15
			WaitBetweenSpawns 12
			TotalCurrency 100
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Demo_Burst
					Skill Hard
					ClassIcon demo_burst_red_giant
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Burst Fire Soldier"
					VoiceCommand  
					{
						Delay 2
						Cooldown 5
						Repeats 1
						IfSeeTarget 1
						Type "Activate Charge"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_GRENADELAUNCHER
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Medic
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Uber Soldier"
				}
				TFBot
				{
					Template T_TFBot_Medic
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Uber Soldier"
				}
				TFBot
				{
					Template T_TFBot_Medic
					AddCond   { Name TF_COND_REPROGRAMMED }
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Uber Soldier"
				}
			}
		}
		WaveSpawn
		{
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 12
			SpawnCount 4
			WaitBeforeStarting 8
			WaitBetweenSpawns 6
			WaitForAllSpawned "wave04b"
			TotalCurrency 100
			
			TFBot
			{
				Class Soldier
				Skill Hard
				Item "The Direct Hit"
				AddCond   { Name TF_COND_REPROGRAMMED } 
				RocketJump 1
				ItemAttributes
				{
					ItemName "The Direct Hit"
					"faster reload rate" -0.8
					"rocket jump damage reduction" 0.85
					"rocketjump attackrate bonus" 0.35
					"clip size upgrade atomic" 2
					"mod projectile heat seek power" 360
					"mod projectile heat aim error" 90
					"crit mod disabled" 0
				}
				Action Mobber
				Attributes DisableDodge
			}
		}
		WaveSpawn
		{
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 6
			SpawnCount 3
			WaitBeforeStarting 1
			WaitBetweenSpawns 8
			WaitForAllSpawned "wave04a"
			TotalCurrency 200
						
			TFBot
			{
				Class Pyro
				ClassIcon pyro_giant // no icon issues
				Skill Normal
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Action PushToCapturePoint
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name Soldier
				UseBestWeapon 1  
				Item "The Scorch Shot"
				Item "MvM GateBot Light Soldier" 
				ItemAttributes
				{
					ItemName "The Scorch Shot"
					"fire rate bonus" 0.6
					"faster reload rate" 0.4
					"crit mod disabled" 0
				}
				ItemAttributes
				{
					ItemName TF_WEAPON_FLAMETHROWER
					"crit mod disabled" 0
				}
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_middle
			TotalCount 30
			MaxActive 6
			SpawnCount 3
			Support 1 
			WaitBeforeStarting 3
			WaitBetweenSpawns 5
			WaitForAllSpawned "wave04a"
			
			FirstSpawnOutput
			{
				Target text_reverse_backup
				Action Display
			}
						
			TFBot
			{
				Class Pyro
				Skill Normal
				UseCustomModel "models/bots/pyro/bot_pyro.mdl"  
				Action Mobber
				Attributes IgnoreFlag
				NoBombUpgrades 1  
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_left // right is that fucking tunnel!!!
			TotalCount 2
			MaxActive 2
			SpawnCount 2
			Support 1 
			WaitBeforeStarting 62
			WaitBetweenSpawns 40
			
			TFBot
			{
				Class Spy
				Skill Hard
				UseCustomModel "models/bots/spy/bot_spy.mdl"  
				ItemAttributes
				{
					ItemName TF_WEAPON_KNIFE
					"armor piercing" 150
				}
			}
		}
		WaveSpawn // the tanks
		{
			Name "bluetank"
			TotalCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 0
			
			Support limited
			
			Tank
			{
				Health 25000
				Speed 50
				Name "tankboss"
				StartingPathTrackNode "objtank_blu_1" 
				SpawnTemplate "BlueTank_Warp"
				
				OnBombDroppedOutput                        
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
				OnKilledOutput                                  
				{
					Target boss_dead_bombwarp
					Action Trigger                       
				}
			}
		}
		WaveSpawn
		{
			Name "bomb_spawner"
			Where spawnbot_right
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support limited 
			WaitBeforeStarting 0.5 // give the pt some time
			WaitBetweenSpawns 0
			WaitForAllDead "bluetank"
			TotalCurrency 0
			FirstSpawnMessage "Bomb has arrived! Game on!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_arrival
				Action Display
			}
			DoneOutput
			{
				Target warp_target
				Action Kill
			}
			
			TFBot
			{
				Class Pyro
				Skill Hard
				Tag swooce
				NoBombUpgrades 1  
			}
		}
		WaveSpawn // the stopwatch wavespawn
		{
			Name "timelimitman"
			Where spawnbot_stopwatch
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support Limited 
			WaitBeforeStarting 0.2
			WaitForAllDead "bluetank"
			
			FirstSpawnWarningSound "mvm\mvm_warning.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Class Scout
						ClassIcon timer_lite
						Name "Tim, moral support"
						Health 270
						Scale 0.01
						Tag "bot_stopwatch"
						Attributes UseBossHealthBar
						Attributes IgnoreFlag
						AddCond   { Name TF_COND_REPROGRAMMED }
						CharacterAttributes
						{
							"no_jump" 1
							"move speed bonus" 0.001
						}
						FireInput   
						{
                            Target "!activator"
                            Action "$TakeDamage"
                            Param "1"
                            Delay 1
                            Cooldown 1
                            Repeats 0
                        }
					}
				}
			}
		}
		WaveSpawn // time limit warning
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 210
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have one minute remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_60sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds60seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // danger time, cue the music
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 240
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have thirty seconds remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_30sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds30seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // time's up
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "timelimitman"
			
			FirstSpawnOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			FirstSpawnWarningSound "music\mvm_lost_wave.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
	}
	//ROUND 5 ///////////////////////////////////////////////////////////////////////////////////////////////////////

	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		CustomMaxWaveNumber 0  
		SpawnTemplate "Camera_Crew_Payload"
		SpawnTemplate "Tankround_Stalematent"
		SpawnTemplate "Redtank_Glowie"
		
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-560 -4360 -123"
			Angles "0 315 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "207 -4363 -123"
			Angles "0 225 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-926 -3837 131"
			Angles "0 0 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-926 -3513 131"
			Angles "0 0 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "1374 -3969 68"
			Angles "0 180 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "830 -3481 -56"
			Angles "0 180 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "1743 -2705 4"
			Angles "0 180 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-58 -2343 -60"
			Angles "0 270 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "-260 -2340 -60"
			Angles "0 270 0"
		}
		SpawnTemplate
		{
			Name "Sentrygun"
			Origin "71 -1420 2"
			Angles "0 45 0"
		}
		SpawnTemplate
		{
			Name "Spawn_Marker"
			Origin "-1080 -1561 -48"
			Angles "0 270 0"
		}
		WaveSpawn
		{
			Name "wave05a"
			Where spawnbot_gate_b_nostop
			TotalCount 2
			MaxActive 2
			SpawnCount 2
			WaitBeforeStarting 1
			WaitBetweenSpawns 80
			TotalCurrency 50
			
			FirstSpawnOutput
			{
				Target pushback_red_2
				Action Trigger
			}
			
			Squad
			{
				TFBot
				{
					Class Heavyweapons
					Name "Giant Deflector Soldier"
					ClassIcon heavy_deflector
					Skill Expert
					Health 5000
					Item "Deflector"
					WeaponRestrictions PrimaryOnly
					MaxVisionRange 1200
					Attributes MiniBoss
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Tag gate_defense
					Action PushToCapturePoint
					Item "MvM GateBot Light Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED } 
					ItemAttributes
					{
						ItemName "Deflector"
						"damage bonus"	1.5
						"attack projectiles" 2
						"no_jump" 1
						"crit mod disabled" 0
					}
					CharacterAttributes
					{
						"move speed bonus"	0.5
						"damage force reduction" 0.3
						"airblast vulnerability multiplier" 0.3
						"override footstep sound set" 2
						"damage force reduction" 0
					}
					VoiceCommand  
					{
						Delay 0
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Activate Charge"
					}
				}
				TFBot
				{
					Template T_TFBot_Medic_Kritzkrieg
					AddCond   { Name TF_COND_REPROGRAMMED }
					Attributes IgnoreFlag
					Attributes IgnoreEnemies // get a grip
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Kritzkrieg Soldier"
				}
			}
		}
		WaveSpawn // payload
		{
			Name "wave05bombs"
			TotalCount 3
			SpawnCount 1
			MaxActive 3
			WaitBeforeStarting 0
			WaitBetweenSpawns 20
			TotalCurrency 50
			FirstSpawnMessage "Payloads are coming to blow up your base! Destroy them!"  
			
			FirstSpawnOutput                                  
			{
				Target crewcam_payload
				Action Trigger                       
			}
			Tank // custom tank with bombs all over it
			{
				Health 12000
				Speed 50
				Name "tankbossred"
				StartingPathTrackNode "objtank_red_1"
				ClassIcon payload_red  
				TeamNum 2
				Scale 0.5  
				DisableTracks 1  
				DisableBomb 1  
				DisableSmokestack 1  
				SpawnTemplate "Bombtank_Prop"  
				Model "models/empty.mdl"
				PingSound "misc/null.wav"
				DeploySound "crush/payload_deploy.mp3"   // make one later?
				StartSound "Cart.RollStart"  
				EngineLoopSound "Cart.Roll"  
				
				OnBombDroppedOutput                        
				{
					Target redwin_relay 
					Action Trigger                         
				}
			}
		}
		WaveSpawn
		{
			Name "wave05b"
			Where spawnbot_gate_c_giant
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 25
			TotalCurrency 50
			WaitForAllDead "wave05c"
			
			TFBot
			{
				Template T_TFBot_Giant_Heavyweapons_Shotgun
				Skill Hard
				ClassIcon heavy_shotgun_red
				Action Mobber
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name "Giant Shotgun Soldier"
				ItemAttributes
				{
					ItemName TF_WEAPON_SHOTGUN_HWG
					"crit mod disabled" 0
					"damage force reduction" 0
				}
			}
		}
		WaveSpawn
		{
	//		Name "wave05b"
			Where spawnbot_gate_c_giant
			TotalCount 6
			MaxActive 4
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 15
			TotalCurrency 50
			WaitForAllSpawned "wave05c"
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Extended_Buff_Banner
					Skill Hard
					Action Mobber
					ClassIcon soldier_banner_trio
					AddCond   { Name TF_COND_REPROGRAMMED } 
					ItemAttributes
					{
						ItemName "TF_WEAPON_ROCKETLAUNCHER"
						"faster reload rate" -0.8
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Extended_Concheror
					Action Mobber
					Skill Hard
					ClassIcon soldier_banner_trio
					AddCond   { Name TF_COND_REPROGRAMMED } 
					ItemAttributes
					{
						ItemName "TF_WEAPON_ROCKETLAUNCHER"
						"faster reload rate" -0.8
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Extended_Battalion
					Action Mobber
					Skill Hard
					ClassIcon soldier_banner_trio
					AddCond   { Name TF_COND_REPROGRAMMED } 
					ItemAttributes
					{
						ItemName "TF_WEAPON_ROCKETLAUNCHER"
						"faster reload rate" -0.8
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
			}
		}
		WaveSpawn
		{
			Name "wave05c"
			Where spawnbot_gate_c_giant
			TotalCount 8
			MaxActive 6
			SpawnCount 1
			WaitBeforeStarting 20
			WaitBetweenSpawns 10
			TotalCurrency 100
			WaitForAllSpawned "wave05bombs"
			
			TFBot
			{
				Template T_TFBot_Giant_Pyro
				Action Mobber
				Skill Hard
				Attributes AlwaysCrit
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name "Giant Soldier"
				AddCond   { Name TF_COND_REPROGRAMMED } 
				CharacterAttributes
				{
					"damage force reduction" 0
				}
			}
		}
		WaveSpawn
		{
			Name "wave05d"
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 6
			SpawnCount 3
			WaitBeforeStarting 10
			WaitBetweenSpawns 6
			WaitForAllSpawned "wave05b"
			TotalCurrency 200
			
			TFBot
			{
				Class Heavy
				Skill Normal
				Action Mobber
				WeaponRestrictions PrimaryOnly
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name Soldier
				AddCond   { Name TF_COND_REPROGRAMMED }
				ItemAttributes
				{
					ItemName TF_WEAPON_MINIGUN
					"crit mod disabled" 0
				}
			}
		}
		WaveSpawn
		{
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 8
			SpawnCount 3
			WaitBeforeStarting 5
			WaitBetweenSpawns 8
			
			TFBot
			{
				Template T_TFBot_Sniper_Huntsman
				Skill Hard
				ClassIcon sniper_bow_multi
				//Attributes AlwaysCrit
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Action Mobber
				Name Soldman
				AddCond   { Name TF_COND_REPROGRAMMED } 
				ItemAttributes
				{
					ItemName "The Huntsman"
					"damage bonus" 0.5
					"arrow mastery" 1
					"crit mod disabled" 0
				}
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_middle // right is that fucking tunnel!!!
			TotalCount 2
			MaxActive 2
			SpawnCount 2
			Support 1 
			WaitBeforeStarting 10
			WaitBetweenSpawns 0
			
			TFBot
			{
				Template T_TFBot_Sniper_Sydney_Sleeper
				Action Sniper
				UseCustomModel "models/bots/sniper/bot_sniper.mdl"  
			}
		}
		WaveSpawn // wait for that intro to end before spawning the tank
		{
			Name "bluetank"
			TotalCount 1
			WaitBeforeStarting 10
			WaitBetweenSpawns 0
			TotalCurrency 0
			
			Support limited
			
			FirstSpawnWarningSound "misc/halloween/strongman_bell_01.wav"
			
			Tank
			{
				Health 26500
				Speed 50
				Name "tankboss"
				StartingPathTrackNode "objtank_blu_1" 
				SpawnTemplate "BlueTank_Warp"
				
				OnBombDroppedOutput     // secondary win condition                        
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
				OnKilledOutput                                  
				{
					Target boss_dead_bombwarp
					Action Trigger                       
				}
			}
		}
		WaveSpawn
		{
			Name "bomb_spawner"
			Where spawnbot_right
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support limited 
			WaitBeforeStarting 0.5 // give the pt some time
			WaitBetweenSpawns 0
			WaitForAllDead "bluetank"
			TotalCurrency 0
			FirstSpawnMessage "Bomb has arrived! Game on!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_arrival
				Action Display
			}
			DoneOutput
			{
				Target warp_target
				Action Kill
			}
			
			TFBot
			{
				Template T_TFBot_Soldier_Extended_Concheror
				Tag swooce
				NoBombUpgrades 1  
				UseCustomModel "models/bots/soldier/bot_soldier.mdl"  
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_middle
			TotalCount 30
			MaxActive 4
			SpawnCount 4
			Support 1 
			WaitBeforeStarting 5
			WaitBetweenSpawns 5
			WaitForAllDead "bomb_spawner"
			
			FirstSpawnOutput
			{
				Target text_reverse_backup
				Action Display
			}
			
			TFBot
			{
				Template T_TFBot_Soldier_Extended_Concheror
				UseCustomModel "models/bots/soldier/bot_soldier.mdl"  
				NoBombUpgrades 1  
			}
		}
		WaveSpawn // the stopwatch wavespawn
		{
			Name "timelimitman"
			Where spawnbot_stopwatch
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support Limited 
			WaitBeforeStarting 0.2
			WaitForAllDead "bluetank"
			
			FirstSpawnWarningSound "mvm\mvm_warning.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Class Scout
						ClassIcon timer_lite
						Name "Tim, moral support"
						Health 270
						Scale 0.01
						Tag "bot_stopwatch"
						Attributes UseBossHealthBar
						Attributes IgnoreFlag
						AddCond   { Name TF_COND_REPROGRAMMED }
						CharacterAttributes
						{
							"no_jump" 1
							"move speed bonus" 0.001
						}
						FireInput   
						{
                            Target "!activator"
                            Action "$TakeDamage"
                            Param "1"
                            Delay 1
                            Cooldown 1
                            Repeats 0
                        }
					}
				}
			}
		}
		WaveSpawn // time limit warning
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 210
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have one minute remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_60sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds60seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // danger time, cue the music
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 240
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have thirty seconds remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_30sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds30seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // time's up
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "timelimitman"
			
			FirstSpawnOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			FirstSpawnWarningSound "music\mvm_lost_wave.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
	}
	//ROUND 6 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	//
	// The rules change again albeit slightly
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}

		CustomMaxWaveNumber 0  
		SpawnTemplate "Tankround_Stalematent"
		SpawnTemplate
		{
			Name "Spawn_Marker"
			Origin "-1080 -1561 -48"
			Angles "0 270 0"
		}
			
		WaveSpawn
		{
			Name "wave06a"
			Where spawnbot_gate_a
			Where spawnbot_gate_a_flank
			TotalCount 32
			MaxActive 16
			SpawnCount 4
			WaitBeforeStarting 0
			WaitBetweenSpawns 4
			TotalCurrency 100
			
			FirstSpawnOutput
			{
				Target pushback_red_2
				Action Trigger
			}
			
			TFBot
			{
				Template T_TFBot_Soldier_Charged
				Action Mobber
				AddCond   { Name TF_COND_REPROGRAMMED } 
			}
		}
	//	WaveSpawn
	//	{
	//		Name "wave06b"
	//		Where spawnbot_gate_c
	//		TotalCount 12
	//		MaxActive 3
	//		SpawnCount 3
	//		WaitBeforeStarting 10
	//		WaitBetweenSpawns 6
	//		WaitForAllSpawned "wave06a"
	//		TotalCurrency 50
	//		
	//		TFBot
	//		{
	//			Class Engineer
	//			Skill Expert
	//			Action Mobber
	//			ClassIcon engineer_shortcircuit_lite
	//			AddCond   { Name TF_COND_REPROGRAMMED } 
	//			WeaponRestrictions SecondaryOnly
	//			Item "The Short Circuit"
	//			ExtAttr AlwaysFireWeaponAlt  
	//			ItemAttributes
	//			{
	//				ItemName "The Short Circuit"
	//				"fire rate bonus" 2.5
	//			}
	//		}
	//	}
		WaveSpawn
		{
			Name "wave06b"
			Where spawnbot_gate_b_nostop
			TotalCount 8
			MaxActive 4
			SpawnCount 2
			WaitBeforeStarting 15
			WaitBetweenSpawns 15
			WaitForAllSpawned "wave06a"
			TotalCurrency 100
			
			Squad
			{
				TFBot
				{
					Class Engineer
					Health 3400
					Skill Normal
					Attributes MiniBoss
					Action Mobber
					Name "Super Widowmaker"
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					ClassIcon engineer_widowmaker_nys_giant
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Item "The Widowmaker"
					ItemAttributes
					{
						ItemName "The Widowmaker"
						"fire rate bonus" 0.8
						"fire rate bonus with reduced health" 0.4
						"crit mod disabled" 0
						"penetrate teammates" 1 // stop blocking each other
						"damage force reduction" 0
					}
					VoiceCommand  
					{
						Delay 2
						Cooldown 30
						Repeats 0
						IfSeeTarget 1
						Type "Activate Charge"
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Medic_Kritzkrieg
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Attributes IgnoreEnemies // get a grip
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Kritzkrieg Soldier"
					CharacterAttributes
					{
						"damage force reduction" 0
					}
				}
			}
		}
		WaveSpawn
		{
			Name "wave06c"
			Where spawnbot_gate_c
			TotalCount 36
			MaxActive 12
			SpawnCount 4
			WaitBeforeStarting 20
			WaitBetweenSpawns 8
			WaitForAllSpawned "wave06a"
			TotalCurrency 100
			
			Squad
			{
				TFBot
				{
					Class Pyro
					Skill Hard
					Item "The Phlogistinator"
					Action Mobber
					Skill Expert
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name Soldier
					Attributes SpawnWithFullCharge
					AddCond   { Name TF_COND_REPROGRAMMED } 
					ItemAttributes
					{
						ItemName "The Phlogistinator"
				//		"damage bonus" 1.25
						"mod rage on hit bonus" 3
					}
					FireWeapon    //Periodically fires weapon
					{
						Delay 4
						Cooldown 5
						Repeats 0 
						IfSeeTarget 1
						Duration 0.5
						Type "Secondary"
					}
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickUber
					AddCond   { Name TF_COND_REPROGRAMMED }
					Attributes DisableDodge
					Attributes IgnoreEnemies
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Uber Soldier"
				//	CharacterAttributes
				//	{
				//		"bot medic uber health threshold" 75 // haw haw
				//	} 
				}
			}
		}
		WaveSpawn
		{
			//Name "wave06d"
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 12
			SpawnCount 3
			WaitBeforeStarting 20
			WaitBetweenSpawns 5
			WaitForAllSpawned "wave06b"
			TotalCurrency 200
			
			TFBot
			{
				Template T_TFBot_Demoman_Knight
				Action Mobber
				AddCond   { Name TF_COND_REPROGRAMMED }
				Attributes AlwaysCrit
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name Soldierknight
			}
		}
	//	WaveSpawn
	//	{
	//		Name wave06scouts
	//		Where spawnbot_gate_c
	//		TotalCount 64
	//		MaxActive 12
	//		SpawnCount 4
	//		WaitBeforeStarting 8
	//		WaitBetweenSpawns 3
	//		WaitForAllSpawned "wave06c"
	//		TotalCurrency 200
	//		
	//		TFBot
	//		{
	//			Class Scout
	//			Skill Hard
	//			Action Mobber
	//			AddCond   { Name TF_COND_REPROGRAMMED }
	//		}
	//	}
		WaveSpawn
		{
			Name "wave06snort"
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 2
			SpawnCount 2
			WaitBeforeStarting 40
			WaitBetweenSpawns 40
		//	WaitForAllDead "wave06scouts"
			TotalCurrency 0
		
			TFBot
			{
				Class Spy
				AddCond   { Name TF_COND_REPROGRAMMED } 
				Attributes DisableDodge
		//		UseCustomModel "models/player/soldier.mdl"
		//		UseHumanAnimations 1
		//		Name Soldier
				ItemAttributes
				{
					ItemName TF_WEAPON_KNIFE
					"armor piercing" 150
				}
			}
		}
		WaveSpawn
		{
			Where spawnbot_gate_a_flank
			Where spawnbot_gate_b_flank
			Where spawnbot_gate_c
			TotalCount 999
			MaxActive 5
			SpawnCount 1
			WaitBeforeStarting 15
			WaitBetweenSpawns 20
			WaitForAllSpawned bomb_spawner // be patient, you sods
			
			TFBot
			{
				Template T_TFBot_Engineer_Sentry_Teleporter
				AddCond   { Name TF_COND_REPROGRAMMED } 
				ExtAttr BuildDispenserAsTeleporter  
				Attributes DisableDodge
				UseCustomModel "models/player/soldier.mdl"
				UseHumanAnimations 1
				Name Soldineer
				CharacterAttributes
				{
					"engy dispenser radius increased" 16
					"engineer teleporter build rate multiplier" 3
					"mult dispenser rate" 2
				}
			}
		}
		WaveSpawn 
		{
			Name "bluetank"
			TotalCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 0
			
			Support limited
			
			FirstSpawnWarningSound "misc/halloween/strongman_bell_01.wav"
			
			Tank
			{
				Health 28000
				Speed 50
				Name "tankboss"
				StartingPathTrackNode "objtank_blu_1" 
				SpawnTemplate "BlueTank_Warp"
				
				OnBombDroppedOutput                        
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
				OnKilledOutput // make relay that warps the bomb to tank                  
				{
					Target boss_dead_bombwarp
					Action Trigger                       
				}
			}
		}
		WaveSpawn
		{
			Name "bomb_spawner"
			Where spawnbot_right
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support limited 
			WaitBeforeStarting 0.5 // give the pt some time
			WaitBetweenSpawns 0
			WaitForAllDead "bluetank"
			TotalCurrency 0
			FirstSpawnMessage "Bomb has arrived! Game on!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_arrival
				Action Display
			}
			
			TFBot
			{
				Class Demoman
				Skill Hard
				Tag swooce
				NoBombUpgrades 1  
				UseCustomModel "models/bots/demo/bot_demo.mdl"
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_middle
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			Support 1 
			WaitBeforeStarting 5
			WaitForAllDead "bomb_spawner"
			WaitBetweenSpawnsAfterDeath 15
			
			FirstSpawnOutput
			{
				Target text_reverse_backup
				Action Display
			}
			
			
			TFBot
			{
				Template T_TFBot_Giant_Heavyweapons_Deflector
				UseCustomModel "models/bots/heavy_boss/bot_heavy_boss.mdl"  
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_middle
			TotalCount 4
			MaxActive 4
			SpawnCount 4
			Support 1 
			WaitBeforeStarting 5
			WaitForAllDead "bomb_spawner"
			WaitBetweenSpawns 5
			
			FirstSpawnOutput
			{
				Target warp_target
				Action Kill
			}
			
			TFBot
			{
				Class Demoman
				Skill Hard
				NoBombUpgrades 1  
				UseCustomModel "models/bots/demo/bot_demo.mdl"
				Attributes AlwaysCrit
			}
		}
		WaveSpawn // the stopwatch wavespawn
		{
			Name "timelimitman"
			Where spawnbot_stopwatch
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support Limited 
			WaitBeforeStarting 0.2
			WaitForAllDead "bluetank"
			
			FirstSpawnWarningSound "mvm\mvm_warning.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Class Scout
						ClassIcon timer_lite
						Name "Tim, moral support"
						Health 270
						Scale 0.01
						Tag "bot_stopwatch"
						Attributes UseBossHealthBar
						Attributes IgnoreFlag
						AddCond   { Name TF_COND_REPROGRAMMED }
						CharacterAttributes
						{
							"no_jump" 1
							"move speed bonus" 0.001
						}
						FireInput   
						{
                            Target "!activator"
                            Action "$TakeDamage"
                            Param "1"
                            Delay 1
                            Cooldown 1
                            Repeats 0
                        }
					}
				}
			}
		}
		WaveSpawn // time limit warning
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 210
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have one minute remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_60sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds60seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // danger time, cue the music
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 240
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have thirty seconds remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_30sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds30seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // time's up
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "timelimitman"
			
			FirstSpawnOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			FirstSpawnWarningSound "music\mvm_lost_wave.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
	}
	//ROUND 7 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave // engineer boss fight
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		CustomMaxWaveNumber 0  
		SpawnTemplate "ForceField_Front"
		SpawnTemplate "EngieBoss_HatchField"	// someone walks to spot, field goes up, vine boom sfx
		SpawnTemplate "EngieBoss_Skyray"		// BEAAAM
		SpawnTemplate "Camera_Crew_EngieBoss"	// quiet on set
		SpawnTemplate
		{
			Name "Spawn_Marker"
			Origin "1204 -2032 -70" 
			Angles "0 270 0"
		}
		SpawnTemplate
		{
			Name "Spawn_Marker"
			Origin "-1080 -1561 -48"
			Angles "0 270 0"
		}

		WaveSpawn
		{
			Name "wave07a"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			TotalCount 48
			MaxActive 20
			SpawnCount 4
			WaitBeforeStarting 0
			WaitBetweenSpawns 3
			TotalCurrency 250
			
			FirstSpawnWarningSound "misc/halloween/strongman_bell_01.wav"

			FirstSpawnOutput
			{
				Target engieboss_cosmetics_relay
				Action Trigger
			}
			
			TFBot
			{
				Class Demoman
				Skill Hard
				Action Mobber
				Attributes DisableDodge
				AddCond   { Name TF_COND_REPROGRAMMED }
				UseCustomModel "models/bots/demo/bot_demo.mdl"  
				ItemAttributes
				{
					ItemName TF_WEAPON_GRENADELAUNCHER
					"crit mod disabled" 0
				}
				CharacterAttributes
				{
					"voice pitch scale" 0
				}
			}
		}
		WaveSpawn
		{
			Name "wave07b"
			Where spawnbot_gate_a
			Where spawnbot_gate_b
			TotalCount 4
			MaxActive 4
			SpawnCount 4
			WaitBeforeStarting 0
			WaitBetweenSpawns 10
			WaitForAllSpawned "wave07a"
			TotalCurrency 250
			
			DoneOutput // better this way than letting bots activate the boss too early
			{
				Target hatchfield_relay
				Action Trigger
			}
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons
					Skill Hard
					Action Mobber
					Attributes DisableDodge
					AddCond   { Name TF_COND_REPROGRAMMED }
					UseCustomModel "models/bots/heavy_boss/bot_heavy_boss.mdl"  
					ItemAttributes
					{
						ItemName TF_WEAPON_MINIGUN
						"crit mod disabled" 0
					}
					CharacterAttributes
					{
						"voice pitch scale" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Medic
					AddCond   { Name TF_COND_REPROGRAMMED }
					UseCustomModel "models/bots/medic/bot_medic.mdl"
					Attributes IgnoreEnemies
					Attributes DisableDodge
					CharacterAttributes
					{
						"voice pitch scale" 0
						"bot medic uber health threshold" 75 // haw haw
					}
				}
				TFBot
				{
					Template T_TFBot_Medic
					AddCond   { Name TF_COND_REPROGRAMMED }
					UseCustomModel "models/bots/medic/bot_medic.mdl"
					Attributes IgnoreEnemies
					Attributes DisableDodge
					CharacterAttributes
					{
						"voice pitch scale" 0
						"bot medic uber health threshold" 75 // haw haw
					}
				}
				TFBot
				{
					Template T_TFBot_Medic
					AddCond   { Name TF_COND_REPROGRAMMED }
					UseCustomModel "models/bots/medic/bot_medic.mdl"
					Attributes IgnoreEnemies
					Attributes DisableDodge
					CharacterAttributes
					{
						"voice pitch scale" 0
						"bot medic uber health threshold" 75 // haw haw
					}
				}
			}
		}		
		WaveSpawn // just chillin
		{
			Where spawnbot_gate_c
			WaitBeforeStarting 60
			TotalCount 1				
				
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Template T_TFBot_Giant_Heavyweapons_Deflector
						Attributes AlwaysCrit
					}
				}
			}
		}
		WaveSpawn
		{
			Name "wave07bossman"
			Where spawnbot_engieboss
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 0
			LastSpawnMessage "Defeat the Dell-OROM to lower the barrier!"   // test later
			
			DoneOutput
			{
				Target bossfight_end
				Action Trigger
			}
			
			TFBot
			{
				Template T_TFBot_Engineer_Borg
				Action Mobber
				Attributes DisableDodge
				InterruptAction  
				{
					Target "gate_holdout_b" // run back to gate
					Delay 5
                    Repeats 0
                    Cooldown 15
					Duration 3 
					WaitUntilDone 1
				}
				AddCond   { Name TF_COND_REPROGRAMMED } 
			}
		}
		WaveSpawn
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "wave07bossman"
			
			FirstSpawnWarningSound "crush/dellorom_death.mp3"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn
		{
			Name "wave07support"
			Where spawnbot_gate_b_nostop
			Where spawnbot_engieboss_support
			TotalCount 1998
			MaxActive 15
			SpawnCount 3
			WaitBeforeStarting 20
			WaitBetweenSpawns 5
			WaitForAllSpawned "wave07bossman"
			
			RandomChoice
			{
				TFBot
				{
					Class Engineer
					WeaponRestrictions MeleeOnly
					UseCustomModel "models/bots/engineer/bot_engineer.mdl"
					ClassIcon engineer_beepboy
					Action Mobber
					Attributes DisableDodge
					Item "Beep Man"
					Health 225
					Name "Beep Boy"
					AddCond   { Name TF_COND_REPROGRAMMED } 
					ItemAttributes
					{
						ItemName TF_WEAPON_WRENCH
						"crit mod disabled" 0
					}
					CharacterAttributes
					{
						"voice pitch scale" 0
						"move speed bonus"	0.8
					}
				}
				TFBot
				{
					Class Soldier
					WeaponRestrictions MeleeOnly
					UseCustomModel "models/bots/soldier/bot_soldier.mdl"
					ClassIcon engineer_beepboy
					Action Mobber
					Attributes DisableDodge
					Item "Beep Man"
					Health 225
					Name "Beep Boy"
					AddCond   { Name TF_COND_REPROGRAMMED } 
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOVEL
						"custom item model" models/weapons/c_models/c_wrench/c_wrench.mdl
						"custom kill icon" wrench
						"crit mod disabled" 0
					}
					CharacterAttributes
					{
						"voice pitch scale" 0
						"move speed bonus"	0.8
					}
				}
				TFBot
				{
					Class Engineer
					WeaponRestrictions MeleeOnly
					UseCustomModel "models/bots/engineer/bot_engineer.mdl"
					ClassIcon engineer_beepboy
					Action Mobber
					Attributes DisableDodge
					Item "Beep Man"
					Health 225
					Name "Beep Boy"
					AddCond   { Name TF_COND_REPROGRAMMED } 
					ItemAttributes
					{
						ItemName TF_WEAPON_WRENCH
						"crit mod disabled" 0
					}
					CharacterAttributes
					{
						"voice pitch scale" 0
						"move speed bonus"	0.8
					}
				}
				TFBot
				{
					Class Sniper
					WeaponRestrictions MeleeOnly
					UseCustomModel "models/bots/sniper/bot_sniper.mdl"
					ClassIcon engineer_beepboy
					Action Mobber
					Attributes DisableDodge
					Item "Beep Man"
					Health 225
					Name "Beep Boy"
					AddCond   { Name TF_COND_REPROGRAMMED } 
					ItemAttributes
					{
						ItemName TF_WEAPON_CLUB
						"custom item model" models/weapons/c_models/c_wrench/c_wrench.mdl
						"custom kill icon" wrench
						"crit mod disabled" 0
					}
					CharacterAttributes
					{
						"voice pitch scale" 0
						"move speed bonus"	0.8
					}
				}
				TFBot
				{
					Class Demoman
					WeaponRestrictions MeleeOnly
					UseCustomModel "models/bots/demo/bot_demo.mdl"
					ClassIcon engineer_beepboy
					Scale 1.05
					Action Mobber
					Attributes DisableDodge
					Item "Beep Man"
					Health 320
					Name "Mobile Gun Platform"
					AddCond   { Name TF_COND_REPROGRAMMED } 
					SpawnTemplate  
					{
						Name "Sentry_Mover"
						Bone "bip_spine_2"
					}
					ItemAttributes
					{
						ItemName TF_WEAPON_BOTTLE
						"custom item model" models/weapons/c_models/c_wrench/c_wrench.mdl
						"custom kill icon" wrench
						"crit mod disabled" 0
					}
					CharacterAttributes
					{
						"voice pitch scale" 0
						"move speed bonus"	0.3
					}
				}
			}
		}
		WaveSpawn // the stopwatch wavespawn
		{
			Name "timelimitman" // it's on now
			Where spawnbot_stopwatch
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			RandomSpawn 1
			Support Limited 
			WaitBeforeStarting 0
			WaitForAllSpawned "wave07bossman"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Class Scout
						ClassIcon timer_lite
						Name "John, covering for Tim"
						Health 300
						Scale 0.01
						Tag "bot_stopwatch"
						Attributes UseBossHealthBar
						Attributes IgnoreFlag
						AddCond   { Name TF_COND_REPROGRAMMED }
						CharacterAttributes
						{
							"no_jump" 1
							"move speed bonus" 0.001
						}
						FireInput   
						{
                            Target "!activator"
                            Action "$TakeDamage"
                            Param "1"
                            Delay 1
                            Cooldown 1
                            Repeats 0
                        }
					}
				}
			}
		}
		WaveSpawn // time limit warning
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 240
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have one minute remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_60sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds60seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // danger time, cue the music
		{
			
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitBeforeStarting 270
			WaitForAllSpawned "timelimitman"
			FirstSpawnMessage "You have thirty seconds remaining!"  
			
			FirstSpawnOutput
			{
				Target text_reverse_30sec_warning
				Action Display
			}
			FirstSpawnWarningSound Announcer.RoundEnds30seconds
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // time's up
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "timelimitman"
			
			FirstSpawnOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			FirstSpawnWarningSound "music\mvm_lost_wave.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn
		{
			Name "boysinblue"
			Where spawnbot_middle
			TotalCount 3
			MaxActive 3
			SpawnCount 3
			Support 1 
			WaitBeforeStarting 30
			WaitBetweenSpawns 0
			
			StartWaveOutput
			{
				Target text_reverse_msg30
				Action Display
			}
			FirstSpawnOutput
			{
				Target text_reverse_arrival
				Action Display
			}
			FirstSpawnWarningSound "mvm\mvm_warning.wav" 
			
			TFBot
			{
				Template T_TFBot_Demoman_Knight
				UseCustomModel "models/bots/demo/bot_demo.mdl"  
				NoBombUpgrades 1
			}
		}
	}
	//ROUND 8 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	//
	// This isn't cool anymore, lets just fight to the death
	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		CustomWaveNumber 404   
		CustomMaxWaveNumber 0  
	//	SpawnTemplate "Finale_HUDText"
		SpawnTemplate "Camera_Crew_Finale"
		SpawnTemplate "Camera_Crew_Outro" // when soldier dies, play the epilogue
		SpawnTemplate "ForceField_Hatch" // dont let bots break into the cutscene
		SpawnTemplate "Pit_Block"
		
		WaveSpawn
		{
			Name "bigboss"
			Where spawnbot_gate_b_nostop // moved here so he won't idle in spawn
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 17
			WaitBetweenSpawns 0
			FirstSpawnMessage "Defeat Soldier to win the game!"
			DoneWarningSound "vo/soldier_sf12_falling02.mp3"
			
			FirstSpawnOutput
			{
				Target pushback_red_2
				Action Trigger
			}
			DoneOutput
			{
				Target ending_cinematic
				Action Trigger
			}
			
			TFBot
			{
				Template T_TFBot_Soldier_Bigbad
				Action Mobber
				InterruptAction  
				{
					Target "objtank_red_6" //
					Delay 5
                    Repeats 0
                    Cooldown 15
					Duration 3 
					WaitUntilDone 1
				}
			}
		}
		WaveSpawn // tank man
		{
			Name "tanky"
			Where spawnbot_engieboss_support
			Where spawnbot_gate_b_nostop
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 20
			WaitBetweenSpawns 0
			WaitForAllSpawned "bigboss"
			
			RandomSpawn 1
			FirstSpawnWarningSound "vo/taunts/soldier/soldier_tank_16.wav"
			
			DoneOutput
			{
				Target autotank_death
				Action Trigger
			}
			TFBot
			{
				Template T_TFBot_Treadkill
				Action Mobber
				Attributes DisableDodge
				SpawnTemplate Soldier_Tank
			}
		}
		WaveSpawn // now the giants have the custom guns
		{
			Where spawnbot_gate_b_nostop
			TotalCount 999
			MaxActive 6
			SpawnCount 1
			WaitBeforeStarting 60
			WaitBetweenSpawns 8
			WaitForAllSpawned "bigboss"

			FirstSpawnWarningSound "vo/soldier_mvm_stand_alone02.mp3"
		//	DoneWarningSound "vo/soldier_mvm_stand_alone01.mp3"
				
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Spammer
					ClassIcon red2_lite
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Spammer_Reload
					ClassIcon red2_lite
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Soldier_SlowBarrage
					ClassIcon red2_lite
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName TF_WEAPON_ROCKETLAUNCHER
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Soldier_RocketPush
					ClassIcon red2_lite
					Skill Hard
					Action Mobber
					Attributes DisableDodge
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName "The Liberty Launcher"
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Soldier
					ClassIcon red2_lite
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					Item "The Cow Mangler 5000"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName "The Cow Mangler 5000"
						"fire rate penalty" 1.5
						"Blast radius increased" 1.2
						"set damagetype ignite" 1
						"damage bonus vs burning" 1.5
						"faster reload rate" -1
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Soldier
					ClassIcon red2_lite
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					Item "The Beggar's Bazooka"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName "The Beggar's Bazooka"
						"Reload time decreased" 0.33
						"clip size upgrade atomic" 6
						"projectile spread angle penalty" 4
						"fire rate bonus" 0.05
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Soldier
					ClassIcon red2_lite
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					Item "The Air Strike"
					RocketJump 1
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName "The Air Strike"
						"mod projectile heat seek power" 360
						"mod projectile heat aim error" 90
						"increased jump height" 2.5
						"bot custom jump particle"	1
						"Reload time decreased" 0.25
						"cancel falling damage" 1
						"clipsize increase on kill" 12
						"clip size bonus" 1.5
						"fire rate bonus" 0.4
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Pyro
					AddCond   { Name TF_COND_REPROGRAMMED }
					Action Mobber
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					Name "Giant Soldier"
					UseHumanAnimations 1
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"lunchbox adds minicrits" 2
						"mult airblast refire time" 0.75
						"damage bonus" 1.5
						"weapon burn dmg increased" 2
						"extinguish restores health" 300
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Pyro
					Item "The Backburner"
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldier"
					ClassIcon red2_lite
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName "The Backburner"
						"lunchbox adds minicrits" 2
						"damage bonus" 1.25
						"weapon burn dmg increased" 2
						"extinguish restores health" 300
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Pyro
					Item "The Phlogistinator"
					Attributes SpawnWithFullCharge
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldier"
					ClassIcon red2_lite
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName "The Phlogistinator"
						"weapon burn dmg increased" 1.5
						"damage bonus vs burning" 1.5
						"increase buff duration" 1.25
						"weapon burn time reduced" 2
						"crit mod disabled" 0
						"damage force reduction" 0
					}
					FireWeapon  
					{
						Delay 5
						Cooldown 30
						Repeats 0
						Duration 1
						IfSeeTarget 1
						IfHealthBelow 2700
						Type "Secondary" 
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Pyro
					Item "The Dragon's Fury"
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldier"
					ClassIcon red2_lite
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName "The Dragon's Fury"
						"damage bonus" 1.5
						"energy weapon no deflect" 1
						"weapon burn dmg increased" 2
						"extinguish restores health" 300
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Pyro_Pusher
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldier"
					ClassIcon red2_lite
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName "The Degreaser"
						"airblast pushback scale" 5
						"mult airblast refire time" 0.5
						"weapon burn dmg increased" 1.5
						"extinguish restores health" 300
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName TF_WEAPON_MINIGUN
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons_Deflector
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Deflector Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "Deflector"
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons_Natascha
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "Natascha"
						"damage bonus"	1.5
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons_BrassBeast
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "The Brass Beast"
						"damage bonus"	1.25
						"bullets per shot bonus" 2
						"spunup_push_force_immunity" 1
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Heavyweapons_Heater
					Name "Giant Soldier"
					ClassIcon red2_lite
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					AddCond   { Name TF_COND_REPROGRAMMED }
					ItemAttributes
					{
						ItemName "The Huo Long Heatmaker"
						"damage penalty" 0.5
						"bullets per shot bonus" 3
						"minigun spinup time increased"	1.25
						"spread penalty" 1.75
						"ring of fire while aiming"	50
						"weapon burn dmg increased" 1.5
						"set damagetype ignite"	1
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons_Shotgun
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Shotgun Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOTGUN_HWG
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons_Shotgun
					WeaponRestrictions SecondaryOnly
					Item "The Family Business"
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Shotgun Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "The Family Business"
						"fire rate bonus" 1.25
						"bullets per shot bonus" 5
						"auto fires full clip" 1
						"clip size bonus" 1.5
						"fire rate bonus with reduced health" 0.2
						"faster reload rate" 0.1
						"provide on active" 1
						"move speed bonus"	1.2
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Demoman
					Action Mobber
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Rapid Fire Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName TF_WEAPON_GRENADELAUNCHER
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Demoman
					Item "The Iron Bomber"
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Rapid Fire Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "The Iron Bomber"
						"fire rate bonus" -1
						"fuse bonus" 2
						"clip size upgrade atomic" 12.0
						"projectile spread angle penalty" 6
						"Reload time decreased" 0.5
						"blast radius increased" 0.5
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Demoman
					Item "The Loose Cannon"
					Action Mobber
					Skill Hard
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Rapid Fire Soldier"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "The Loose Cannon"
						"grenade explode on impact" 1
						"grenade launcher mortar mode" 0
						"damage bonus" 2
						"blast dmg to self increased" 6
						"override projectile type" 3
						"Blast radius increased" 2
						"fire rate bonus" 2
						"clip size penalty" 0.25
						"explosion particle" hightower_explosion
						"custom projectile model" "models\props_trainyard\cart_bomb_separate.mdl"
						"custom impact sound" "misc/doomsday_missile_explosion.wav"
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_DemoMan_PrinceTavish
					Action Mobber
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldierknight"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "The Eyelander"
						"critboost on kill" 3
						"damage bonus"	1.5
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_DemoMan_PrinceTavish
					Action Mobber
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldierknight"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "The Eyelander"
						"damage bonus" 1.5
						"fire rate bonus" 1.25
						"melee cleave attack" 1
						"critboost on kill" 1.5
						"apply z velocity on damage" -8000
						"custom item model" "models\weapons\c_models\c_big_mallet\c_big_mallet.mdl"
						"custom kill icon" necro_smasher
						"custom hit sound" "weapons/halloween_boss/knight_axe_hit.wav"
						"melee range multiplier" 1.15
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_DemoMan_PrinceTavish
					Item "The Scotsman's Skullcutter"
					Action Mobber
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldierknight"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "The Scotsman's Skullcutter"
						"critboost on kill" 3
						"damage bonus" 1.65
						"crit mod disabled" 0
						"damage force reduction" 0
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_DemoMan_PrinceTavish
					Item "The Persian Persuader"
					Item "The Splendid Shield"
					Action Mobber
					Attributes DisableDodge
					UseCustomModel "models/player/soldier.mdl"
					UseHumanAnimations 1
					Name "Giant Soldierknight"
					AddCond   { Name TF_COND_REPROGRAMMED }
					ClassIcon red2_lite
					ItemAttributes
					{
						ItemName "The Persian Persuader"
						"melee cleave attack" 1
						"critboost on kill" 1.5
						"provide on active" 1
						"move speed bonus"	1.2
						"crit mod disabled" 0
						"damage force reduction" 0
					}
					ItemAttributes
					{
						ItemName "The Splendid Screen"
						"charge time increased" 2
						"charge recharge rate increased" 5
						"attack not cancel charge" 1
					}
				}
			}
		}
		WaveSpawn // just chillin
		{
		//	Where spawnbot_gate_c
			WaitBeforeStarting 0
			TotalCount 1		
			Support limited
				
			FirstSpawnOutput
			{
				Target crewcam_finale
				Action Trigger
			}	
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon dead
					}
				}
			}
		}
		WaveSpawn // meramsbos
		{
			Name "mörhm"
			Where spawnbot_middle
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 17
			WaitBetweenSpawns 0
			Support limited
			
			DoneWarningSound "Halloween.MerasmusBanish"
			
			TFBot
			{
				Template T_TFBot_Merasmus
				Action Mobber
				SpawnTemplate "Merasmus_Shield"
				Tag bot_stopwatch
				InterruptAction  
				{
					Target "objtank_red_7" //
					Delay 0
                    Repeats 0
                    Cooldown 27
					Duration 0.5
					WaitUntilDone 1
				}
			}
		}
		WaveSpawn // ending cutscene fellas
		{
			Where spawnbot_endcutscene_soldier
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			Support limited
			
			TFBot
			{
				Class Spy
				ClassIcon boss_merasmus // hiding
				Action Idle // no!!!!
				UseCustomModel "models/player/soldier.mdl"  
				UseHumanAnimations 1  
				StripItemSlot 4
				StripItemSlot 5
				StripItemSlot 6
				WeaponRestrictions MeleeOnly
			//	Attributes AlwaysFireWeapon
				AddCond   { Name TF_COND_REPROGRAMMED }
				ItemAttributes
				{
					ItemName TF_WEAPON_KNIFE
					"is invisible" 1
					"cannot disguise" 1
					"no_jump" 1
					"voice pitch scale" 0
				}
				InterruptAction  
				{
					Target "341 -743 36"
					AimTarget "outro_moneypile"
					Delay 1
                    Repeats 1
                    Cooldown 3
					Duration 50
				}
				Taunt  
				{
					Delay 6
					Cooldown 1
					Repeats 1 
					Name "Buy A Life Taunt"
				}
				Taunt  
				{
					Delay 16
					Cooldown 1
					Duration 60 // easily outlast the ending cutscene
					Repeats 1 
					Name "Conga Taunt"
				}
			}
		}
		WaveSpawn // ending cutscene fellas
		{
			Where spawnbot_endcutscene_mersu
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			Support limited
			
			TFBot
			{
				Class Sniper
				ClassIcon boss_merasmus
				UseCustomModel "models/bots/merasmus/merasmussmall.mdl"   // what's this?
				UseHumanAnimations 1  
				WeaponRestrictions MeleeOnly
		//		Scale 1.4
		//		Bodygroup 2			// custom models cant set bodygroups!!!!!!!!!
				Attributes IgnoreFlag
				AddCond   { Name TF_COND_REPROGRAMMED }
				ItemAttributes
				{
					ItemName TF_WEAPON_CLUB
					"is invisible" 1
					"no_jump" 1
					"voice pitch scale" 0
					"dmg taken from fire reduced" 0
				}
				InterruptAction  
				{
					Target "447 -902 36"
					AimTarget "outro_moneypile"
					Delay 1
                    Repeats 1
                    Cooldown 3
					Duration 50
				}
				Taunt  
				{
					Delay 6
					Cooldown 1
					Repeats 1 
					Name "Laugh Taunt"
				}
				Taunt  
				{
					Delay 10
					Cooldown 1
					Duration 60 // easily outlast the ending cutscene
					Repeats 1 
					Name "Conga Taunt"
				}
			}
		}
		WaveSpawn // zombies
		{
			Name "zombies"
			Where spawnbot_middle
			TotalCount 1
			MaxActive 12
			SpawnCount 3
			WaitBeforeStarting 50
			WaitBetweenSpawns 6
			WaitForAllSpawned "bigboss"
			Support 1
			
			FirstSpawnWarningSound "vo/halloween_merasmus/sf12_wheel_ghosts03.mp3"
			
			RandomChoice
			{
				TFBot
				{
					Class Soldier
					Name "Zombie"
					WeaponRestrictions MeleeOnly
					Skill Hard
					Item "Zombie Soldier"
					Health 250
					ClassIcon heavy_zombie_lite
					Action Mobber
					ItemAttributes
					{
						ItemName TF_WEAPON_SHOVEL
						"is invisible" 1
						"custom kill icon" fists
					}
				}
				TFBot
				{
					Class Sniper
					Name "Zombie"
					WeaponRestrictions MeleeOnly
					Skill Hard
					Item "Zombie Sniper"
					Health 225
					ClassIcon heavy_zombie_lite
					Action Mobber
				}
				TFBot
				{
					Class Pyro
					Name "Zombie"
					WeaponRestrictions MeleeOnly
					Skill Hard
					Item "Zombie Pyro"
					Item "The Hot Hand"
					Health 225
					ClassIcon heavy_zombie_lite
					Action Mobber
				}
				TFBot
				{
					Class Demoman
					Name "Zombie"
					WeaponRestrictions MeleeOnly
					Skill Hard
					Item "Zombie Demo"
					Health 250
					ClassIcon heavy_zombie_lite
					Action Mobber
					ItemAttributes
					{
						ItemName TF_WEAPON_BOTTLE
						"is invisible" 1
						"custom kill icon" fists
					}
				}
				TFBot
				{
					Class Heavy
					Name "Zombie"
					WeaponRestrictions MeleeOnly
					Skill Hard
					Item "Zombie Heavy"
					Health 400
					ClassIcon heavy_zombie_lite
					Action Mobber
				}
			}
		}
		WaveSpawn // zombies
		{
			Name "zombies"
			Where spawnbot_middle
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 50
			WaitBetweenSpawnsAfterDeath 10
			WaitForAllSpawned "bigboss"
			Support 1
			
			FirstSpawnWarningSound "misc/halloween/spell_skeleton_horde_rise.wav"
			
			FirstSpawnOutput
			{
				Target engie_hints
				Action Trigger
			}
			TFBot
			{
				Template T_TFBot_Engineer_Sentry_Tele_Battle
				TeleportWhere spawnbot_middle
				Name "Zombineer"
				Item "Zombie Engineer"
				CharacterAttributes
				{
					"engineer teleporter build rate multiplier" 2
					"engy sentry damage bonus" 1.5
				}
			}
		}
		WaveSpawn // damn it merasmus
		{
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "mörhm"
			
			FirstSpawnOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			FirstSpawnWarningSound "music\mvm_lost_wave.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon dead
					}
				}
			}
		}
	}
}